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UsdShade module — pxr-usd-api 105.1 documentation |
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pxr-usd-api |
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Modules » |
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UsdShade module |
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# UsdShade module |
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Summary: The UsdShade module provides schemas and behaviors for creating and binding materials, which encapsulate shading networks. |
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Classes: |
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AttributeType |
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ConnectableAPI |
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UsdShadeConnectableAPI is an API schema that provides a common interface for creating outputs and making connections between shading parameters and outputs. |
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ConnectionModification |
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ConnectionSourceInfo |
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A compact struct to represent a bundle of information about an upstream source attribute. |
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CoordSysAPI |
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UsdShadeCoordSysAPI provides a way to designate, name, and discover coordinate systems. |
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Input |
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This class encapsulates a shader or node-graph input, which is a connectable attribute representing a typed value. |
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Material |
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A Material provides a container into which multiple"render targets"can add data that defines a"shading material"for a renderer. |
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MaterialBindingAPI |
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UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects). |
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NodeDefAPI |
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UsdShadeNodeDefAPI is an API schema that provides attributes for a prim to select a corresponding Shader Node Definition ("Sdr Node"), as well as to look up a runtime entry for that shader node in the form of an SdrShaderNode. |
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NodeGraph |
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A node-graph is a container for shading nodes, as well as other node- graphs. |
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Output |
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This class encapsulates a shader or node-graph output, which is a connectable attribute representing a typed, externally computed value. |
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Shader |
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Base class for all USD shaders. |
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ShaderDefParserPlugin |
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Parses shader definitions represented using USD scene description using the schemas provided by UsdShade. |
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ShaderDefUtils |
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This class contains a set of utility functions used for populating the shader registry with shaders definitions specified using UsdShade schemas. |
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Tokens |
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Utils |
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This class contains a set of utility functions used when authoring and querying shading networks. |
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class pxr.UsdShade.AttributeType |
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Attributes: |
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Input |
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Invalid |
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Output |
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names |
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values |
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Input = pxr.UsdShade.AttributeType.Input |
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Invalid = pxr.UsdShade.AttributeType.Invalid |
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Output = pxr.UsdShade.AttributeType.Output |
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names = {'Input': pxr.UsdShade.AttributeType.Input, 'Invalid': pxr.UsdShade.AttributeType.Invalid, 'Output': pxr.UsdShade.AttributeType.Output} |
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values = {0: pxr.UsdShade.AttributeType.Invalid, 1: pxr.UsdShade.AttributeType.Input, 2: pxr.UsdShade.AttributeType.Output} |
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class pxr.UsdShade.ConnectableAPI |
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UsdShadeConnectableAPI is an API schema that provides a common |
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interface for creating outputs and making connections between shading |
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parameters and outputs. The interface is common to all UsdShade |
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schemas that support Inputs and Outputs, which currently includes |
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UsdShadeShader, UsdShadeNodeGraph, and UsdShadeMaterial. |
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One can construct a UsdShadeConnectableAPI directly from a UsdPrim, or |
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from objects of any of the schema classes listed above. If it seems |
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onerous to need to construct a secondary schema object to interact |
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with Inputs and Outputs, keep in mind that any function whose purpose |
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is either to walk material/shader networks via their connections, or |
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to create such networks, can typically be written entirely in terms of |
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UsdShadeConnectableAPI objects, without needing to care what the |
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underlying prim type is. |
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Additionally, the most common UsdShadeConnectableAPI behaviors |
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(creating Inputs and Outputs, and making connections) are wrapped as |
