Geometry Light in LOPs
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- brians
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Geometry lights in USD are indeed just placeholders ATM. It's difficult to support them due to limitations in Hydra.
Instead, Karma automatically turns any geometry or volumes into geo-lights under the hood, if emission is being used on the material.
- “Treat as LightSource” geometry property can be used to change this behavior.
- “Light Sampling Quality” geometry property can be used to adjust sampling quality.
Instead, Karma automatically turns any geometry or volumes into geo-lights under the hood, if emission is being used on the material.
- “Treat as LightSource” geometry property can be used to change this behavior.
- “Light Sampling Quality” geometry property can be used to adjust sampling quality.
Edited by brians - 2020年4月3日 23:16:50
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tamte
thanks brians, that's good to know, however such “Light Source” doesn't seem to show up in Light Linker or Light Mixer also can we tag lights and objects for LPE's and would such “Light Source” lpe tag work as a light tag?
Hi Tomas
Those features are not supported yet. Once Pixar have done the work necessary for Hydra to support geometry-lights, then we will be able to move forward on them. We don't have a firm date on when that'll be unfortunately, at this stage it will not be in 18.5 at least.
Thanks
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brianstamte
thanks brians, that's good to know, however such "Light Source" doesn't seem to show up in Light Linker or Light Mixer also can we tag lights and objects for LPE's and would such "Light Source" lpe tag work as a light tag?
Hi Tomas
Those features are not supported yet. Once Pixar have done the work necessary for Hydra to support geometry-lights, then we will be able to move forward on them. We don't have a firm date on when that'll be unfortunately, at this stage it will not be in 18.5 at least.
Thanks
Any news on this? thanks!
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- AnimGraphLab
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@Healiosol, yes you can enable geo lights. You have to create materiallibrary LOP, dive inside of it, and create a MaterialX (for example) shader, enable emission - assign a material to the mesh with materiallibrary LOP or with assign material LOP.
- https://www.sidefx.com/docs/houdini/solaris/kug/lights.html#geo [www.sidefx.com]
Example using MaterialX:
Example using Principled Shader (rendering feels a bit slower compared to MaterialX):
Node graph:
- https://www.sidefx.com/docs/houdini/solaris/kug/lights.html#geo [www.sidefx.com]
Example using MaterialX:
Example using Principled Shader (rendering feels a bit slower compared to MaterialX):
Node graph:
Edited by AnimGraphLab - 2023年4月2日 14:42:20
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brianstamte
thanks brians, that's good to know, however such "Light Source" doesn't seem to show up in Light Linker or Light Mixer also can we tag lights and objects for LPE's and would such "Light Source" lpe tag work as a light tag?
Hi Tomas
Those features are not supported yet. Once Pixar have done the work necessary for Hydra to support geometry-lights, then we will be able to move forward on them. We don't have a firm date on when that'll be unfortunately, at this stage it will not be in 18.5 at least.
Thanks
Is this limitation still present?
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sekowyou can tag geometry with LPE tag and then isolate in your AOVs
bump, LPE tags for geo lights still a no no?
it works for geometry light contributions
the main limitation seems to be that the Split Per LPE Tag checkboxes don't parse geometry marked as lights, only light schemas and therefore they will not detect and create the AOVs for current workaroundish incarnation of geometry lights
so you have to create additional AOVs yourself with corresponding LPE that filters lights by LPE tag of the geometry light object
Edited by tamte - 2023年12月14日 21:46:30
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- jsmack
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tamtesekowyou can tag geometry with LPE tag and then isolate in your AOVs
bump, LPE tags for geo lights still a no no?
it works for geometry light contributions
the main limitation seems to be that the Split Per LPE Tag checkboxes don't parse geometry marked as lights, only light schemas and therefore they will not detect and create the AOVs for current workaroundish incarnation of geometry lights
so you have to create additional AOVs yourself with corresponding LPE that filters lights by LPE tag of the geometry light object
Is that with O event or L?
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