UsdLuxLightAPI#
Fully qualified name: usdrt::UsdLuxLightAPI
-
class UsdLuxLightAPI : public usdrt::UsdAPISchemaBase#
API schema that imparts the quality of being a light onto a prim.
A light is any prim that has this schema applied to it. This is true regardless of whether LightAPI is included as a built-in API of the prim type (e.g. RectLight or DistantLight) or is applied directly to a Gprim that should be treated as a light.
Linking
Lights can be linked to geometry. Linking controls which geometry a light illuminates, and which geometry casts shadows from the light.
Linking is specified as collections (UsdCollectionAPI) which can be accessed via GetLightLinkCollection() and GetShadowLinkCollection(). Note that these collections have their includeRoot set to true, so that lights will illuminate and cast shadows from all objects by default. To illuminate only a specific set of objects, there are two options. One option is to modify the collection paths to explicitly exclude everything else, assuming it is known; the other option is to set includeRoot to false and explicitly include the desired objects. These are complementary approaches that may each be preferable depending on the scenario and how to best express the intent of the light setup.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value “rightHanded”, use UsdLuxTokens->rightHanded as the value.
Public Functions
-
inline explicit UsdLuxLightAPI(const UsdPrim &prim = UsdPrim())#
Construct a UsdLuxLightAPI on UsdPrim
prim
. Equivalent to UsdLuxLightAPI::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.
-
inline explicit UsdLuxLightAPI(const UsdSchemaBase &schemaObj)#
Construct a UsdLuxLightAPI on the prim held by
schemaObj
. Should be preferred over UsdLuxLightAPI(schemaObj.GetPrim()), as it preserves SchemaBase state.
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inline virtual ~UsdLuxLightAPI()#
Destructor.
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inline UsdAttribute GetCollectionLightLinkIncludeRootAttr() const#
Declaration
uniform bool collection:lightLink:includeRoot = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateCollectionLightLinkIncludeRootAttr() const#
See GetCollectionLightLinkIncludeRootAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCollectionShadowLinkIncludeRootAttr() const#
Declaration
uniform bool collection:shadowLink:includeRoot = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateCollectionShadowLinkIncludeRootAttr() const#
See GetCollectionShadowLinkIncludeRootAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetShaderIdAttr() const#
Default ID for the light’s shader. This defines the shader ID for this light when a render context specific shader ID is not available.
The default shaderId for the intrinsic UsdLux lights (RectLight, DistantLight, etc.) are set to default to the light’s type name. For each intrinsic UsdLux light, we will always register an SdrShaderNode in the SdrRegistry, with the identifier matching the type name and the source type “USD”, that corresponds to the light’s inputs.
Declaration
uniform token light:shaderId = ""
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
See also
GetShaderId
See also
GetShaderIdAttrForRenderContext
See also
SdrRegistry::GetShaderNodeByIdentifier
See also
SdrRegistry::GetShaderNodeByIdentifierAndType
-
inline UsdAttribute CreateShaderIdAttr() const#
See GetShaderIdAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
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inline UsdAttribute GetMaterialSyncModeAttr() const#
For a LightAPI applied to geometry that has a bound Material, which is entirely or partly emissive, this specifies the relationship of the Material response to the lighting response. Valid values are:
materialGlowTintsLight: All primary and secondary rays see the emissive/glow response as dictated by the bound Material while the base color seen by light rays (which is then modulated by all of the other LightAPI controls) is the multiplication of the color feeding the emission/glow input of the Material (i.e. its surface or volume shader) with the scalar or pattern input to inputs:color. This allows the light’s color to tint the geometry’s glow color while preserving access to intensity and other light controls as ways to further modulate the illumination.
independent: All primary and secondary rays see the emissive/glow response as dictated by the bound Material, while the base color seen by light rays is determined solely by inputs:color. Note that for partially emissive geometry (in which some parts are reflective rather than emissive), a suitable pattern must be connected to the light’s color input, or else the light will radiate uniformly from the geometry.
noMaterialResponse: The geometry behaves as if there is no Material bound at all, i.e. there is no diffuse, specular, or transmissive response. The base color of light rays is entirely controlled by the inputs:color. This is the standard mode for “canonical” lights in UsdLux and indicates to renderers that a Material will either never be bound or can always be ignored.
Declaration
uniform token light:materialSyncMode = "noMaterialResponse"
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
materialGlowTintsLight, independent, noMaterialResponse
-
inline UsdAttribute CreateMaterialSyncModeAttr() const#
See GetMaterialSyncModeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetIntensityAttr() const#
Scales the power of the light linearly.