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convenience methods on the prim schema classes (creation) and |
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UsdShadeInput and UsdShadeOutput. |
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Methods: |
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CanConnect |
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classmethod CanConnect(input, source) -> bool |
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ClearSource |
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classmethod ClearSource(shadingAttr) -> bool |
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ClearSources |
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classmethod ClearSources(shadingAttr) -> bool |
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ConnectToSource |
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classmethod ConnectToSource(shadingAttr, source, mod) -> bool |
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CreateInput(name, typeName) |
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Create an input which can both have a value and be connected. |
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CreateOutput(name, typeName) |
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Create an output, which represents and externally computed, typed value. |
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DisconnectSource |
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classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool |
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Get |
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classmethod Get(stage, path) -> ConnectableAPI |
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GetConnectedSource |
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classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool |
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GetConnectedSources |
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classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo] |
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GetInput(name) |
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Return the requested input if it exists. |
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GetInputs(onlyAuthored) |
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Returns all inputs on the connectable prim (i.e. |
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GetOutput(name) |
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Return the requested output if it exists. |
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GetOutputs(onlyAuthored) |
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Returns all outputs on the connectable prim (i.e. |
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GetRawConnectedSourcePaths |
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classmethod GetRawConnectedSourcePaths(shadingAttr, sourcePaths) -> bool |
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GetSchemaAttributeNames |
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classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
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HasConnectableAPI |
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classmethod HasConnectableAPI(schemaType) -> bool |
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HasConnectedSource |
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classmethod HasConnectedSource(shadingAttr) -> bool |
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IsContainer() |
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Returns true if the prim is a container. |
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IsSourceConnectionFromBaseMaterial |
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classmethod IsSourceConnectionFromBaseMaterial(shadingAttr) -> bool |
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RequiresEncapsulation() |
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Returns true if container encapsulation rules should be respected when evaluating connectibility behavior, false otherwise. |
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SetConnectedSources |
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classmethod SetConnectedSources(shadingAttr, sourceInfos) -> bool |
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static CanConnect() |
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classmethod CanConnect(input, source) -> bool |
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Determines whether the given input can be connected to the given |
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source attribute, which can be an input or an output. |
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The result depends on the”connectability”of the input and the source |
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attributes. Depending on the prim type, this may require the plugin |
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that defines connectability behavior for that prim type be loaded. |
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UsdShadeInput::SetConnectability |
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UsdShadeInput::GetConnectability |
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Parameters |
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input (Input) – |
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source (Attribute) – |
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CanConnect(input, sourceInput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourceInput (Input) – |
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CanConnect(input, sourceOutput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourceOutput (Output) – |
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CanConnect(output, source) -> bool |
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Determines whether the given output can be connected to the given |
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source attribute, which can be an input or an output. |
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An output is considered to be connectable only if it belongs to a |
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node-graph. Shader outputs are not connectable. |
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source is an optional argument. If a valid UsdAttribute is |
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supplied for it, this method will return true only if the source |
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attribute is owned by a descendant of the node-graph owning the |
