Skip to content

Nodes · 3D

Light3D

3Dv1app

Overview

A light in the scene — point, spot, distant (sun), rect, or dome (ambient). Authored as a standard UsdLux prim, so the viewport, Render3D, USD export and the Unreal bridge all read the same light. Zero lights in a scene = the neutral headlight rig.

How to

How-to

  1. Pick the type (point, spot, distant, rect, dome); set intensity and exposure.
  2. Spots take cone_angle / cone_softness; rects width / height; shadow casts a map in the viewport and Render3D.
  3. Name a Light3D (or a Merge3D of several) in a BS_Relight's lights to relight a plate with it.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outScene

Parameters

ParameterTypeDefaultWhat it does
txFloat0.0Translate X — position along the world X axis, metres.
tyFloat0.0Translate Y — position along the world Y axis (up), metres.
tzFloat0.0Translate Z — position along the world Z axis, metres. The camera looks down −Z.
rxFloat0.0Rotate around X, degrees.
ryFloat0.0Rotate around Y (turntable), degrees.
rzFloat0.0Rotate around Z (roll), degrees.
sxFloat1.0Scale along X. 1 = unchanged.
syFloat1.0Scale along Y.
szFloat1.0Scale along Z.
typeChoicepointWhat kind of light: point (a bulb, falls off by inverse-square), spot (point + cone), distant (parallel sun rays — position doesn't matter, rotation does), rect (a soft panel, single-sided), dome (even ambient fill everywhere). pointspotdistantrectdome
intensityFloat1.0Linear brightness multiplier on the colour. For point/spot lights this is the value at 1 meter — expect to push it well past 1 to light something a few meters away.
exposureFloat0.0Stops on top of intensity: +1 doubles the light, −1 halves it. The knob a grade-minded artist reaches for.
colorColor[1.0, 1.0, 1.0, 1.0]The colour.
radiusFloat0.5The source's size in meters — and the floor on inverse-square falloff, so intensity stays finite right at the bulb.
cone_angleFloat25.0Spot only: the cone's half-angle in degrees off the light's aim (−Z).
cone_softnessFloat0.2Spot only: how much of the cone's edge fades (0 hard … 1 fully soft).
widthFloat1.0Rect only: panel width in meters.
heightFloat1.0Rect only: panel height in meters.
shadowBoolfalseMake this the shadow-casting KEY light. One light gets the 2k shadow map — the first enabled spot or distant in the scene; point/rect/dome can't cast in v1.
shadow_biasFloat0.0015Depth-compare trim against shadow acne (surfaces speckling in their own shadow). Raise it if flat surfaces sparkle; too high and shadows detach from their objects (peter-panning).
textureTextDome only: a latlong image (EXR, HDR, PNG) the dome lights with instead of a flat colour — the environment a render sees, as the viewport's HDRI is the one the viewport sees (UsdLux inputs:texture:file, so it exports). Intensity scales the map, the dome's yaw turns it; the colour knob is ignored while a texture is set.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also

  • The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.