Texture Format / Automatic, LatLong, Mirrored Ball, Angular, Cube Map Vertical Cross
Chooses how the environment texture is laid out and interpreted.
Environment USD light
Lights a USD scene from an environment texture or uniform dome source with exposure, response and texture-mapping controls.
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
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.
Think of uDomeLight as placing the entire USD scene inside a luminous environment sphere: every direction can contribute light and reflection information.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
3D scene or object data to be processed or combined.
Updated USD/3D stage for further composition, rendering or export.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses how the environment texture is laid out and interpreted.
Rotates and scales the Dome Light environment mapping.
Sets the RGB tint of the Dome Light environment.
Use channel-specific controls when the operation should not affect all components equally.
Sets the light intensity.
Applies an exposure offset to the Dome Light environment.
Enables black-body color-temperature control for the Dome Light.
Sets how strongly the Dome Light contributes to diffuse material lighting.
Sets how strongly the Dome Light contributes to reflections and specular highlights.
Normalizes Dome Light energy so brightness remains more consistent across environment-map formats.
Controls the visual guide size without changing the lighting concept.
Sets the HDRI or environment texture used by the Dome Light.
Opens a file browser for the related path or resource.
Defines how the environment texture is interpreted: Automatic, LatLong, mirrored ball, angular or cube map.
Detects the environment-map layout automatically.
Interprets the environment texture as a latitude-longitude equirectangular map.
Interprets the environment texture as a mirrored-ball map.
Interprets the environment texture as an angular environment map.
Interprets the environment texture as a vertical-cross cube map.
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.
Links the X, Y and Z values for scale.
Practical setup
Load or build the USD scene.
Add uDomeLight.
Load an environment map and select the correct texture layout.
Rotate the dome until major highlights match the intended direction.
Balance exposure before adding local lights.
Render through uRenderer and inspect both diffuse illumination and reflections.
Examples
Use an environment map as the base illumination for a USD asset.
Combine environment fill with a shaped key source.
Troubleshooting
Production notes
Related nodes