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output. |
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Parameters |
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output (Output) – |
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source (Attribute) – |
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CanConnect(output, sourceInput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourceInput (Input) – |
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CanConnect(output, sourceOutput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourceOutput (Output) – |
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static ClearSource() |
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classmethod ClearSource(shadingAttr) -> bool |
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Deprecated |
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This is the older version that only referenced a single source. Please |
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use ClearSources instead. |
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Parameters |
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shadingAttr (Attribute) – |
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ClearSource(input) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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ClearSource(output) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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static ClearSources() |
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classmethod ClearSources(shadingAttr) -> bool |
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Clears sources for this shading attribute in the current |
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UsdEditTarget. |
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Most of the time, what you probably want is DisconnectSource() rather |
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than this function. |
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DisconnectSource() |
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Parameters |
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shadingAttr (Attribute) – |
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ClearSources(input) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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ClearSources(output) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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static ConnectToSource() |
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classmethod ConnectToSource(shadingAttr, source, mod) -> bool |
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Authors a connection for a given shading attribute shadingAttr . |
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shadingAttr can represent a parameter, an input or an output. |
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source is a struct that describes the upstream source attribute |
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with all the information necessary to make a connection. See the |
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documentation for UsdShadeConnectionSourceInfo. mod describes the |
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operation that should be applied to the list of connections. By |
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default the new connection will replace any existing connections, but |
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it can add to the list of connections to represent multiple input |
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connections. |
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true if a connection was created successfully. false if |
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shadingAttr or source is invalid. |
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This method does not verify the connectability of the shading |
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attribute to the source. Clients must invoke CanConnect() themselves |
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to ensure compatibility. |
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The source shading attribute is created if it doesn’t exist already. |
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Parameters |
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shadingAttr (Attribute) – |
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source (ConnectionSourceInfo) – |
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mod (ConnectionModification) – |
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ConnectToSource(input, source, mod) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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source (ConnectionSourceInfo) – |
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mod (ConnectionModification) – |
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ConnectToSource(output, source, mod) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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source (ConnectionSourceInfo) – |
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mod (ConnectionModification) – |
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ConnectToSource(shadingAttr, source, sourceName, sourceType, typeName) -> bool |
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Deprecated |
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Please use the versions that take a UsdShadeConnectionSourceInfo to |
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describe the upstream source This is an overloaded member function, |
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provided for convenience. It differs from the above function only in |
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what argument(s) it accepts. |
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Parameters |
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shadingAttr (Attribute) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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typeName (ValueTypeName) – |
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ConnectToSource(input, source, sourceName, sourceType, typeName) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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typeName (ValueTypeName) – |
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ConnectToSource(output, source, sourceName, sourceType, typeName) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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typeName (ValueTypeName) – |
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ConnectToSource(shadingAttr, sourcePath) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Connect the given shading attribute to the source at path, |
