/*! \page usdVol_page_front UsdVol : USD Volume Schema \if ( PIXAR_MFB_BUILD ) \mainpage UsdVol : USD Volume Schema \publicLib \endif \section usdVol_overview Overview UsdVol provides schemas for representing volumes (smoke, fire, etc). UsdVol can be used directly for representing OpenVDB and Field3d assets, or extended to support other volume formats. \section usdVol_schemas Volume Schemas \subsection Volume UsdVolVolume schema describes a volume composed of multiple fields. A field is a "grid" in OpenVDB terminology. Volume is a UsdGeomGprim, so it is transformable, renderable, can have a material binding, etc. A Volume has one or more named relationships to FieldBase prims. \subsection FieldBase UsdVolFieldBase is an abstract schema representing a single volume field. This schema should be inherited by any schema representing a volume field. \subsection FieldAsset UsdVolFieldAsset inherits from FieldBase and is an abstract schema representing a single volume field that is stored as an asset separately from the layer or stage. USD does not support data types required to represent volumetric data directly, so volumes are generally stored using purpose-built file formats such as OpenVDB. This schema should be inherited by any schema representing a volume field stored as an asset outside of USD. \subsection OpenVDBAsset UsdVolOpenVDBAsset inherits from FieldAsset and is a concrete schema representing a single volume field stored as an OpenVDB asset. Learn about OpenVDB at [https://www.openvdb.org/](https://www.openvdb.org/). \subsection Field3DAsset UsdVolField3DAsset inherits from FieldAsset and is a concrete schema representing a single volume field stored as a Field3D asset. Learn about Field3D at [https://sites.google.com/site/field3d/](https://sites.google.com/site/field3d/) \section usdVol_example Example Usage Here's a simple example of a Volume prim, representing a static wisp of smoke: def Volume "wisp" { float3[] extent = [(-57, -91, -44), (57, 31, -23)] rel field:density = def OpenVDBAsset "density" { asset filePath = @./wisp_01.vdb@ token fieldName = "density" } } Volumes are generally not static. For volumes with OpenVDBAsset fields, volume animation is represented by setting time samples on the filePath attribute: def Volume "wisp" { float3[] extent = [(-57, -91, -44), (57, 31, -23)] rel field:density = def OpenVDBAsset "density" { asset filePath.timeSamples = { 101: @./wisp_01.101.vdb@, 102: @./wisp_01.102.vdb@, 103: @./wisp_01.103.vdb@, 104: @./wisp_01.104.vdb@, } token fieldName = "density" } } \section usdVol_usage Usage Notes FieldAsset describes a single field that can be loaded from an external asset. FieldAsset has a **filePath** attribute that specifies an asset path where a volume file can be found. OpenVDBAsset adds a **fieldName** attribute that describes which field / grid from the VDB file should be loaded to represent the specific field that the OpenVDBAsset prim describes. This is necessary because a single OpenVDB file may contain multiple fields / grids, but an OpenVDBAsset prim only describes a single field. Field prims are not required to be children of the Volume prim. But in most cases the Volume and its Fields are conceptually inseparable, so Field prims are generally created as children of the Volume prim for organization purposes and ease of use. The Volume prim must establish named relationships to its Fields using the UsdVolVolume::CreateFieldRelationship() method. This is how the "field:density" relationship is created on the Volume prim in the examples above. The naming of the field relationship on the Volume prim and setting a fieldName on the OpenVDBAsset may seem redundant, but it is not. The intention is to allow a Volume to define fields by the names appropriate for the Volume and/or pipeline, without tying these to the VDB grid name. For example, a Volume might want a "velocity" field for the purposes of shader parameters, but you have a VDB with a grid named "vel". Defining field:velocity on the Volume prim would accomplish that. You can also re-use Fields for multiple volume fields in this way. Why isn't OpenVDBAsset a FileFormat plugin? USD doesn't have a way to describe volumetric data structures. This is similar to how textures aren't FileFormat plugins either - USD doesn't have data structures to represent image data. In both cases, It can be argued that USD *shouldn't* do this. A VDB can be thought of as a 3D texture for this purpose, so the OpenVDBAsset schema describes an asset path where it can be discovered for someone else (Hydra, your renderer, etc) to interpret. */