Color / Red / Green / Blue
Sets the RGB color emitted by the Sphere Light.
Use channel-specific controls when the operation should not affect all components equally.
Sphere USD light
Adds a sphere light source to a USD scene with color, exposure, response, falloff, shadow and transform controls.
uSphereLight is a USD scene light shaped as a sphere. It controls direct illumination and specular response inside the stage, making it useful for physically understandable lighting, reflections and shadow design before uRenderer.
Overview
uSphereLight is a USD scene light shaped as a sphere. 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 uSphereLight as a real sphere 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.
Updated USD/3D stage for further composition, rendering or export.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the RGB color emitted by the Sphere 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 Sphere Light.
Sets how strongly the Sphere Light contributes to diffuse shading.
Sets how strongly the Sphere 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.
Helps maintain consistent output while the radius changes.
Sets the physical radius of the spherical emitter.
Turns shadow generation on or off.
Sets the RGB tint of Sphere 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.
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.
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 uSphereLight 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 uSphereLight 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