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sourcePath . |
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sourcePath should be the fully namespaced property path. |
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This overload is provided for convenience, for use in contexts where |
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the prim types are unknown or unavailable. |
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Parameters |
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shadingAttr (Attribute) – |
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sourcePath (Path) – |
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ConnectToSource(input, sourcePath) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourcePath (Path) – |
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ConnectToSource(output, sourcePath) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourcePath (Path) – |
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ConnectToSource(shadingAttr, sourceInput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Connect the given shading attribute to the given source input. |
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Parameters |
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shadingAttr (Attribute) – |
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sourceInput (Input) – |
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ConnectToSource(input, sourceInput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourceInput (Input) – |
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ConnectToSource(output, sourceInput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourceInput (Input) – |
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ConnectToSource(shadingAttr, sourceOutput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Connect the given shading attribute to the given source output. |
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Parameters |
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shadingAttr (Attribute) – |
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sourceOutput (Output) – |
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ConnectToSource(input, sourceOutput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourceOutput (Output) – |
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ConnectToSource(output, sourceOutput) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourceOutput (Output) – |
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CreateInput(name, typeName) → Input |
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Create an input which can both have a value and be connected. |
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The attribute representing the input is created in |
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the”inputs:”namespace. |
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Parameters |
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name (str) – |
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typeName (ValueTypeName) – |
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CreateOutput(name, typeName) → Output |
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Create an output, which represents and externally computed, typed |
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value. |
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Outputs on node-graphs can be connected. |
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The attribute representing an output is created in |
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the”outputs:”namespace. |
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Parameters |
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name (str) – |
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typeName (ValueTypeName) – |
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static DisconnectSource() |
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classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool |
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Disconnect source for this shading attribute. |
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If sourceAttr is valid it will disconnect the connection to this |
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upstream attribute. Otherwise it will disconnect all connections by |
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authoring an empty list of connections for the attribute |
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shadingAttr . |
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This may author more scene description than you might expect - we |
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define the behavior of disconnect to be that, even if a shading |
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attribute becomes connected in a weaker layer than the current |
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UsdEditTarget, the attribute will still be disconnected in the |
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composition, therefore we must”block”it in the current UsdEditTarget. |
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ConnectToSource() . |
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Parameters |
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shadingAttr (Attribute) – |
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sourceAttr (Attribute) – |
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DisconnectSource(input, sourceAttr) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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sourceAttr (Attribute) – |
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DisconnectSource(output, sourceAttr) -> bool |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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sourceAttr (Attribute) – |
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static Get() |
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classmethod Get(stage, path) -> ConnectableAPI |
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Return a UsdShadeConnectableAPI holding the prim adhering to this |
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schema at path on stage . |
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If no prim exists at path on stage , or if the prim at that |
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path does not adhere to this schema, return an invalid schema object. |
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This is shorthand for the following: |
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UsdShadeConnectableAPI(stage->GetPrimAtPath(path)); |
