Lights in Hydra (LightSchema)

Hey,

A question on Lights in the hydra space.

I am inserting lights with the type light, following from the lightSchema, and setting the light.isLight locator to true. However, HdStorm does not seem to respect this light or its material (with DistantLight shader).

The only way I can get this to work is to define it as distantLightahead of time as the type.

This doesn’t feel “hydra” or “USD/Sdr” to me, since its requiring shader data to be discovered ahead of time of Hydra prim creation. I had anticipated with the move in much older USD’s where Lights were moved to inputs: and became connectable and part of a node network, that we’d treat them as material networks within the Hydra space, and importantly, consistently regardless of renderer. with Hydra2 providing a space for render delegates to convert data using scene indices to their own desires (without restricting other delegates). This also limits the light types to some undisclosed (in pure Hydra 2.0 - SceneIndexObserver based) subset.

I’ve also found hdprman does understand lights being passed as material networks, as a basic light type. Thus I’m a little confused.

It’s worth noting there isn’t much in the light Schema, and I wondered if this was an area that requires growth, or whether I should be logging bugs against such actions. Perhaps having light inherit from materialSchema since it is required to pass the material (at least for some renderers).

I guess the main question is, what is the hydra convention for lights?

I’d defer to Lee or Anders, but my understanding has always been that lights in storm are a bit rough around the edges and Renderman has been the main validation point for them.