USD MeshLight I/O#1539
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johnhaddon
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Thanks Eric! LGTM. If you could update Changes.md at the same time as adding the parameter value test I requested inline, that would be grand. Then we can get a release out with this and my PointInstancer stuff in it...
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| lightNetwork = IECoreScene.ShaderNetwork( | ||
| shaders = { | ||
| "output" : IECoreScene.Shader( "MeshLight", "light", {} ), |
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Would be good to include a few parameter values here, and check they've been written.
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I added a few parameters with different types and went ahead and squashed it into the original commit : ca1f6e5
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Thanks John! I added some parameters to the write test and updated the changelog. Both are squashed down to the original commit. Testing went fine locally - hopefully CI agrees. |
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Nice one, thanks Eric! CI was happy so I've merged... |
This adds reading and writing of USD mesh lights. A mesh becomes a mesh light in USD by attaching the
MeshLightAPIto it. USD itself makes reading mesh lights easy by taking on the addition of the relevant attributes when a mesh has aMeshLightAPIattached to it.Writing mesh lights is also pretty straightforward - we need to intercept a light with a
MeshLightshader, attach theMeshLightAPIto the prim and continue on with writing the parameters.Checklist