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Parameters |
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stage (Stage) – |
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path (Path) – |
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static GetConnectedSource() |
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classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool |
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Deprecated |
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Shading attributes can have multiple connections and so using |
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GetConnectedSources is needed in general |
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Finds the source of a connection for the given shading attribute. |
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shadingAttr is the shading attribute whose connection we want to |
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interrogate. source is an output parameter which will be set to |
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the source connectable prim. sourceName will be set to the name of |
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the source shading attribute, which may be an input or an output, as |
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specified by sourceType sourceType will have the type of the |
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source shading attribute, i.e. whether it is an Input or |
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Output |
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true if the shading attribute is connected to a valid, defined |
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source attribute. false if the shading attribute is not connected |
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to a single, defined source attribute. |
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Previously this method would silently return false for multiple |
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connections. We are changing the behavior of this method to return the |
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result for the first connection and issue a TfWarn about it. We want |
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to encourage clients to use GetConnectedSources going forward. |
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The python wrapping for this method returns a (source, sourceName, |
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sourceType) tuple if the parameter is connected, else None |
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Parameters |
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shadingAttr (Attribute) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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GetConnectedSource(input, source, sourceName, sourceType) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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GetConnectedSource(output, source, sourceName, sourceType) -> bool |
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Deprecated |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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static GetConnectedSources() |
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classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo] |
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Finds the valid sources of connections for the given shading |
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attribute. |
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shadingAttr is the shading attribute whose connections we want to |
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interrogate. invalidSourcePaths is an optional output parameter to |
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collect the invalid source paths that have not been reported in the |
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returned vector. |
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Returns a vector of UsdShadeConnectionSourceInfo structs with |
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information about each upsteam attribute. If the vector is empty, |
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there have been no connections. |
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A valid connection requires the existence of the source attribute and |
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also requires that the source prim is UsdShadeConnectableAPI |
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compatible. |
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The python wrapping returns a tuple with the valid connections first, |
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followed by the invalid source paths. |
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Parameters |
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shadingAttr (Attribute) – |
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invalidSourcePaths (list[SdfPath]) – |
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GetConnectedSources(input, invalidSourcePaths) -> list[UsdShadeSourceInfo] |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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input (Input) – |
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invalidSourcePaths (list[SdfPath]) – |
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GetConnectedSources(output, invalidSourcePaths) -> list[UsdShadeSourceInfo] |
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This is an overloaded member function, provided for convenience. It |
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differs from the above function only in what argument(s) it accepts. |
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Parameters |
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output (Output) – |
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invalidSourcePaths (list[SdfPath]) – |
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GetInput(name) → Input |
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Return the requested input if it exists. |
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name is the unnamespaced base name. |
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Parameters |
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name (str) – |
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GetInputs(onlyAuthored) → list[Input] |
|
Returns all inputs on the connectable prim (i.e. |
|
shader or node-graph). Inputs are represented by attributes in |
|
the”inputs:”namespace. If onlyAuthored is true (the default), then |
|
only return authored attributes; otherwise, this also returns un- |
|
authored builtins. |
