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Sdr module — pxr-usd-api 105.1 documentation |
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pxr-usd-api |
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Modules » |
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Sdr module |
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# Sdr module |
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Summary: The Sdr (Shader Definition Registry) is a specialized version of Ndr for Shaders. |
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Python bindings for libSdr |
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Classes: |
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NodeContext |
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NodeMetadata |
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NodeRole |
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PropertyMetadata |
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PropertyRole |
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PropertyTypes |
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Registry |
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The shading-specialized version of NdrRegistry . |
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ShaderNode |
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A specialized version of NdrNode which holds shading information. |
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ShaderNodeList |
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ShaderProperty |
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A specialized version of NdrProperty which holds shading information. |
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class pxr.Sdr.NodeContext |
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Attributes: |
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Displacement |
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Light |
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LightFilter |
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Pattern |
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PixelFilter |
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SampleFilter |
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Surface |
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Volume |
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Displacement = 'displacement' |
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Light = 'light' |
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LightFilter = 'lightFilter' |
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Pattern = 'pattern' |
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PixelFilter = 'pixelFilter' |
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SampleFilter = 'sampleFilter' |
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Surface = 'surface' |
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Volume = 'volume' |
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class pxr.Sdr.NodeMetadata |
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Attributes: |
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Category |
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Departments |
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Help |
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ImplementationName |
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Label |
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Pages |
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Primvars |
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Role |
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SdrDefinitionNameFallbackPrefix |
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SdrUsdEncodingVersion |
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Target |
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Category = 'category' |
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Departments = 'departments' |
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Help = 'help' |
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ImplementationName = '__SDR__implementationName' |
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Label = 'label' |
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Pages = 'pages' |
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Primvars = 'primvars' |
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Role = 'role' |
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SdrDefinitionNameFallbackPrefix = 'sdrDefinitionNameFallbackPrefix' |
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SdrUsdEncodingVersion = 'sdrUsdEncodingVersion' |
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Target = '__SDR__target' |
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class pxr.Sdr.NodeRole |
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Attributes: |
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Field |
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Math |
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Primvar |
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Texture |
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Field = 'field' |
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Math = 'math' |
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Primvar = 'primvar' |
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Texture = 'texture' |
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class pxr.Sdr.PropertyMetadata |
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Attributes: |
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Colorspace |
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Connectable |
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DefaultInput |
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Help |
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Hints |
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ImplementationName |
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IsAssetIdentifier |
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IsDynamicArray |
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Label |
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Options |
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Page |
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RenderType |
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Role |
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SdrUsdDefinitionType |
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Target |
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ValidConnectionTypes |
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VstructConditionalExpr |
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VstructMemberName |
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VstructMemberOf |
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Widget |
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Colorspace = '__SDR__colorspace' |
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Connectable = 'connectable' |
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DefaultInput = '__SDR__defaultinput' |
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Help = 'help' |
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Hints = 'hints' |
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ImplementationName = '__SDR__implementationName' |
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IsAssetIdentifier = '__SDR__isAssetIdentifier' |
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IsDynamicArray = 'isDynamicArray' |
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Label = 'label' |
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Options = 'options' |
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Page = 'page' |
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RenderType = 'renderType' |
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Role = 'role' |
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SdrUsdDefinitionType = 'sdrUsdDefinitionType' |
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Target = '__SDR__target' |
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ValidConnectionTypes = 'validConnectionTypes' |
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VstructConditionalExpr = 'vstructConditionalExpr' |
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VstructMemberName = 'vstructMemberName' |
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VstructMemberOf = 'vstructMemberOf' |
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Widget = 'widget' |
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class pxr.Sdr.PropertyRole |
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Attributes: |
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None |
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None = 'none' |
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class pxr.Sdr.PropertyTypes |
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Attributes: |
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Color |
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Color4 |
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Float |
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Int |
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Matrix |
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Normal |
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Point |
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String |
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Struct |
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Terminal |
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Unknown |
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Vector |
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Vstruct |
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Color = 'color' |
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Color4 = 'color4' |
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Float = 'float' |
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Int = 'int' |
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Matrix = 'matrix' |
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Normal = 'normal' |
