GeoSphereLight
The GeoSphereLight creates or edits a native USD sphere light prim which emits light in every direction.
See more about the workflow at Light Your Scene.
Inputs and Controls
|
Connection Type |
Connection Name |
Function |
| Input |
unnamed | An unnamed input to connect the light to your node graph. |
| axis |
An optional input to link the position, rotation, scale, and skew of the transformed 3D object(s) to an Axis node, so that the transformation controls on the Axis node override the corresponding controls on this node. Tip: If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object. |
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
GeoSphereLight Tab |
|||
|
Mode |
mode |
Create |
Choose whether to Create or Edit the light prim. |
|
Path (available in Create Mode) |
prim_path |
{nodename} |
The root path for the prims) created (e.g. \"/Scene/ Objects/Table"). If empty, the node name is used with a leading \"/\". The following may be used in the path to substitute text: {parent} - the default parent (if set). This may be set by an upstream node such as GeoScope. {nodename} - the name of this node |
|
Create Missing Parents |
create_missing_parents |
on |
When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims. |
|
Create Missing Parents (Type) |
parent_prim_type |
Xform |
Sets the type of prim to create if there are missing ancestors in the path. |
| Mask (available in Edit Mode) | mask_patterns | Default - Injected/All Lights |
Specifies the mask pattern to match the prim names to affect. You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. Default - Injected/All Lights - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. |
| Inject Mask | inject_mask | off | When enabled the mask in the current node is pushed to the geo nodes below it that have the default mask set. |
| Set From Prim | set_knobs_from_prim | N/A | When clicked this button gets the values from the prim at the current UI time and sets the knobs to these values. |
| Basic | |||
|
Intensity |
inputs_intensity |
1 |
Scales the power of the light linearly. |
|
Exposure |
inputs_exposure |
0 |
Scales the power of the light exponentially as a power of 2, similar to an Fstop control. The result is multiplied against the intensity. |
|
Normalize |
inputs_normalize |
off |
When enabled this option keeps the power of the light constant when the size of the light is altered. (This is the size of the light prim itself, not the locator in the Viewer.) This makes it easier to independently adjust the intensity/exposure and size of the light because the total illumination provided will not vary with the area or angular size of the light.
May not be respected by all light shader implementations. |
|
Color |
inputs_color |
1 |
Sets the color of the emitted light. |
|
Enable Color Temperature |
inputs_enableColorTemperature |
off |
Enables using color temperature. |
|
Color Temperature |
inputs_colorTemperature |
6500 |
Color temperature, in degrees Kelvin, representing the white point of the light. When enabled the rgb converted result multiplies against the ‘Color’ control. The default is a common white point 6500k, or D65. Lower values are warmer and higher values are cooler with a valid range from 1000k to 10000k. |
| Radius | inputs_radius | 0.5 | The radius to use for the point light when modelled as a sphere. |
| Treat As Point | treatAsPoint | off | When enabled the light is treated as a point light by renderers that support this option. For renderers that don’t support this (or when this option is disabled) the radius will be used and the light modelled as a sphere. |
| Refine | |||
|
Diffuse Multiplier |
inputs_diffuse |
1 |
A multiplier for the effect this light has on the diffuse response of materials. |
|
Specular Multiplier |
inputs_specular |
1 |
A multiplier for the effect this light has on the specular response of materials. |
| ScanlineRender Options | |||
| Falloff Type | slr_falloff_type | No Falloff | Light falloff type controls how much light the object gets from the light source. It is based on the distance between the light source and the object. No Falloff will not diminish the light. A Linear type will diminish the light at a fixed rate as it travels from the object. Quadratic and Cubic types will diminish the light at an exponential rate. (ScanlineRender only option) |
| Transform | |||
| Snap | geosnap_operation | N/A |
Choose what a selection in the Viewer or pivot point is snapped to in the Viewer: • Geo to • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
| (Snap) T | geosnap_translate | on | Sets the translation to the selection within the scene. |
| (Snap) R | geosnap_rotate | off | Sets the rotation to the selection within the scene. |
| (Snap) S | geosnap_scale | off | Sets the scale to the selection within the scene. |
|
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
|
Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
|
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
|
Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
|
Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
|
Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
|
Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
|
Skew |
skew |
0, 0, 0 |
Lets you skew the object on the x, y, and z axes. |
|
Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
|
Pivot Rotate |
pivot_rotate |
0, 0, 0 |
|
|
Local Matrix |
|||
|
Prim Transform Order |
xform_op_order |
Prepend |
Specifies the point at which this transform is applied to the prims (selected by the mask). USD prims support multiple transforms. This setting determines whether the transform should be applied before (Prepend) or after (Append) the upstream transforms, it replaces the existing transform (Replace) or does not change the current transform at all (No Change). |
| Display Tab | |||
|
Display |
display |
wireframe |
Adjust the display characteristics of the 3D object. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer. • off - hides the 3D geometry object. • wireframe - displays only the outlines of the object’s geometry. • solid - displays all geometry with a solid color. • solid + wireframe - displays the geometry as solid color with the object’s geometry outlines. • textured - displays only the surface texture. • textured + wireframe - displays the wireframe plus the surface texture. Note: The Viewer node 3D > display setting overrides this control. |
| Selectable | selectable | on | Turn off to prevent picking with the mouse in the viewer. |
| Editable | editable | on | Turn off to prevent changing values when manipulating in Viewer. |
| Fixed locator size | locator_fixed_size | off | When checked, the locator will be drawn in a fixed size regardless of current camera/zoom settings. |
| Locator Fill Color | locator_fill_color | N/A | The fill color used for the locator when the light color isn’t being used. |
| Set locator to Light Color | locator_use_light_for_fill_color | on | Sets the locator color to the same color as the light itself. |
Set your geometry to a vertex selection within the scene.
Set your geometry to a vertex selection within the scene in a frame range.
Snaps your geometry by using a custom script.
Set your pivot point to a vertex selection within the scene in a frame range.
Set your geometry to a vertex selection within the scene in a frame range.
Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.