43 pxr::GfVec3f
color(1.0f, 1.0f, 1.0f);
44 float intensity = 1.0f;
45 pxr::SdfAssetPath texture_file;
57 if (!file_path.empty()) {
58 texture_file = pxr::SdfAssetPath(file_path, file_path);
67 texture_file = pxr::SdfAssetPath(File_path, File_path);
72 color = pxr::GfVec3f(0.0f, 0.0f, 0.0f);
86 intensity =
scene_delegate_->shading_settings.studiolight_intensity / 2;
90 pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
94 data_[pxr::UsdLuxTokens->orientToStageUpAxis] =
true;
95 data_[pxr::HdLightTokens->intensity] = intensity;
96 data_[pxr::HdLightTokens->exposure] = 0.0f;
98 data_[pxr::HdLightTokens->textureFile] = texture_file;