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Point = 'point' |
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String = 'string' |
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Struct = 'struct' |
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Terminal = 'terminal' |
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Unknown = 'unknown' |
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Vector = 'vector' |
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Vstruct = 'vstruct' |
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class pxr.Sdr.Registry |
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The shading-specialized version of NdrRegistry . |
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Methods: |
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GetShaderNodeByIdentifier(identifier, ...) |
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Exactly like NdrRegistry::GetNodeByIdentifier() , but returns a SdrShaderNode pointer instead of a NdrNode pointer. |
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GetShaderNodeByIdentifierAndType(identifier, ...) |
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Exactly like NdrRegistry::GetNodeByIdentifierAndType() , but returns a SdrShaderNode pointer instead of a NdrNode pointer. |
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GetShaderNodeByName(name, typePriority, filter) |
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Exactly like NdrRegistry::GetNodeByName() , but returns a SdrShaderNode pointer instead of a NdrNode pointer. |
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GetShaderNodeByNameAndType(name, nodeType, ...) |
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Exactly like NdrRegistry::GetNodeByNameAndType() , but returns a SdrShaderNode pointer instead of a NdrNode pointer. |
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GetShaderNodeFromAsset(shaderAsset, ...) |
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Wrapper method for NdrRegistry::GetNodeFromAsset() . |
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GetShaderNodeFromSourceCode(sourceCode, ...) |
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Wrapper method for NdrRegistry::GetNodeFromSourceCode() . |
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GetShaderNodesByFamily(family, filter) |
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Exactly like NdrRegistry::GetNodesByFamily() , but returns a vector of SdrShaderNode pointers instead of a vector of NdrNode pointers. |
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GetShaderNodesByIdentifier(identifier) |
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Exactly like NdrRegistry::GetNodesByIdentifier() , but returns a vector of SdrShaderNode pointers instead of a vector of NdrNode pointers. |
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GetShaderNodesByName(name, filter) |
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Exactly like NdrRegistry::GetNodesByName() , but returns a vector of SdrShaderNode pointers instead of a vector of NdrNode pointers. |
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Attributes: |
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expired |
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True if this object has expired, False otherwise. |
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GetShaderNodeByIdentifier(identifier, typePriority) → ShaderNode |
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Exactly like NdrRegistry::GetNodeByIdentifier() , but returns a |
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SdrShaderNode pointer instead of a NdrNode pointer. |
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Parameters |
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identifier (NdrIdentifier) – |
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typePriority (NdrTokenVec) – |
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GetShaderNodeByIdentifierAndType(identifier, nodeType) → ShaderNode |
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Exactly like NdrRegistry::GetNodeByIdentifierAndType() , but |
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returns a SdrShaderNode pointer instead of a NdrNode pointer. |
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Parameters |
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identifier (NdrIdentifier) – |
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nodeType (str) – |
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GetShaderNodeByName(name, typePriority, filter) → ShaderNode |
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Exactly like NdrRegistry::GetNodeByName() , but returns a |
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SdrShaderNode pointer instead of a NdrNode pointer. |
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Parameters |
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name (str) – |
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typePriority (NdrTokenVec) – |
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filter (VersionFilter) – |
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GetShaderNodeByNameAndType(name, nodeType, filter) → ShaderNode |
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Exactly like NdrRegistry::GetNodeByNameAndType() , but returns a |
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SdrShaderNode pointer instead of a NdrNode pointer. |
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Parameters |
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name (str) – |
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nodeType (str) – |
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filter (VersionFilter) – |
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GetShaderNodeFromAsset(shaderAsset, metadata, subIdentifier, sourceType) → ShaderNode |
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Wrapper method for NdrRegistry::GetNodeFromAsset() . |
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Returns a valid SdrShaderNode pointer upon success. |
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Parameters |
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shaderAsset (AssetPath) – |
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metadata (NdrTokenMap) – |
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subIdentifier (str) – |
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sourceType (str) – |
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GetShaderNodeFromSourceCode(sourceCode, sourceType, metadata) → ShaderNode |
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Wrapper method for NdrRegistry::GetNodeFromSourceCode() . |
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Returns a valid SdrShaderNode pointer upon success. |
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Parameters |
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sourceCode (str) – |
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sourceType (str) – |
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metadata (NdrTokenMap) – |
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GetShaderNodesByFamily(family, filter) → SdrShaderNodePtrVec |
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Exactly like NdrRegistry::GetNodesByFamily() , but returns a |
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vector of SdrShaderNode pointers instead of a vector of |
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NdrNode pointers. |
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Parameters |
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family (str) – |
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filter (VersionFilter) – |
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GetShaderNodesByIdentifier(identifier) → SdrShaderNodePtrVec |
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Exactly like NdrRegistry::GetNodesByIdentifier() , but returns a |
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vector of SdrShaderNode pointers instead of a vector of |
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NdrNode pointers. |
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Parameters |
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identifier (NdrIdentifier) – |
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GetShaderNodesByName(name, filter) → SdrShaderNodePtrVec |
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Exactly like NdrRegistry::GetNodesByName() , but returns a vector |
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of SdrShaderNode pointers instead of a vector of NdrNode |
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pointers. |
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Parameters |
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name (str) – |
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filter (VersionFilter) – |
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property expired |
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True if this object has expired, False otherwise. |
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class pxr.Sdr.ShaderNode |
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A specialized version of NdrNode which holds shading information. |
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Methods: |
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GetAdditionalPrimvarProperties() |
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The list of string input properties whose values provide the names of additional primvars consumed by this node. |
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GetAllVstructNames() |
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Gets all vstructs that are present in the shader. |
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GetAssetIdentifierInputNames() |
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Returns the list of all inputs that are tagged as asset identifier inputs. |
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GetCategory() |
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The category assigned to this node, if any. |
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GetDefaultInput() |
