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USD / 3DAdvanced

uDomeLight

Environment USD light

Lights a USD scene from an environment texture or uniform dome source with exposure, response and texture-mapping controls.

uDomeLight
DaVinci Resolve · Fusion

uDomeLight surrounds the USD scene with environment illumination. It can use HDRI-style LatLong, mirrored-ball, angular or cube-map textures and is one of the fastest ways to establish realistic ambient lighting and reflections.

Overview

What uDomeLight does

uDomeLight surrounds the USD scene with environment illumination. It can use HDRI-style LatLong, mirrored-ball, angular or cube-map textures and is one of the fastest ways to establish realistic ambient lighting and reflections.

Mental model

Think of uDomeLight as placing the entire USD scene inside a luminous environment sphere: every direction can contribute light and reflection information.

Common uses

HDRI environment lighting
Ambient fill
Image-based reflections
Studio environment maps
Matching a CG element to photographed surroundings

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

SceneInput

3D scene or object data to be processed or combined.

uDomeLight
Fusion node

SceneOutput

Updated USD/3D stage for further composition, rendering or export.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Texture Format / Automatic, LatLong, Mirrored Ball, Angular, Cube Map Vertical Cross

Chooses how the environment texture is laid out and interpreted.

Transform / Rotation, Scale

Rotates and scales the Dome Light environment mapping.

Color / Red / Green / Blue

Sets the RGB tint of the Dome Light environment.

Use channel-specific controls when the operation should not affect all components equally.

Intensity

Sets the light intensity.

Exposure

Applies an exposure offset to the Dome Light environment.

Enable Color Temperature

Enables black-body color-temperature control for the Dome Light.

Diffuse Response

Sets how strongly the Dome Light contributes to diffuse material lighting.

Specular Response

Sets how strongly the Dome Light contributes to reflections and specular highlights.

Normalize Intensity

Normalizes Dome Light energy so brightness remains more consistent across environment-map formats.

Guide Radius

Controls the visual guide size without changing the lighting concept.

Texture File

Sets the HDRI or environment texture used by the Dome Light.

Browse

Opens a file browser for the related path or resource.

Texture Format

Defines how the environment texture is interpreted: Automatic, LatLong, mirrored ball, angular or cube map.

Texture Format / Automatic

Detects the environment-map layout automatically.

Texture Format / LatLong

Interprets the environment texture as a latitude-longitude equirectangular map.

Texture Format / Mirrored Ball

Interprets the environment texture as a mirrored-ball map.

Texture Format / Angular

Interprets the environment texture as an angular environment map.

Texture Format / Cube Map Vertical Cross

Interprets the environment texture as a vertical-cross cube map.

Export as Separate Stage

Outputs this operation as a separate USD stage instead of folding it into the incoming stage.

Transform / Rotation Order

Sets the 3D rotation order.

Defines the order in which the three rotation axes are evaluated.

Transform / Rotation X Y Z

Sets rotation on the X, Y and Z axes.

Transform / Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

Practical setup

A reliable workflow

  1. 1

    Load or build the USD scene.

  2. 2

    Add uDomeLight.

  3. 3

    Load an environment map and select the correct texture layout.

  4. 4

    Rotate the dome until major highlights match the intended direction.

  5. 5

    Balance exposure before adding local lights.

  6. 6

    Render through uRenderer and inspect both diffuse illumination and reflections.

Typical node chain
Environment Texture
uDomeLight
USD Scene
uRenderer

Examples

Where this node fits in real work

HDRI lighting

Use an environment map as the base illumination for a USD asset.

uLoaderuDomeLightuCamerauRenderer

Dome plus key light

Combine environment fill with a shaped key source.

uDomeLightuRectangleLightuMergeuRenderer

Troubleshooting

Common mistakes

Using the wrong texture format and getting distorted illumination.
Rotating the model to fix environment direction instead of rotating the dome.
Overexposing the dome and washing out local-light contrast.

Production notes

Practical tips

Start with dome lighting first, then add local key and rim sources.
Use a neutral test material to diagnose environment orientation.
Keep HDRI color-management consistent with the render pipeline.

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