Skip to content

StandardShaderBall: Light interpretation variant #81

@pablode

Description

@pablode

Currently, light units and how values are interpreted vary between different renderers and Hydra-enabled applications (as can be seen in this repository), causing the shader ball to most likely only render correctly in the environment it was authored in (Karma).

In order to get comparable results in other environments, we could add a variant that overrides the specific light properties, like intensities with values that have been calculated based on the original values. The logic could be based on above investigation and perhaps this PR can provide additional information.

More specifically, it would also make sense to include (and perhaps default to) the proposed update of the UsdLux specification.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions