#usda 1.0 ( "WARNING: THIS FILE IS GENERATED. DO NOT EDIT." customLayerData = { string[] appliedAPISchemas = ["StatementsAPI", "RiMaterialAPI", "RiLightAPI", "RiLightFilterAPI", "RiLightPortalAPI", "RiSplineAPI", "RiTextureAPI"] dictionary multipleApplyAPISchemas = { } } ) class "StatementsAPI" ( doc = """Container namespace schema for all renderman statements. \\note The longer term goal is for clients to go directly to primvar or render-attribute API's, instead of using UsdRi StatementsAPI for inherited attributes. Anticpating this, StatementsAPI can smooth the way via a few environment variables: * USDRI_STATEMENTS_WRITE_NEW_ENCODING: Causes StatementsAPI to write attributes to primvars in the \"ri:\" namespace. * USDRI_STATEMENTS_READ_OLD_ENCODING: Causes StatementsAPI to read old-style attributes instead of primvars in the \"ri:\" namespace. """ ) { } class RslShader "RslShader" ( doc = """ \\deprecated RSL shaders have been deprecated in RenderMan. This schema will be removed in a future release. """ ) { uniform token info:id ( doc = """The id is an identifier for the type or purpose of the shader. E.g.: Texture or FractalFloat. The use of this id will depend on the render target: some will turn it into an actual shader path, some will use it to generate shader source code dynamically. \\sa SetShaderId() """ ) uniform token info:implementationSource = "id" ( allowedTokens = ["id", "sourceAsset", "sourceCode"] doc = """Specifies the attribute that should be consulted to get the shader's implementation or its source code. * If set to \"id\", the \"info:id\" attribute's value is used to determine the shader source from the shader registry. * If set to \"sourceAsset\", the resolved value of the \"info:sourceAsset\" attribute corresponding to the desired implementation (or source-type) is used to locate the shader source. A source asset file may also specify multiple shader definitions, so there is an optional attribute \"info:sourceAsset:subIdentifier\" whose value should be used to indicate a particular shader definition from a source asset file. * If set to \"sourceCode\", the value of \"info:sourceCode\" attribute corresponding to the desired implementation (or source type) is used as the shader source. """ ) asset info:sloPath } class RisObject "RisObject" ( doc = """ \\deprecated Specialized RIS shader schemas have been deprecated in favor of all shader prims being simple UsdShadeShader. This schema will be removed in a future release. Represents a ris object with connectable parameters. """ ) { asset info:argsPath asset info:filePath uniform token info:id ( doc = """The id is an identifier for the type or purpose of the shader. E.g.: Texture or FractalFloat. The use of this id will depend on the render target: some will turn it into an actual shader path, some will use it to generate shader source code dynamically. \\sa SetShaderId() """ ) uniform token info:implementationSource = "id" ( allowedTokens = ["id", "sourceAsset", "sourceCode"] doc = """Specifies the attribute that should be consulted to get the shader's implementation or its source code. * If set to \"id\", the \"info:id\" attribute's value is used to determine the shader source from the shader registry. * If set to \"sourceAsset\", the resolved value of the \"info:sourceAsset\" attribute corresponding to the desired implementation (or source-type) is used to locate the shader source. A source asset file may also specify multiple shader definitions, so there is an optional attribute \"info:sourceAsset:subIdentifier\" whose value should be used to indicate a particular shader definition from a source asset file. * If set to \"sourceCode\", the value of \"info:sourceCode\" attribute corresponding to the desired implementation (or source type) is used as the shader source. """ ) } class RisPattern "RisPattern" ( doc = """ \\deprecated Specialized RIS shader schemas have been deprecated in favor of all shader prims being simple UsdShadeShader. This schema will be removed in a future release. Represents a ris pattern object. Multiple of these can be assigned.""" ) { asset info:argsPath asset info:filePath uniform token info:id ( doc = """The id is an identifier for the type or purpose of the shader. E.g.: Texture or FractalFloat. The use of this id will depend on the render target: some will turn it into an actual shader path, some will use it to generate shader source code dynamically. \\sa SetShaderId() """ ) uniform token info:implementationSource = "id" ( allowedTokens = ["id", "sourceAsset", "sourceCode"] doc = """Specifies the attribute that should be consulted to get the shader's implementation or its source code. * If set to \"id\", the \"info:id\" attribute's value is used to determine the shader source from the shader registry. * If set to \"sourceAsset\", the resolved value of the \"info:sourceAsset\" attribute corresponding to the desired implementation (or source-type) is used to locate the shader source. A source asset file may also specify multiple shader definitions, so there is an optional attribute \"info:sourceAsset:subIdentifier\" whose value should be used to indicate a particular shader definition from a source asset file. * If set to \"sourceCode\", the value of \"info:sourceCode\" attribute corresponding to the desired implementation (or source type) is used as the shader source. """ ) } class RisOslPattern "RisOslPattern" ( doc = """ \\deprecated Specialized RIS shader schemas have been deprecated in favor of all shader prims being simple UsdShadeShader. This schema will be removed in a future release. Represents a ris osl pattern object.""" ) { asset info:argsPath asset info:filePath = @PxrOSL@ ( hidden = true ) uniform token info:id ( doc = """The id is an identifier for the type or purpose of the shader. E.g.: Texture or FractalFloat. The use of this id will depend on the render target: some will turn it into an actual shader path, some will use it to generate shader source code dynamically. \\sa SetShaderId() """ ) uniform token info:implementationSource = "id" ( allowedTokens = ["id", "sourceAsset", "sourceCode"] doc = """Specifies the attribute that should be consulted to get the shader's implementation or its source code. * If set to \"id\", the \"info:id\" attribute's value is used to determine the shader source from the shader registry. * If set to \"sourceAsset\", the resolved value of the \"info:sourceAsset\" attribute corresponding to the desired implementation (or source-type) is used to locate the shader source. A source asset file may also specify multiple shader definitions, so there is an optional attribute \"info:sourceAsset:subIdentifier\" whose value should be used to indicate a particular shader definition from a source asset file. * If set to \"sourceCode\", the value of \"info:sourceCode\" attribute corresponding to the desired implementation (or source type) is used as the shader source. """ ) asset info:oslPath } class RisBxdf "RisBxdf" ( doc = """ \\deprecated Specialized RIS shader schemas have been deprecated in favor of all shader prims being simple UsdShadeShader. This schema will be removed in a future release. Represents a ris bxdf object. One of these is assigned at one time. """ ) { asset info:argsPath asset info:filePath uniform token info:id ( doc = """The id is an identifier for the type or purpose of the shader. E.g.: Texture or FractalFloat. The use of this id will depend on the render target: some will turn it into an actual shader path, some will use it to generate shader source code dynamically. \\sa SetShaderId() """ ) uniform token info:implementationSource = "id" ( allowedTokens = ["id", "sourceAsset", "sourceCode"] doc = """Specifies the attribute that should be consulted to get the shader's implementation or its source code. * If set to \"id\", the \"info:id\" attribute's value is used to determine the shader source from the shader registry. * If set to \"sourceAsset\", the resolved value of the \"info:sourceAsset\" attribute corresponding to the desired implementation (or source-type) is used to locate the shader source. A source asset file may also specify multiple shader definitions, so there is an optional attribute \"info:sourceAsset:subIdentifier\" whose value should be used to indicate a particular shader definition from a source asset file. * If set to \"sourceCode\", the value of \"info:sourceCode\" attribute corresponding to the desired implementation (or source type) is used as the shader source. """ ) } class RisIntegrator "RisIntegrator" ( doc = """ \\deprecated RIS integrator settings will be replaced with a new schema in a future release. Integrator. Only one can be declared in a rib scene.""" ) { asset argsPath asset filePath } class "RiMaterialAPI" ( doc = """ \\deprecated Materials should use UsdShadeMaterial instead. This schema will be removed in a future release. This API provides outputs that connect a material prim to prman shaders and RIS objects.""" ) { token outputs:ri:displacement ( displayGroup = "Outputs" ) token outputs:ri:surface ( displayGroup = "Outputs" ) token outputs:ri:volume ( displayGroup = "Outputs" ) } class "RiLightAPI" ( doc = """ \\deprecated RenderMan-specific light settings will move to a new schema in a future release. RiLightAPI is an API schema that provides an interface to add Renderman-specific attributes to lights.""" ) { float ri:intensityNearDist ( displayGroup = "Refine" displayName = "Intensity Near Dist" doc = """Near distance between the point being illuminated and the light at which the sample doesn't get brighter. This may help you avoid hot spots and sampling issues where a light is near a surface.""" ) string ri:lightGroup ( displayGroup = "Advanced" displayName = "Light Group" doc = """Specify the light group name used for light group LPEs. This is useful to generate per-light AOVs for later adjustment in compositing.""" ) int ri:sampling:fixedSampleCount ( displayGroup = "Advanced" displayName = "Light Samples" doc = """Specifies an override of the number of light samples to be taken for this light source. If set to something other than zero, it will override the sampling performed by the integrator and can result in a performance impact. For scenes that have lots of lights, resulting in some lights that are under-sampled, you may want to set it to non-zero.""" ) float ri:sampling:importanceMultiplier = 1 ( displayGroup = "Advanced" displayName = "Importance Multiplier" doc = "Importance of this light for noise control." ) bool ri:shadow:thinShadow ( displayGroup = "Advanced" displayName = "Thin Shadow" doc = '''Enable thin shadow and disable refraction caustics for this light. This parameter will ignored if Trace Light Paths is enabled. This is a non-physical control that creates "fake" colored shadows for transmissive objects without needing to generate photons for caustics.''' ) bool ri:trace:lightPaths ( displayGroup = "Advanced" displayName = "Trace Light Paths" doc = """Enable light and photon tracing from this light. This value enforces a physically-based light and as a side-effect disables the above Shadows controls. Users may use this feature to selectively decide which lights emit photons when using the PxrVCM or PxrUPBP Integrators.""" ) } class "RiLightFilterAPI" ( doc = """ \\deprecated RenderMan-specific light filter settings will move to a new schema in a future release. Renderman-specific attributes for light filters.""" ) { token ri:combineMode = "multiply" ( allowedTokens = ["multiply", "max", "min", "screen"] doc = """Specifies how this filter combines with others. Valid values are: - multiply: The results of filters are multiplied together - max: The maximum result of the filters is used. This works best for grey-scale filters. - min: The minimum result of the filters is used. This works best for grey-scale filters. - screen: Similar to max, but combines gradients in a smoother way by using a screen operation:
screen(a,b) = 1-(1-a)(1-b)This works best for grey-scale filters. Light filters on a light are grouped by their combine mode. Each group is executed and combined using that mode. Then, the final results of each group are multiplied together. Fallback: multiply """ ) float ri:density = 1 ( doc = "Scales the strength of the filter." ) float ri:diffuse = 1 ( doc = """A multiplier for the effect of this light on the diffuse response of materials. This is a non-physical control.""" ) float ri:exposure = 0 ( doc = "Exposure control for the multiplier." ) float ri:intensity = 0 ( doc = "Multipier for the diffuse and specular result." ) bool ri:invert = 0 ( doc = "When true, inverts the output of the light filter." ) float ri:specular = 1 ( doc = """A multiplier for the effect of this light on the specular response of materials. This is a non-physical control.""" ) } class "RiLightPortalAPI" ( doc = """ \\deprecated RenderMan-specific light portal settings will move to a new schema in a future release. Renderman-specific attributes for light portals.""" ) { float ri:portal:intensity ( displayGroup = "Basic" doc = """Intensity adjustment relative to the light intensity. This gets multiplied by the light's intensity and power""" ) color3f ri:portal:tint ( displayGroup = "Basic" displayName = "Color Tint" doc = "tint: This parameter tints the color from the dome texture." ) } class "RiSplineAPI" ( doc = ''' \\deprecated This API schema will be removed in a future release. RiSplineAPI is a general purpose API schema used to describe a named spline stored as a set of attributes on a prim. It is an add-on schema that can be applied many times to a prim with different spline names. All the attributes authored by the schema are namespaced under "$NAME:spline:", with the name of the spline providing a namespace for the attributes. The spline describes a 2D piecewise cubic curve with a position and value for each knot. This is chosen to give straightforward artistic control over the shape. The supported basis types are: - linear (UsdRiTokens->linear) - bspline (UsdRiTokens->bspline) - Catmull-Rom (UsdRiTokens->catmull_rom) ''' ) { } class "RiTextureAPI" ( doc = """ \\deprecated This API schema will be removed in a future release. RiTextureAPI is an API schema that provides an interface to add Renderman-specific attributes to adjust textures.""" ) { float ri:texture:gamma ( doc = "Gamma-correct the texture" ) float ri:texture:saturation ( doc = "Adjust the texture's saturation" ) } class PxrEnvDayLight "PxrEnvDayLight" ( apiSchemas = ["CollectionAPI:lightLink", "CollectionAPI:shadowLink"] doc = "\\deprecated This schema will be replaced in a future release." ) { uniform bool collection:lightLink:includeRoot = 1 uniform bool collection:shadowLink:includeRoot = 1 color3f color = (1, 1, 1) ( doc = "The color of emitted light, in energy-linear terms." ) float colorTemperature = 6500 ( displayName = "Color Temperature" doc = """Color temperature, in degrees Kelvin, representing the white point. The default is a common white point, D65. Lower values are warmer and higher values are cooler. The valid range is from 1000 to 10000. Only takes effect when enableColorTemperature is set to true. When active, the computed result multiplies against the color attribute. See UsdLuxBlackbodyTemperatureAsRgb().""" ) int day = 1 ( displayGroup = "MsApprox" displayName = "Day" doc = """day: Day of the month, 1 through 31. This is ignored if month is 0.""" ) float diffuse = 1 ( displayName = "Diffuse Multiplier" doc = """A multiplier for the effect of this light on the diffuse response of materials. This is a non-physical control.""" ) bool enableColorTemperature = 0 ( displayName = "Enable Color Temperature" doc = "Enables using colorTemperature." ) float exposure = 0 ( doc = """Scales the power of the light exponentially as a power of 2 (similar to an F-stop control over exposure). The result is multiplied against the intensity.""" ) rel filters ( doc = "Relationship to the light filters that apply to this light." ) float haziness = 2 ( displayGroup = "MsApprox" displayName = "Haziness" doc = """haziness: The turbidity of the sky. The lower limit of the model is 1.7 for an exceptionally clear sky, and 10, for an nversion, is the upper limit.""" ) float hour = 14.633333 ( displayGroup = "MsApprox" displayName = "Hour" doc = """hour: Hours since midnight, local standard time. May be fractional to include minutes and seconds. If daylight saving time is in effect, subtract 1 to correct to standard time. This is ignored if month is 0.""" ) float intensity = 1 ( doc = "Scales the power of the light linearly." ) float latitude = 47.602 ( displayGroup = "MsApprox" displayName = "Latitude" doc = """latitude: Latitude in degrees. Positive for north, negative for south. Ranges frmo -90 to +90 degrees. This is ignored if month is 0.""" ) float longitude = -122.332 ( displayGroup = "MsApprox" displayName = "Longitude" doc = """longitude: Longitude in degrees. Positive for east, negative for west. Ranges frmo -180 to +180 degrees. This is ignored if month is 0.""" ) int month = 0 ( displayGroup = "MsApprox" displayName = "Month" doc = """month: Month of the year, 1 through 12. The default, 0, means to use the explicitly given sun direction instead of automatically computing it.""" ) bool normalize = 0 ( displayName = "Normalize Power" doc = """Normalizes power by the surface area of the light. This makes it easier to independently adjust the power and shape of the light, by causing the power to not vary with the area or angular size of the light.""" ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) color3f skyTint = (1, 1, 1) ( displayGroup = "MsApprox" displayName = "Sky Tint" doc = """skyTint: Tweak the sky's contribution and color. The default, white (1,1,1), gives results based on measured physical values.""" ) float specular = 1 ( displayName = "Specular Multiplier" doc = """A multiplier for the effect of this light on the specular response of materials. This is a non-physical control.""" ) vector3f sunDirection = (0, 0, 1) ( displayGroup = "MsApprox" displayName = "Direction" doc = """sunDirection: The *apparent* direction towards the center of the sun. The zenith is at +Y (for noon light) and the horizon is in the XZ plane (for sunrise/set). Note that the Y component must non- negative. Ignored if a month is given.""" ) float sunSize = 1 ( displayGroup = "MsApprox" displayName = "Sun Size" doc = """sunSize: Scale the apparent size of the sun in the sky. Leave at 1 for a realistic sun size with an 0.55 degree angular diameter.""" ) color3f sunTint = (1, 1, 1) ( displayGroup = "MsApprox" displayName = "Sun Tint" doc = """sunTint: Tweak the sun's contribution and color. The default, white (1,1,1), gives results based on measured physical values. Setting this to black removes the sun contribution.""" ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) int year = 2015 ( displayGroup = "MsApprox" displayName = "Year" doc = "year: Four-digit year. This is ignored if month is 0." ) float zone = -8 ( displayGroup = "MsApprox" displayName = "Time Zone" doc = """zone: Standard time zone offset from GMT/UTC in hours. Positive for east, negative for west. For example, this would be -8 for Pacific time. This is ignored if month is 0.""" ) } class PxrAovLight "PxrAovLight" ( apiSchemas = ["CollectionAPI:lightLink", "CollectionAPI:shadowLink"] doc = "\\deprecated This schema will be replaced in a future release." ) { string aovName = "" ( displayGroup = "Advanced" displayName = "AOV Name" doc = "The name of the AOV to write to." ) uniform bool collection:lightLink:includeRoot = 1 uniform bool collection:shadowLink:includeRoot = 1 color3f color = (1, 1, 1) ( doc = "The color of emitted light, in energy-linear terms." ) float colorTemperature = 6500 ( displayName = "Color Temperature" doc = """Color temperature, in degrees Kelvin, representing the white point. The default is a common white point, D65. Lower values are warmer and higher values are cooler. The valid range is from 1000 to 10000. Only takes effect when enableColorTemperature is set to true. When active, the computed result multiplies against the color attribute. See UsdLuxBlackbodyTemperatureAsRgb().""" ) float diffuse = 1 ( displayName = "Diffuse Multiplier" doc = """A multiplier for the effect of this light on the diffuse response of materials. This is a non-physical control.""" ) bool enableColorTemperature = 0 ( displayName = "Enable Color Temperature" doc = "Enables using colorTemperature." ) float exposure = 0 ( doc = """Scales the power of the light exponentially as a power of 2 (similar to an F-stop control over exposure). The result is multiplied against the intensity.""" ) rel filters ( doc = "Relationship to the light filters that apply to this light." ) bool inPrimaryHit = 1 ( displayGroup = "Refine" displayName = "In Primvary Hit" doc = """If this is on, the usual mask of the illuminated objects is generated. If this is off, you can get a mask of only in the refraction or reflection.""" ) bool inReflection = 0 ( displayGroup = "Refine" displayName = "In Reflection" doc = """If this is on, the rays are traced through the specular reflections to get the masking signal. Warning: this will require some amount of samples to get a clean mask.""" ) bool inRefraction = 0 ( displayGroup = "Refine" displayName = "In Refraction" doc = """If this is on, the rays are traced through the glass refractions to get the masking signal. Warning: this will require some amount of samples to get a clean mask.""" ) float intensity = 1 ( doc = "Scales the power of the light linearly." ) bool invert = 0 ( displayGroup = "Refine" displayName = "Invert" doc = "If this is on, it inverts the signal for the AOV." ) bool normalize = 0 ( displayName = "Normalize Power" doc = """Normalizes power by the surface area of the light. This makes it easier to independently adjust the power and shape of the light, by causing the power to not vary with the area or angular size of the light.""" ) bool onVolumeBoundaries = 1 ( displayGroup = "Refine" displayName = "On Volume Boundaries" doc = """If this is on, the bounding box or shape of volumes will appear in the mask. Since this is not always desirable, this can be turned off.""" ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) float specular = 1 ( displayName = "Specular Multiplier" doc = """A multiplier for the effect of this light on the specular response of materials. This is a non-physical control.""" ) bool useColor = 0 ( displayGroup = "Refine" displayName = "Use Color" doc = """If this is on, it outputs a RGB color image instead of a float image for the AOV.""" ) bool useThroughput = 1 ( displayGroup = "Refine" displayName = "Use Throughput" doc = """If this is on, the values in the mask for the reflected or refracted rays will be affected by the strength of the reflection or refraction. This can lead to values below and above 1.0. Turn this off if you want a more solid mask.""" ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) } class PxrIntMultLightFilter "PxrIntMultLightFilter" ( apiSchemas = ["CollectionAPI:filterLink"] doc = """ \\deprecated This schema will be replaced in a future release. Multiplies the intensity of a given light. """ ) { uniform bool collection:filterLink:includeRoot = 1 float color:saturation = 1 ( doc = """Saturation of the light before hitting the surface (0=greyscale,1=normal, \t>1=boosted colors).""" ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) float ri:intensity = 1 ( doc = """Multipier for the light intensity. \tThis setting is meant to override the fallback value in RiLightFilterAPI""" ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) } class PxrBarnLightFilter "PxrBarnLightFilter" ( apiSchemas = ["CollectionAPI:filterLink"] doc = """ \\deprecated This schema will be replaced in a future release. Simulated geometric barn doors that control the spread of light. """ ) { float analytic:apex = 25 ( doc = "Shear the projection along the Y axis." ) float analytic:density:exponent = 1 ( doc = "Power exponent of the density interpolation." ) float analytic:density:farDistance = 0 ( doc = """Distance from the barn where the density interpolation ends.""" ) float analytic:density:farValue = 1 ( doc = "Density multiplier at the end of interpolation." ) float analytic:density:nearDistance = 0 ( doc = """Distance from the barn where the density interpolation starts.""" ) float analytic:density:nearValue = 0 ( doc = "Density multiplier where the density interpolation starts." ) bool analytic:directional = 0 ( doc = """When this is on, the texture projects along a direction using the orthographic projection. When it is off, the texture projects using a focal point specified by the analytic:apex.""" ) float analytic:shearX = 0 ( doc = "Shear the projection along the X axis." ) float analytic:shearY = 0 ( doc = "Shear the projection along the Y axis." ) bool analytic:useLightDirection = 0 ( doc = """When this is on, If this is on, the projection direction is determined by the position of the center of the light source. Otherwise, it only follows the orientation of the barn. WARNING: This does not work with dome and mesh lights.""" ) token barnMode = "physical" ( allowedTokens = ["physical", "analytic"] doc = """Chooses a physical or analytic evaluation model for the barn.""" ) uniform bool collection:filterLink:includeRoot = 1 float edgeScale:bottom = 1 ( doc = "Additional edge scale adjustment to the top region." ) float edgeScale:left = 1 ( doc = "Additional edge scale adjustment to the left region." ) float edgeScale:right = 1 ( doc = "Additional edge scale adjustment to the left region." ) float edgeScale:top = 1 ( doc = "Additional edge scale adjustment to the top region." ) float edgeThickness = 0 ( doc = """Thickness of the edge region. Larger values will soften the edge shape.""" ) float height = 1 ( doc = "Height of the inner region of the barn (Y axis)." ) token preBarnEffect = "noLight" ( allowedTokens = ["noEffect", "cone", "noLight"] doc = """The effect on light before it reaches the barn geometry.""" ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) float radius = 0.5 ( doc = "Radius of the corners of the inner barn square." ) float refine:bottom = 0 ( doc = "Additional offset adjustment to the top region." ) float refine:left = 0 ( doc = "Additional offset adjustment to the left region." ) float refine:right = 0 ( doc = "Additional offset adjustment to the left region." ) float refine:top = 0 ( doc = "Additional offset adjustment to the top region." ) float scale:height = 1 ( doc = "Scale the height of the inner barn shape." ) float scale:width = 1 ( doc = "Scale the width of the inner barn shape." ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) float width = 1 ( doc = "Width of the inner region of the barn (X axis)." ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) } class PxrCookieLightFilter "PxrCookieLightFilter" ( apiSchemas = ["CollectionAPI:filterLink"] doc = """ \\deprecated This schema will be replaced in a future release. A textured surface that filters light. """ ) { float analytic:apex = 25 ( doc = "Distance between the center of cookie and the center of projection." ) float analytic:blur:amount = 0 ( doc = """Specify the blur of projected texture from 0-1. This gets multiplied by the blurNear/blurFar interpolation. This blurs between the projected color and the fill color when the texture is not repeating.""" ) float analytic:blur:exponent = 1 ( doc = "Power exponent of the blur interpolation." ) float analytic:blur:farDistance = 10 ( doc = "Distance from the cookie where the blur interpolation ends." ) float analytic:blur:farValue = 1 ( doc = "Blur multiplier at the end of interpolation." ) float analytic:blur:midpoint = 0.5 ( doc = "Distance between near and far where midValue is located." ) float analytic:blur:midValue = 1 ( doc = "Blur multiplier in the middle of interpolation." ) float analytic:blur:nearDistance = 0 ( doc = """Distance from the cookie where the blur interpolation starts.""" ) float analytic:blur:nearValue = 1 ( doc = "Blur multiplier where the blur interpolation starts." ) float analytic:blur:sMult = 0 ( doc = "Blur multiplier in the S direction." ) float analytic:blur:tMult = 0 ( doc = "Blur multiplier in the T direction." ) float analytic:density:exponent = 1 ( doc = "Power exponent of the density interpolation." ) float analytic:density:farDistance = 10 ( doc = """Distance from the cookie where the density interpolation ends.""" ) float analytic:density:farValue = 1 ( doc = "Density multiplier at the end of interpolation." ) float analytic:density:midpoint = 0.5 ( doc = "Distance between near and far where midValue is located." ) float analytic:density:midValue = 1 ( doc = "Density multiplier in the middle of interpolation." ) float analytic:density:nearDistance = 0 ( doc = """Distance from the cookie where the density interpolation starts.""" ) float analytic:density:nearValue = 1 ( doc = "Density multiplier where the density interpolation starts." ) bool analytic:directional = 0 ( doc = """When this is on, the texture projects along a direction using the orthographic projection. When it is off, the texture projects using a focal point specified by the analytic:apex.""" ) float analytic:shearX = 0 ( doc = "Shear the projection along the X axis." ) float analytic:shearY = 0 ( doc = "Shear the projection along the Y axis." ) bool analytic:useLightDirection = 0 ( doc = """When this is on, If this is on, the projection direction is determined by the position of the center of the light source. Otherwise, it only follows the orientation of the filter. WARNING: This does not work with dome and mesh lights.""" ) uniform bool collection:filterLink:includeRoot = 1 float color:contrast = 1 ( doc = """Contrast control (less than 1 = contrast reduction, larger than 1 = contrast increase).""" ) float color:midpoint = 0.18 ( doc = "Midpoint for the contrast control." ) float color:saturation = 1 ( doc = """Saturation of the result (0=greyscale, 1=normal, >1=boosted colors).""" ) color3f color:tint = (1, 1, 1) ( doc = """Tint of the resulting color after saturation, contrast and clamp.""" ) float color:whitepoint = 1 ( doc = "White point for the contrast control if (contrast > 1.0)." ) token cookieMode = "physical" ( allowedTokens = ["physical", "analytic"] doc = """Chooses a physical or analytic evaluation model for the cookie: - physical: The cookie behaves like a stained glass window through which light falls. The falloff and blur are determined by the size of the light, the distance to the light and distance from the cookie. - analytic: The cookie has a fixed projection and manual blur and falloff controls. """ ) float height = 1 ( doc = "Height of the rect the light is shining through." ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) color3f texture:fillColor = (1, 1, 1) ( doc = """If the texture is not repeating, this specifies the color for the region outside of and behind the projected rectangle.""" ) bool texture:invertU = 0 ( doc = """Flips the texture from left to right. By default, the orientation of the texture as seen from the light source matches the orientation as it is viewed in an image viewer.""" ) bool texture:invertV = 0 ( doc = """Flips the texture from top to bottom. By default, the orientation of the texture as seen from the light source matches the orientation as it is viewed in an image viewer.""" ) asset texture:map ( doc = "A color texture to use on the cookie. May use alpha." ) float texture:offsetU = 0 ( doc = "Offsets the texture in the U direction." ) float texture:offsetV = 0 ( doc = "Offsets the texture in the V direction." ) bool texture:premultipliedAlpha = 1 ( doc = """Textures are usually premultiplied by their alpha. If this not \tthe case, uncheck this.""" ) float texture:scaleU = 1 ( doc = "Scales the U dimension." ) float texture:scaleV = 1 ( doc = "Scales the V dimension." ) token texture:wrapMode = "off" ( allowedTokens = ["off", "repeat", "clamp"] doc = """Specifies what value to use outside the texture's domain: - off: no repeat - repeat: repeats in X and Y - clamp: uses the value from the nearest edge """ ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) float width = 1 ( doc = "Width of the rect the light is shining through." ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) } class PxrRampLightFilter "PxrRampLightFilter" ( apiSchemas = ["CollectionAPI:filterLink"] doc = """ \\deprecated This schema will be replaced in a future release. A ramp to modulate how a light falls off with distance. """ ) { float beginDistance = 0 ( doc = "Distance where the ramp starts." ) uniform bool collection:filterLink:includeRoot = 1 int colorRamp = 4 ( doc = "Controls the color gradient for the transition." ) color3f[] colorRamp:colors = [(1, 1, 1), (1, 1, 1), (1, 1, 1), (1, 1, 1)] ( doc = "Color values of the colorRamp spline." ) token colorRamp:interpolation = "linear" ( allowedTokens = ["linear", "catmull-rom", "bspline", "constant"] doc = "ColorRamp spline type. " ) float[] colorRamp:knots = [0, 0, 1, 1] ( doc = "Knots of the colorRamp spline." ) float endDistance = 10 ( doc = "Distance where the ramp ends." ) int falloff = 4 ( doc = "Controls the transition from the core to the edge." ) float[] falloff:floats = [0, 0, 1, 1] ( doc = "Float values of the falloff spline." ) token falloff:interpolation = "linear" ( allowedTokens = ["linear", "catmull-rom", "bspline", "constant"] doc = "Falloff spline type. " ) float[] falloff:knots = [0, 0, 1, 1] ( doc = "Knots of the falloff spline." ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) token rampMode = "distanceToLight" ( allowedTokens = ["distanceToLight", "linear", "spherical", "radial"] doc = "Specifies the direction in which the ramp is applied" ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) } class PxrRodLightFilter "PxrRodLightFilter" ( apiSchemas = ["CollectionAPI:filterLink"] doc = """ \\deprecated This schema will be replaced in a future release. Simulates a rod or capsule-shaped region to modulate light. """ ) { uniform bool collection:filterLink:includeRoot = 1 float color:saturation = 1 ( doc = """Saturation of the result (0=greyscale, 1=normal, >1=boosted colors).""" ) int colorRamp = 4 ( doc = "Controls the color gradient for the transition." ) color3f[] colorRamp:colors = [(1, 1, 1), (1, 1, 1), (1, 1, 1), (1, 1, 1)] ( doc = "Color values of the colorRamp spline." ) token colorRamp:interpolation = "linear" ( allowedTokens = ["linear", "catmull-rom", "bspline", "constant"] doc = "ColorRamp spline type. " ) float[] colorRamp:knots = [0, 0, 1, 1] ( doc = "Knots of the colorRamp spline." ) float depth = 0 ( doc = "Depth of the inner region of the rod (Z axis)." ) float edgeScale:back = 1 ( doc = "Additional edge scale adjustment to the back region." ) float edgeScale:bottom = 1 ( doc = "Additional edge scale adjustment to the top region." ) float edgeScale:front = 1 ( doc = "Additional edge scale adjustment to the front region." ) float edgeScale:left = 1 ( doc = "Additional edge scale adjustment to the left region." ) float edgeScale:right = 1 ( doc = "Additional edge scale adjustment to the left region." ) float edgeScale:top = 1 ( doc = "Additional edge scale adjustment to the top region." ) float edgeThickness = 0.25 ( doc = """Thickness of the edge region. Larger values will soften the edge shape.""" ) int falloff = 6 ( doc = "Controls the transition from the core to the edge." ) float[] falloff:floats = [0, 0, 0.2, 0.8, 1, 1] ( doc = "Float values of the falloff spline." ) token falloff:interpolation = "bspline" ( allowedTokens = ["linear", "catmull-rom", "bspline", "constant"] doc = "Falloff spline type. " ) float[] falloff:knots = [0, 0, 0.3, 0.7, 1, 1] ( doc = "Knots of the falloff spline." ) float height = 0 ( doc = "Height of the inner region of the rod (Y axis)." ) rel proxyPrim ( doc = '''The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose="render" prim, we will be able to discover and additionally deactivate its associated purpose="proxy" prim, so that preview renders reflect the pruning accurately. - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. \\note It is only valid to author the proxyPrim relationship on prims whose purpose is "render".''' ) uniform token purpose = "default" ( allowedTokens = ["default", "render", "proxy", "guide"] doc = """Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. See for more detail about how purpose is computed and used.""" ) float radius = 1 ( doc = "Radius of the corners of the inner rod box." ) float refine:back = 0 ( doc = "Additional offset adjustment to the back region." ) float refine:bottom = 0 ( doc = "Additional offset adjustment to the top region." ) float refine:front = 0 ( doc = "Additional offset adjustment to the front region." ) float refine:left = 0 ( doc = "Additional offset adjustment to the left region." ) float refine:right = 0 ( doc = "Additional offset adjustment to the left region." ) float refine:top = 0 ( doc = "Additional offset adjustment to the top region." ) float scale:depth = 1 ( doc = "Scale the depth of the inner rod shape." ) float scale:height = 1 ( doc = "Scale the height of the inner rod shape." ) float scale:width = 1 ( doc = "Scale the width of the inner rod shape." ) token visibility = "inherited" ( allowedTokens = ["inherited", "invisible"] doc = '''Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.''' ) float width = 0 ( doc = "Width of the inner region of the rod (X axis)." ) uniform token[] xformOpOrder ( doc = """Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().""" ) }