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TL;DR:

Light linking determines which objects a light illuminates. Shadow linking determines which objects cast shadows for that light. In Solaris, the LOP Light Linker lets you create and manage both relationships.

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What Is Light Linking?

By default, lights in a 3D scene illuminate every eligible object within their effective range. Light linking overrides this behavior by specifying which objects each light can illuminate.

Why is it useful?

Light linking gives lighting artists more control over the final image without restructuring the entire scene.

Common uses include:

lightlinking_hos_re1mon_gerardojustel_red.mp4

Light Linking in Solaris

Solaris uses USD primitives (prims), along with their properties and relationships.

The Light Linker LOP creates USD light-link properties that define which scene objects each light affects.

These properties act as a set of rules:

Element Role
Light The source of illumination
Target prim An object that may receive illumination
Include rule Specifies objects the light should affect
Exclude rule Specifies objects the light should not affect

USD also supports collections, allowing rules to target groups of prims instead of individual objects. The Light Linker interface lets you manage these relationships without manually authoring USD properties.

Creating Light Links with LOP Light Linker

The Light Linker LOP is the dedicated node for managing these relationships.

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In Solaris, the Light Linker LOP uses rules to define these relationships for individual prims or collections, giving you precise control over lighting without duplicating the scene or modifying its geometry.

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https://www.sidefx.com/docs/houdini/nodes/lop/lightlinker.html

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Light 1 Affecting Only the Skull

Default No Light Mix

Default No Light Mix

With Light Mix

With Light Mix

image.png

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Light 2 Affecting Only the Ground

Default No Light Mix

Default No Light Mix

With Light Mix

With Light Mix

image.png

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Step 1 — Open your scene

Step 2 — Add the LOP Light Linker

The interface is divided into three areas:

LOP Light Linker interface

LOP Light Linker interface

Step 3 — Create a light-linking rule

Let's say you want the Key Light to illuminate only the skull.

  1. Find the Key Light in the left-hand tree.
  2. Drag it into the central rules area to create a rule card.
  3. Find the skull in the right-hand tree.
  4. Drag the skull into the rule card's Include list.
  5. If you want to explicitly prevent the light from affecting them, add the crown and grid to the Exclude list.

The rule now defines which objects the Key Light affects.

Create a light-linking rule

Create a light-linking rule

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The Include list defines the intended targets; the Exclude list defines exceptions.

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Light Linking vs. Shadow Linking

Light Linker can also create shadow-linking rules.

The two rule types control different things:

To create a shadow-link rule, Alt-drag a light into the central rules area.

Shadow Linking

Shadow Linking

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Light 1 and Light 2 Not Affecting Ground

Default No Light Mix

Default No Light Mix

With Light Mix

With Light Mix

image.png

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Crown and Skull not casting shadows

Default No Light Mix

Default No Light Mix

With Light Mix

With Light Mix

image.png

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