|
|
|
Parameters |
|
onlyAuthored (bool) – |
|
|
|
GetOutput(name) → Output |
|
Return the requested output if it exists. |
|
name is the unnamespaced base name. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
GetOutputs(onlyAuthored) → list[Output] |
|
Returns all outputs on the connectable prim (i.e. |
|
shader or node-graph). Outputs are represented by attributes in |
|
the”outputs:”namespace. If onlyAuthored is true (the default), |
|
then only return authored attributes; otherwise, this also returns un- |
|
authored builtins. |
|
|
|
Parameters |
|
onlyAuthored (bool) – |
|
|
|
static GetRawConnectedSourcePaths() |
|
classmethod GetRawConnectedSourcePaths(shadingAttr, sourcePaths) -> bool |
|
Deprecated |
|
Please us GetConnectedSources to retrieve multiple connections |
|
Returns the”raw”(authored) connected source paths for the given |
|
shading attribute. |
|
|
|
Parameters |
|
|
|
shadingAttr (Attribute) – |
|
sourcePaths (list[SdfPath]) – |
|
|
|
GetRawConnectedSourcePaths(input, sourcePaths) -> bool |
|
Deprecated |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
|
|
input (Input) – |
|
sourcePaths (list[SdfPath]) – |
|
|
|
GetRawConnectedSourcePaths(output, sourcePaths) -> bool |
|
Deprecated |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
|
|
output (Output) – |
|
sourcePaths (list[SdfPath]) – |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
static HasConnectableAPI() |
|
classmethod HasConnectableAPI(schemaType) -> bool |
|
Return true if the schemaType has a valid connectableAPIBehavior |
|
registered, false otherwise. |
|
To check if a prim’s connectableAPI has a behavior defined, use |
|
UsdSchemaBase::operator bool() . |
|
|
|
Parameters |
|
schemaType (Type) – |
|
|
|
HasConnectableAPI() -> bool |
|
Return true if the schema type T has a connectableAPIBehavior |
|
registered, false otherwise. |
|
|
|
static HasConnectedSource() |
|
classmethod HasConnectedSource(shadingAttr) -> bool |
|
Returns true if and only if the shading attribute is currently |
|
connected to at least one valid (defined) source. |
|
If you will be calling GetConnectedSources() afterwards anyways, it |
|
will be much faster to instead check if the returned vector is |
|
empty: |
|
UsdShadeSourceInfoVector connections = |
|
UsdShadeConnectableAPI::GetConnectedSources(attribute); |
|
if (!connections.empty()){ |
|
// process connected attribute |
|
} else { |
|
// process unconnected attribute |
|
} |
|
|
|
Parameters |
|
shadingAttr (Attribute) – |
|
|
|
HasConnectedSource(input) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
input (Input) – |
|
|
|
HasConnectedSource(output) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
output (Output) – |
|
|
|
IsContainer() → bool |
|
Returns true if the prim is a container. |
|
The underlying prim type may provide runtime behavior that defines |
|
whether it is a container. |
|
|
|
static IsSourceConnectionFromBaseMaterial() |
|
classmethod IsSourceConnectionFromBaseMaterial(shadingAttr) -> bool |
|
Returns true if the connection to the given shading attribute’s |
|
source, as returned by UsdShadeConnectableAPI::GetConnectedSource() , |
|
is authored across a specializes arc, which is used to denote a base |
|
material. |
|
|
|
Parameters |
|
shadingAttr (Attribute) – |
|
|
|
IsSourceConnectionFromBaseMaterial(input) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
input (Input) – |
|
|
|
IsSourceConnectionFromBaseMaterial(output) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
output (Output) – |
|
|
|
RequiresEncapsulation() → bool |
|
Returns true if container encapsulation rules should be respected when |
|
evaluating connectibility behavior, false otherwise. |
|
The underlying prim type may provide runtime behavior that defines if |
|
encapsulation rules are respected or not. |
|
|
|
static SetConnectedSources() |
|
classmethod SetConnectedSources(shadingAttr, sourceInfos) -> bool |
|
Authors a list of connections for a given shading attribute |
|
shadingAttr . |
|
shadingAttr can represent a parameter, an input or an output. |
|
sourceInfos is a vector of structs that describes the upstream |
|
source attributes with all the information necessary to make all the |
|
connections. See the documentation for UsdShadeConnectionSourceInfo. |
|
true if all connection were created successfully. false if the |
|
shadingAttr or one of the sources are invalid. |
|
A valid connection is one that has a valid |
|
UsdShadeConnectionSourceInfo , which requires the existence of the |
|
upstream source prim. It does not require the existence of the source |
|
attribute as it will be create if necessary. |
|
|
|
Parameters |
|
|
|
shadingAttr (Attribute) – |
|
sourceInfos (list[ConnectionSourceInfo]) – |
|
|
|
class pxr.UsdShade.ConnectionModification |
|
Attributes: |
|
|
|
Append |
|
|
|
Prepend |
|
|
|
Replace |
|
|
|
names |
|
|
|
values |
|
|
|
Append = pxr.UsdShade.ConnectionModification.Append |
|
|
|
Prepend = pxr.UsdShade.ConnectionModification.Prepend |
|
|
|
Replace = pxr.UsdShade.ConnectionModification.Replace |
|
|
|
names = {'Append': pxr.UsdShade.ConnectionModification.Append, 'Prepend': pxr.UsdShade.ConnectionModification.Prepend, 'Replace': pxr.UsdShade.ConnectionModification.Replace} |
|
|
|
values = {0: pxr.UsdShade.ConnectionModification.Replace, 1: pxr.UsdShade.ConnectionModification.Prepend, 2: pxr.UsdShade.ConnectionModification.Append} |
|
|
|
class pxr.UsdShade.ConnectionSourceInfo |
|
A compact struct to represent a bundle of information about an |
|
upstream source attribute. |
|
Methods: |
|
|
|
IsValid() |
|
Return true if this source info is valid for setting up a connection. |
|
|
|
Attributes: |
|
|
|
source |
|
|
|
sourceName |
|
|
|
sourceType |
|
|
|
typeName |
|
|
|
IsValid() → bool |
|
Return true if this source info is valid for setting up a connection. |
|
|
|
property source |
|
|
|
property sourceName |
|
|
|
property sourceType |
|
|
|
property typeName |
|
|
|
class pxr.UsdShade.CoordSysAPI |
|
UsdShadeCoordSysAPI provides a way to designate, name, and discover |
|
coordinate systems. |
|
Coordinate systems are implicitly established by UsdGeomXformable |
|
prims, using their local space. That coordinate system may be bound |
|
(i.e., named) from another prim. The binding is encoded as a single- |
|
target relationship in the”coordSys:”namespace. Coordinate system |
|
bindings apply to descendants of the prim where the binding is |
|
expressed, but names may be re-bound by descendant prims. |
|
Named coordinate systems are useful in shading workflows. An example |
|
is projection paint, which projects a texture from a certain view (the |
|
paint coordinate system). Using the paint coordinate frame avoids the |
|
need to assign a UV set to the object, and can be a concise way to |
|
project paint across a collection of objects with a single shared |
