Color / Red / Green / Blue
Sets the RGB color emitted by the Disk Light.
Use channel-specific controls when the operation should not affect all components equally.
Disk USD light
Adds a disk light source to a USD scene with color, exposure, response, falloff, shadow and transform controls.
uDiskLight is a USD scene light shaped as a disk. It controls direct illumination and specular response inside the stage, making it useful for physically understandable lighting, reflections and shadow design before uRenderer.
Overview
uDiskLight is a USD scene light shaped as a disk. It controls direct illumination and specular response inside the stage, making it useful for physically understandable lighting, reflections and shadow design before uRenderer.
Think of uDiskLight as a real disk lamp placed in the USD scene: size and shape define the character of highlights and shadows, while intensity, exposure and falloff define its energy.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
3D scene or object data to be processed or combined.
The resulting 3D scene or scene object.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the RGB color emitted by the Disk Light.
Use channel-specific controls when the operation should not affect all components equally.
Sets the base energy of the light.
Changes light energy in photographic stops.
Enables black-body color-temperature control for the Disk Light.
Sets how strongly the Disk Light contributes to diffuse shading.
Sets how strongly the Disk Light contributes to specular reflections.
Selects the light falloff model.
Chooses how light intensity falls off with distance.
Sets how quickly the light falls off with distance.
Controls how tightly the Disk Light emission is focused.
Sets the shaping cone angle of the Disk Light.
Keeps Disk Light energy predictable as the emitter radius changes.
Sets disk size.
Turns shadow generation on or off.
Sets the RGB tint of Disk Light shadows.
Use channel-specific controls when the operation should not affect all components equally.
Sets the density of generated or distributed elements.
Softens the transition at the edge of the mask, matte or effect.
Sets the processing quality for this operation.
Use a lighter setting while building the comp if needed, then verify the final-quality result before render.
Sets the resolution of the shadow map.
Higher values can sharpen shadow detail but increase render cost.
Offsets shadow depth comparison to reduce self-shadowing artifacts.
Use the smallest value that removes acne or detached-looking shadows.
Sets the Shadow Map Offset.
Sets translation on the X, Y and Z axes.
Sets the pivot position on the X, Y and Z axes.
Outputs this operation as a separate USD stage instead of folding it into the incoming stage.
Practical setup
Connect or create the USD stage.
Add uDiskLight and position it relative to the subject.
Set color, intensity and exposure before fine-tuning material response.
Choose decay behavior that fits the shot scale.
Adjust the shape-specific size controls for highlight and shadow character.
Enable shadows and tune softness only after the lighting direction is correct.
Render through uRenderer and judge the result on the final material.
Examples
Use uDiskLight as the main shaped source in a simple USD lighting rig.
Use the source to evaluate roughness and reflective response.
Troubleshooting
Production notes
Related nodes