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Returns the first shader input that is tagged as the default input. |
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GetDepartments() |
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The departments this node is associated with, if any. |
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GetHelp() |
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The help message assigned to this node, if any. |
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GetImplementationName() |
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Returns the implementation name of this node. |
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GetLabel() |
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The label assigned to this node, if any. |
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GetPages() |
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Gets the pages on which the node's properties reside (an aggregate of the unique SdrShaderProperty::GetPage() values for all of the node's properties). |
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GetPrimvars() |
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The list of primvars this node knows it requires / uses. |
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GetPropertyNamesForPage(pageName) |
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Gets the names of the properties on a certain page (one that was returned by GetPages() ). |
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GetRole() |
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Returns the role of this node. |
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GetShaderInput(inputName) |
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Get a shader input property by name. |
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GetShaderOutput(outputName) |
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Get a shader output property by name. |
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GetAdditionalPrimvarProperties() → NdrTokenVec |
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The list of string input properties whose values provide the names of |
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additional primvars consumed by this node. |
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For example, this may return a token named varname . This |
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indicates that the client should query the value of a (presumed to be |
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string-valued) input attribute named varname from its scene |
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description to determine the name of a primvar the node will consume. |
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See GetPrimvars() for additional information. |
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GetAllVstructNames() → NdrTokenVec |
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Gets all vstructs that are present in the shader. |
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GetAssetIdentifierInputNames() → NdrTokenVec |
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Returns the list of all inputs that are tagged as asset identifier |
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inputs. |
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GetCategory() → str |
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The category assigned to this node, if any. |
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Distinct from the family returned from GetFamily() . |
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GetDefaultInput() → ShaderProperty |
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Returns the first shader input that is tagged as the default input. |
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A default input and its value can be used to acquire a fallback value |
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for a node when the node is considered’disabled’or otherwise incapable |
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of producing an output value. |
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GetDepartments() → NdrTokenVec |
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The departments this node is associated with, if any. |
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GetHelp() → str |
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The help message assigned to this node, if any. |
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GetImplementationName() → str |
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Returns the implementation name of this node. |
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The name of the node is how to refer to the node in shader networks. |
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The label is how to present this node to users. The implementation |
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name is the name of the function (or something) this node represents |
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in the implementation. Any client using the implementation must |
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call this method to get the correct name; using getName() is not |
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correct. |
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GetLabel() → str |
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The label assigned to this node, if any. |
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Distinct from the name returned from GetName() . In the context of |
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a UI, the label value might be used as the display name for the node |
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instead of the name. |
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GetPages() → NdrTokenVec |
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Gets the pages on which the node’s properties reside (an aggregate of |
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the unique SdrShaderProperty::GetPage() values for all of the |
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node’s properties). |
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Nodes themselves do not reside on pages. In an example scenario, |
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properties might be divided into two pages,’Simple’and’Advanced’. |
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GetPrimvars() → NdrTokenVec |
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The list of primvars this node knows it requires / uses. |
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For example, a shader node may require the’normals’primvar to function |
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correctly. Additional, user specified primvars may have been authored |
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on the node. These can be queried via |
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GetAdditionalPrimvarProperties() . Together, GetPrimvars() and |
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GetAdditionalPrimvarProperties() , provide the complete list of |
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primvar requirements for the node. |
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GetPropertyNamesForPage(pageName) → NdrTokenVec |
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Gets the names of the properties on a certain page (one that was |
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returned by GetPages() ). |
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To get properties that are not assigned to a page, an empty string can |
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be used for pageName . |
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Parameters |
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pageName (str) – |
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GetRole() → str |
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Returns the role of this node. |
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This is used to annotate the role that the shader node plays inside a |
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shader network. We can tag certain shaders to indicate their role |
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within a shading network. We currently tag primvar reading nodes, |
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texture reading nodes and nodes that access volume fields (like |
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extinction or scattering). This is done to identify resources used by |
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a shading network. |
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GetShaderInput(inputName) → ShaderProperty |
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Get a shader input property by name. |
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nullptr is returned if an input with the given name does not |
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exist. |
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Parameters |
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inputName (str) – |
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GetShaderOutput(outputName) → ShaderProperty |
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Get a shader output property by name. |
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nullptr is returned if an output with the given name does not |
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exist. |
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Parameters |
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outputName (str) – |
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class pxr.Sdr.ShaderNodeList |
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Methods: |
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append |
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extend |
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append() |
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extend() |
