@@ -424,7 +424,7 @@ class UsdLuxLightAPI : public UsdAPISchemaBase
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// --------------------------------------------------------------------- //
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// / Normalizes the emission such that the power of the light
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// / remains constant while altering the size of the light, by dividing the
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- // / luminance by the world-space surface area of the light.
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+ // / luminance by the world-space surface area of the light, in meters² .
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// /
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// / This makes it easier to independently adjust the brightness and size
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// / of the light, by causing the total illumination provided by a light to
@@ -453,18 +453,34 @@ class UsdLuxLightAPI : public UsdAPISchemaBase
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// / ### Area Lights:
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// /
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// / For an area light, the `sizeFactor` is the surface area (in world
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- // / space) of the shape of the light, including any scaling applied to the
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- // / light by its transform stack. This includes the boundable light types
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+ // / space, expressed in meters²) of the shape of the light, including any
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+ // / scaling applied to the light by its transform stack. The area should
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+ // / then be multiplied by the scene's `metersPerUnit^2` to convert the
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+ // / surface area into meters². Area lights include the boundable light types
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// / which have a calculable surface area:
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// /
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// / - MeshLightAPI
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// / - DiskLight
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// / - RectLight
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// / - SphereLight
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- // / - CylinderLight
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+ // / - CylinderLight with treatAsLine == false
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// /
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// / <center><b>
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- // / sizeFactor<sub>area</sub> = worldSpaceSurfaceArea(light)
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+ // / sizeFactor<sub>area</sub> = worldSpaceSurfaceArea(light) * metersPerUnit²
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+ // / </b></center>
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+ // /
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+ // / ### Line Lights:
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+ // /
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+ // / Lights that simulate 1-dimensional emissive "lines" have a `sizeFactor`
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+ // / equal to the length (in world space, expressed in meters) of the shape
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+ // / of the light, including any scaling applied to the light by its
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+ // / transform stack. The area should then be multiplied by the scene's
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+ // / `metersPerUnit` to convert the length into meters. Line lights include:
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+ // /
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+ // / - CylinderLight with length != 0 and treatAsLine == True
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+ // /
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+ // / <center><b>
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+ // / sizeFactor<sub>line</sub> = worldSpaceLength(light) * metersPerUnit
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// / </b></center>
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// /
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// / ### DistantLight:
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