|
paint coordinate system. |
|
This is a non-applied API schema. |
|
Methods: |
|
|
|
Bind(name, path) |
|
Bind the name to the given path. |
|
|
|
BlockBinding(name) |
|
Block the indicated coordinate system binding on this prim by blocking targets on the underlying relationship. |
|
|
|
CanContainPropertyName |
|
classmethod CanContainPropertyName(name) -> bool |
|
|
|
ClearBinding(name, removeSpec) |
|
Clear the indicated coordinate system binding on this prim from the current edit target. |
|
|
|
FindBindingsWithInheritance() |
|
Find the list of coordinate system bindings that apply to this prim, including inherited bindings. |
|
|
|
Get |
|
classmethod Get(stage, path) -> CoordSysAPI |
|
|
|
GetCoordSysRelationshipName |
|
classmethod GetCoordSysRelationshipName(coordSysName) -> str |
|
|
|
GetLocalBindings() |
|
Get the list of coordinate system bindings local to this prim. |
|
|
|
GetSchemaAttributeNames |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
|
|
HasLocalBindings() |
|
Returns true if the prim has local coordinate system binding opinions. |
|
|
|
Bind(name, path) → bool |
|
Bind the name to the given path. |
|
The prim at the given path is expected to be UsdGeomXformable, in |
|
order for the binding to be succesfully resolved. |
|
|
|
Parameters |
|
|
|
name (str) – |
|
path (Path) – |
|
|
|
BlockBinding(name) → bool |
|
Block the indicated coordinate system binding on this prim by blocking |
|
targets on the underlying relationship. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
static CanContainPropertyName() |
|
classmethod CanContainPropertyName(name) -> bool |
|
Test whether a given name contains the”coordSys:”prefix. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
ClearBinding(name, removeSpec) → bool |
|
Clear the indicated coordinate system binding on this prim from the |
|
current edit target. |
|
Only remove the spec if removeSpec is true (leave the spec to |
|
preserve meta-data we may have intentionally authored on the |
|
relationship) |
|
|
|
Parameters |
|
|
|
name (str) – |
|
removeSpec (bool) – |
|
|
|
FindBindingsWithInheritance() → list[Binding] |
|
Find the list of coordinate system bindings that apply to this prim, |
|
including inherited bindings. |
|
This computation examines this prim and ancestors for the strongest |
|
binding for each name. A binding expressed by a child prim supercedes |
|
bindings on ancestors. |
|
Note that this API does not validate the prims at the target paths; |
|
they may be of incorrect type, or missing entirely. |
|
Binding relationships with no resolved targets are skipped. |
|
|
|
static Get() |
|
classmethod Get(stage, path) -> CoordSysAPI |
|
Return a UsdShadeCoordSysAPI holding the prim adhering to this schema |
|
at path on stage . |
|
If no prim exists at path on stage , or if the prim at that |
|
path does not adhere to this schema, return an invalid schema object. |
|
This is shorthand for the following: |
|
UsdShadeCoordSysAPI(stage->GetPrimAtPath(path)); |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
static GetCoordSysRelationshipName() |
|
classmethod GetCoordSysRelationshipName(coordSysName) -> str |
|
Returns the fully namespaced coordinate system relationship name, |
|
given the coordinate system name. |
|
|
|
Parameters |
|
coordSysName (str) – |
|
|
|
GetLocalBindings() → list[Binding] |
|
Get the list of coordinate system bindings local to this prim. |
|
This does not process inherited bindings. It does not validate that a |
|
prim exists at the indicated path. If the binding relationship has |
|
multiple targets, only the first is used. |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
HasLocalBindings() → bool |
|
Returns true if the prim has local coordinate system binding opinions. |
|
Note that the resulting binding list may still be empty. |
|
|
|
class pxr.UsdShade.Input |
|
This class encapsulates a shader or node-graph input, which is a |
|
connectable attribute representing a typed value. |
|
Methods: |
|
|
|
CanConnect(source) |
|
Determines whether this Input can be connected to the given source attribute, which can be an input or an output. |
|
|
|
ClearConnectability() |
|
Clears any authored connectability on the Input. |
|
|
|
ClearSdrMetadata() |
|
Clears any"sdrMetadata"value authored on the Input in the current EditTarget. |
|
|
|
ClearSdrMetadataByKey(key) |
|
Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget. |
|
|
|
ClearSource() |
|
Deprecated |
|
|
|
ClearSources() |
|
Clears sources for this Input in the current UsdEditTarget. |
|
|
|
ConnectToSource(source, mod) |
|
Authors a connection for this Input. |
|
|
|
DisconnectSource(sourceAttr) |
|
Disconnect source for this Input. |
|
|
|
Get(value, time) |
|
Convenience wrapper for the templated UsdAttribute::Get() . |
|
|
|
GetAttr() |
|
Explicit UsdAttribute extractor. |
|
|
|
GetBaseName() |
|
Returns the name of the input. |
|
|
|
GetConnectability() |
|
Returns the connectability of the Input. |
|
|
|
GetConnectedSource(source, sourceName, ...) |
|
Deprecated |
|
|
|
GetConnectedSources(invalidSourcePaths) |
|
Finds the valid sources of connections for the Input. |
|
|
|
GetDisplayGroup() |
|
Get the displayGroup metadata for this Input, i.e. |
|
|
|
GetDocumentation() |
|
Get documentation string for this Input. |
|
|
|
GetFullName() |
|
Get the name of the attribute associated with the Input. |
|
|
|
GetPrim() |
|
Get the prim that the input belongs to. |
|
|
|
GetRawConnectedSourcePaths(sourcePaths) |
|
Deprecated |
|
|
|
GetRenderType() |
|
Return this Input's specialized renderType, or an empty token if none was authored. |
|
|
|
GetSdrMetadata() |
|
Returns this Input's composed"sdrMetadata"dictionary as a NdrTokenMap. |
|
|
|
GetSdrMetadataByKey(key) |
|
Returns the value corresponding to key in the composed sdrMetadata dictionary. |
|
|
|
GetTypeName() |
|
Get the"scene description"value type name of the attribute associated with the Input. |
|
|
|
GetValueProducingAttribute(attrType) |
|
Deprecated |
|
|
|
GetValueProducingAttributes(shaderOutputsOnly) |
|
Find what is connected to this Input recursively. |
|
|
|
HasConnectedSource() |
|
Returns true if and only if this Input is currently connected to a valid (defined) source. |
|
|
|
HasRenderType() |
|
Return true if a renderType has been specified for this Input. |
|
|
|
HasSdrMetadata() |
|
Returns true if the Input has a non-empty composed"sdrMetadata"dictionary value. |
|
|
|
HasSdrMetadataByKey(key) |
|
Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary. |
|
|
|
IsInput |
|
classmethod IsInput(attr) -> bool |
|
|
|
IsInterfaceInputName |
|
classmethod IsInterfaceInputName(name) -> bool |
|
|
|
IsSourceConnectionFromBaseMaterial() |
|
