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PxrDirectLighting

PxrDirectLighting

This is a debugging or "draft-quality" integrator that implements only the direct lighting portion of the light transport. It is not designed to produce "final-quality" images. Since it doesn't implement indirect lighting paths it cannot produce reflections, refractions, or other global illumination effects, nor can it handle any effects that require a volume integrator.

 

Parameters

Parameter

Description

Parameter

Description

int numLightSamples

Controls the number of light samples for direct illumination per camera hit point. The default is 4.

int numBxdfSamples

Controls the number of Bxdf samples for direct illumination per camera hit point. The default is 4.

 

Standard AOVs

On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.

Declaration

Contents

Channels

Declaration

Contents

Channels

color __Pworld

P in world-space

__Pworld.r : x component

__Pworld.g : y component

__Pworld.b : z component

color __Nworld

Nn in world-space

__Nworld.r : x component

__Nworld.g : y component

__Nworld.b : z component

color __depth

Multi-purpose AOV

__depth.r : depth from camera in world-space

__depth.g : height in world-space

__depth.b : geometric facing ratio : abs(Nn.V)

color __st

Texture coords

__st.x : s

__st.y : t

__st.z : 0.0

color __Pref

Reference Position primvar (if available)

__Pref.r : x component

__Pref.g : y component

__Pref.b : z component

color __Nref

Reference Normal primvar (if available)

__Nref.r : x component

__Nref.g : y component

__Nref.b : z component

color __WPref

Reference World Position primvar (if available)

__WPref.r : x component

__WPref.g : y component

__WPref.b : z component

color __WNref

Reference World Normal primvar (if available)

__WNref.r : x component

__WNref.g : y component

__WNref.b : z component

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