USD: improve light units conversion #109795
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Reference: blender/blender#109795
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Delete Branch "brecht/blender:usd-light-units"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Overall it should be much closer now for all light types. Point and distant
light units are inconsistent between renderers, so not possible to match
everything there.
Ref #109404
@brecht The changes look consistent to me, so I'm approving this PR. Just so I understand the motivation behind this, the goal appears to be to better match Karma lighting, is that right?
I'm trying to match all Hydra renderers, but unfortunately there is no documented convention and there are inconsistencies in implementations.
@ -10,6 +10,7 @@
#include <pxr/usd/usdLux/sphereLight.h>
#include "BLI_assert.h"
#include "BLI_math_rotation.h"
Seems unnecessary?
Indeed, though after the latest changes I did need it for spot lights.
I did various fixes for zero radius point lights, they match Storm now. For Karma it's off by a factor of 4, and the same inconsistency exists in Houdini when switching Karma and Storm. So no hope of matching both and I think matching a sphere light with small radius makes most sense.
Hello @brecht, I want to draw attention to the current ongoing effort to streamline light handling in USD/Hydra-supporting renderers over at the ASWF slack (usd-lux-discussion channel).
As part of this effort, a comparison between different renderers has been conducted, and a tighter specification is being worked out.
Thanks, I will follow the discussion in usd-lux.