Diffuse Response / Specular Response
Sets the diffuse and specular material response to the Distant Light.
Distant USD light
Adds a distant light source to a USD scene with color, exposure, response, falloff, shadow and transform controls.
uDistantLight is a USD scene light shaped as a distant. It controls direct illumination and specular response inside the stage, making it useful for physically understandable lighting, reflections and shadow design before uRenderer.
Overview
uDistantLight is a USD scene light shaped as a distant. 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 uDistantLight as a real distant 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 diffuse and specular material response to the Distant Light.
Sets offset for uDistantLight.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Sets the RGB color emitted by the Distant 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 Distant Light.
Sets how strongly the Distant Light contributes to diffuse shading.
Sets how strongly the Distant Light contributes to specular reflections.
Maintains predictable output for the directional source.
Controls apparent sun-like source size and therefore shadow softness.
Turns shadow generation on or off.
Sets the RGB tint of Distant 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.
Outputs this operation as a separate USD stage instead of folding it into the incoming stage.
Sets the 3D rotation order.
Defines the order in which the three rotation axes are evaluated.
Sets rotation on the X, Y and Z axes.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Practical setup
Connect or create the USD stage.
Add uDistantLight 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 uDistantLight 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