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class pxr.Sdr.ShaderProperty |
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A specialized version of NdrProperty which holds shading |
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information. |
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Methods: |
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GetDefaultValueAsSdfType() |
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Accessor for default value corresponding to the SdfValueTypeName returned by GetTypeAsSdfType. |
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GetHelp() |
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The help message assigned to this property, if any. |
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GetHints() |
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Any UI"hints"that are associated with this property. |
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GetImplementationName() |
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Returns the implementation name of this property. |
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GetLabel() |
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The label assigned to this property, if any. |
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GetOptions() |
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If the property has a set of valid values that are pre-determined, this will return the valid option names and corresponding string values (if the option was specified with a value). |
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GetPage() |
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The page (group), eg"Advanced", this property appears on, if any. |
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GetVStructConditionalExpr() |
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If this field is part of a vstruct, this is the conditional expression. |
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GetVStructMemberName() |
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If this field is part of a vstruct, this is its name in the struct. |
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GetVStructMemberOf() |
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If this field is part of a vstruct, this is the name of the struct. |
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GetValidConnectionTypes() |
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Gets the list of valid connection types for this property. |
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GetWidget() |
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The widget"hint"that indicates the widget that can best display the type of data contained in this property, if any. |
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IsAssetIdentifier() |
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Determines if the value held by this property is an asset identifier (eg, a file path); the logic for this is left up to the parser. |
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IsDefaultInput() |
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Determines if the value held by this property is the default input for this node. |
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IsVStruct() |
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Returns true if the field is the head of a vstruct. |
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IsVStructMember() |
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Returns true if this field is part of a vstruct. |
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GetDefaultValueAsSdfType() → VtValue |
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Accessor for default value corresponding to the SdfValueTypeName |
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returned by GetTypeAsSdfType. |
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Note that this is different than GetDefaultValue which returns the |
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default value associated with the SdrPropertyType and may differ from |
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the SdfValueTypeName, example when sdrUsdDefinitionType metadata is |
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specified for a sdr property. |
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GetTypeAsSdfType |
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GetHelp() → str |
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The help message assigned to this property, if any. |
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GetHints() → NdrTokenMap |
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Any UI”hints”that are associated with this property. |
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“Hints”are simple key/value pairs. |
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GetImplementationName() → str |
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Returns the implementation name of this property. |
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The name of the property is how to refer to the property in shader |
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networks. The label is how to present this property to users. The |
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implementation name is the name of the parameter this property |
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represents in the implementation. Any client using the implementation |
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must call this method to get the correct name; using getName() |
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is not correct. |
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GetLabel() → str |
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The label assigned to this property, if any. |
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Distinct from the name returned from GetName() . In the context of |
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a UI, the label value might be used as the display name for the |
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property instead of the name. |
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GetOptions() → NdrOptionVec |
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If the property has a set of valid values that are pre-determined, |
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this will return the valid option names and corresponding string |
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values (if the option was specified with a value). |
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GetPage() → str |
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The page (group), eg”Advanced”, this property appears on, if any. |
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Note that the page for a shader property can be nested, delimited |
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by”:”, representing the hierarchy of sub-pages a property is defined |
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in. |
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GetVStructConditionalExpr() → str |
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If this field is part of a vstruct, this is the conditional |
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expression. |
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GetVStructMemberName() → str |
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If this field is part of a vstruct, this is its name in the struct. |
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GetVStructMemberOf() → str |
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If this field is part of a vstruct, this is the name of the struct. |
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GetValidConnectionTypes() → NdrTokenVec |
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Gets the list of valid connection types for this property. |
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This value comes from shader metadata, and may not be specified. The |
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value from NdrProperty::GetType() can be used as a fallback, or |
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you can use the connectability test in CanConnectTo() . |
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GetWidget() → str |
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The widget”hint”that indicates the widget that can best display the |
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type of data contained in this property, if any. |
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Examples of this value could include”number”,”slider”, etc. |
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IsAssetIdentifier() → bool |
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Determines if the value held by this property is an asset identifier |
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(eg, a file path); the logic for this is left up to the parser. |
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Note: The type returned from GetTypeAsSdfType() will be Asset |
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if this method returns true (even though its true underlying data |
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type is string). |
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IsDefaultInput() → bool |
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Determines if the value held by this property is the default input for |
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this node. |
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IsVStruct() → bool |
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Returns true if the field is the head of a vstruct. |
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IsVStructMember() → bool |
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Returns true if this field is part of a vstruct. |
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© Copyright 2019-2023, NVIDIA. |
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Last updated on Nov 14, 2023. |
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