Declaration
float inputs:intensity = 1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateIntensityAttr() const#
See GetIntensityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetExposureAttr() const#
Scales the power of the light exponentially as a power of 2 (similar to an F-stop control over exposure). The result is multiplied against the intensity.
Declaration
float inputs:exposure = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateExposureAttr() const#
See GetExposureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetDiffuseAttr() const#
A multiplier for the effect of this light on the diffuse response of materials. This is a non-physical control.
Declaration
float inputs:diffuse = 1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateDiffuseAttr() const#
See GetDiffuseAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetSpecularAttr() const#
A multiplier for the effect of this light on the specular response of materials. This is a non-physical control.
Declaration
float inputs:specular = 1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateSpecularAttr() const#
See GetSpecularAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetNormalizeAttr() const#
Normalizes power by the surface area of the light. This makes it easier to independently adjust the power and shape of the light, by causing the power to not vary with the area or angular size of the light.
Declaration
bool inputs:normalize = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
-
inline UsdAttribute CreateNormalizeAttr() const#
See GetNormalizeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetColorAttr() const#
The color of emitted light, in energy-linear terms.
Declaration
color3f inputs:color = (1, 1, 1)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Color3f
-
inline UsdAttribute CreateColorAttr() const#
See GetColorAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetEnableColorTemperatureAttr() const#
Enables using colorTemperature.
Declaration
bool inputs:enableColorTemperature = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
-
inline UsdAttribute CreateEnableColorTemperatureAttr() const#
See GetEnableColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetColorTemperatureAttr() const#
Color temperature, in degrees Kelvin, representing the white point. The default is a common white point, D65. Lower values are warmer and higher values are cooler. The valid range is from 1000 to 10000. Only takes effect when enableColorTemperature is set to true. When active, the computed result multiplies against the color attribute. See UsdLuxBlackbodyTemperatureAsRgb().
Declaration
float inputs:colorTemperature = 6500
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateColorTemperatureAttr() const#
See GetColorTemperatureAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdRelationship GetFiltersRel() const#
Relationship to the light filters that apply to this light.
-
inline UsdRelationship CreateFiltersRel() const#
See GetFiltersRel(), and also Create vs Get Property Methods for when to use Get vs Create.
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UsdCollectionAPI GetLightLinkCollectionAPI() const#
Return the UsdCollectionAPI interface used for examining and modifying the light-linking of this light. Light-linking controls which geometry this light illuminates.
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UsdCollectionAPI GetShadowLinkCollectionAPI() const#
Return the UsdCollectionAPI interface used for examining and modifying the shadow-linking of this light. Shadow-linking controls which geometry casts shadows from this light.
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inline explicit operator bool() const#
Check if this schema object is compatible with it’s held prim and that the prim is valid.
A typed schema object is compatible if the held prim’s type is or is a subtype of the schema’s type. Based on
prim.IsA()
.An API schema object is compatible if the API is of type SingleApplyAPI or UsdSchemaType::MultipleApplyAPI, and the schema has been applied to the prim. Based on
prim.HasAPI
.This method invokes polymorphic behaviour.
See also
- Returns:
True if the help prim is valid, and the schema object is compatible with its held prim.
Public Static Functions
-
static inline UsdLuxLightAPI Apply(const UsdPrim &prim)#
Applies this single-apply API schema to the given
prim
. This information is stored by adding “LightAPI” to the token-valued, listOp metadata apiSchemas on the prim.See also
See also
See also
See also
- Returns:
A valid UsdLuxLightAPI object is returned upon success. An invalid (or empty) UsdLuxLightAPI object is returned upon failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
Public Static Attributes
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static const UsdSchemaType schemaType = UsdSchemaType::SingleApplyAPI#
Compile time constant representing what kind of schema this class is.
See also
Protected Functions
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inline const TfToken &_GetInstanceName() const#
Returns the instance name of the API schema object belonging to a multiple-apply API schema.
The returned instance name will be empty for non-applied and single-apply API schemas.
-
inline virtual bool _IsCompatible() const#
Check whether this APISchema object is valid for the currently held prim.
If this is an applied API schema, this returns true if the held prim is valid and already has the API schema applied to it, along with the instanceName (in the case of multiple-apply). The instanceName should not be empty in the case of a multiple-apply API schema.
This check is performed when clients invoke the explicit bool conversion operator, implemented in UsdSchemaBase.
See also
-
inline explicit UsdLuxLightAPI(const UsdPrim &prim = UsdPrim())#