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 |
---|---|
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 |
---|---|---|
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 |