Returns true if the connection to this Input's source, as returned by GetConnectedSource() , is authored across a specializes arc, which is used to denote a base material. |
|
|
|
Set(value, time) |
|
Set a value for the Input at time . |
|
|
|
SetConnectability(connectability) |
|
Set the connectability of the Input. |
|
|
|
SetConnectedSources(sourceInfos) |
|
Connects this Input to the given sources, sourceInfos . |
|
|
|
SetDisplayGroup(displayGroup) |
|
Set the displayGroup metadata for this Input, i.e. |
|
|
|
SetDocumentation(docs) |
|
Set documentation string for this Input. |
|
|
|
SetRenderType(renderType) |
|
Specify an alternative, renderer-specific type to use when emitting/translating this Input, rather than translating based on its GetTypeName() |
|
|
|
SetSdrMetadata(sdrMetadata) |
|
Authors the given sdrMetadata value on this Input at the current EditTarget. |
|
|
|
SetSdrMetadataByKey(key, value) |
|
Sets the value corresponding to key to the given string value , in the Input's"sdrMetadata"dictionary at the current EditTarget. |
|
|
|
CanConnect(source) → bool |
|
Determines whether this Input can be connected to the given source |
|
attribute, which can be an input or an output. |
|
UsdShadeConnectableAPI::CanConnect |
|
|
|
Parameters |
|
source (Attribute) – |
|
|
|
CanConnect(sourceInput) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
sourceInput (Input) – |
|
|
|
CanConnect(sourceOutput) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
sourceOutput (Output) – |
|
|
|
ClearConnectability() → bool |
|
Clears any authored connectability on the Input. |
|
|
|
ClearSdrMetadata() → None |
|
Clears any”sdrMetadata”value authored on the Input in the current |
|
EditTarget. |
|
|
|
ClearSdrMetadataByKey(key) → None |
|
Clears the entry corresponding to the given key in |
|
the”sdrMetadata”dictionary authored in the current EditTarget. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
ClearSource() → bool |
|
Deprecated |
|
|
|
ClearSources() → bool |
|
Clears sources for this Input in the current UsdEditTarget. |
|
Most of the time, what you probably want is DisconnectSource() rather |
|
than this function. |
|
UsdShadeConnectableAPI::ClearSources |
|
|
|
ConnectToSource(source, mod) → bool |
|
Authors a connection for this Input. |
|
source is a struct that describes the upstream source attribute |
|
with all the information necessary to make a connection. See the |
|
documentation for UsdShadeConnectionSourceInfo. mod describes the |
|
operation that should be applied to the list of connections. By |
|
default the new connection will replace any existing connections, but |
|
it can add to the list of connections to represent multiple input |
|
connections. |
|
true if a connection was created successfully. false if this |
|
input or source is invalid. |
|
This method does not verify the connectability of the shading |
|
attribute to the source. Clients must invoke CanConnect() themselves |
|
to ensure compatibility. |
|
The source shading attribute is created if it doesn’t exist already. |
|
UsdShadeConnectableAPI::ConnectToSource |
|
|
|
Parameters |
|
|
|
source (ConnectionSourceInfo) – |
|
mod (ConnectionModification) – |
|
|
|
ConnectToSource(source, sourceName, sourceType, typeName) -> bool |
|
Deprecated |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
|
|
source (ConnectableAPI) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
typeName (ValueTypeName) – |
|
|
|
ConnectToSource(sourcePath) -> bool |
|
Authors a connection for this Input to the source at the given path. |
|
UsdShadeConnectableAPI::ConnectToSource |
|
|
|
Parameters |
|
sourcePath (Path) – |
|
|
|
ConnectToSource(sourceInput) -> bool |
|
Connects this Input to the given input, sourceInput . |
|
UsdShadeConnectableAPI::ConnectToSource |
|
|
|
Parameters |
|
sourceInput (Input) – |
|
|
|
ConnectToSource(sourceOutput) -> bool |
|
Connects this Input to the given output, sourceOutput . |
|
UsdShadeConnectableAPI::ConnectToSource |
|
|
|
Parameters |
|
sourceOutput (Output) – |
|
|
|
DisconnectSource(sourceAttr) → bool |
|
Disconnect source for this Input. |
|
If sourceAttr is valid, only a connection to the specified |
|
attribute is disconnected, otherwise all connections are removed. |
|
UsdShadeConnectableAPI::DisconnectSource |
|
|
|
Parameters |
|
sourceAttr (Attribute) – |
|
|
|
Get(value, time) → bool |
|
Convenience wrapper for the templated UsdAttribute::Get() . |
|
|
|
Parameters |
|
|
|
value (T) – |
|
time (TimeCode) – |
|
|
|
Get(value, time) -> bool |
|
Convenience wrapper for VtValue version of UsdAttribute::Get() . |
|
|
|
Parameters |
|
|
|
value (VtValue) – |
|
time (TimeCode) – |
|
|
|
GetAttr() → Attribute |
|
Explicit UsdAttribute extractor. |
|
|
|
GetBaseName() → str |
|
Returns the name of the input. |
|
We call this the base name since it strips off the”inputs:”namespace |
|
prefix from the attribute name, and returns it. |
|
|
|
GetConnectability() → str |
|
Returns the connectability of the Input. |
|
SetConnectability() |
|
|
|
GetConnectedSource(source, sourceName, sourceType) → bool |
|
Deprecated |
|
|
|
Parameters |
|
|
|
source (ConnectableAPI) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
GetConnectedSources(invalidSourcePaths) → list[SourceInfo] |
|
Finds the valid sources of connections for the Input. |
|
invalidSourcePaths is an optional output parameter to collect the |
|
invalid source paths that have not been reported in the returned |
|
vector. |
|
Returns a vector of UsdShadeConnectionSourceInfo structs with |
|
information about each upsteam attribute. If the vector is empty, |
|
there have been no valid connections. |
|
A valid connection requires the existence of the source attribute and |
|
also requires that the source prim is UsdShadeConnectableAPI |
|
compatible. |
|
The python wrapping returns a tuple with the valid connections first, |
|
followed by the invalid source paths. |
|
UsdShadeConnectableAPI::GetConnectedSources |
|
|
|
Parameters |
|
invalidSourcePaths (list[SdfPath]) – |
|
|
|
GetDisplayGroup() → str |
|
Get the displayGroup metadata for this Input, i.e. |
|
hint for the location and nesting of the attribute. |
|
UsdProperty::GetDisplayGroup() , UsdProperty::GetNestedDisplayGroup() |
|
|
|
GetDocumentation() → str |
|
Get documentation string for this Input. |
|
UsdObject::GetDocumentation() |
|
|
|
GetFullName() → str |
|
Get the name of the attribute associated with the Input. |
|
|
|
GetPrim() → Prim |
|
Get the prim that the input belongs to. |
|
|
|
GetRawConnectedSourcePaths(sourcePaths) → bool |
|
Deprecated |
|
Returns the”raw”(authored) connected source paths for this Input. |
|
UsdShadeConnectableAPI::GetRawConnectedSourcePaths |
|
|
|
Parameters |
|
sourcePaths (list[SdfPath]) – |
|
|
|
GetRenderType() → str |
|
Return this Input’s specialized renderType, or an empty token if none |
|
was authored. |
|
SetRenderType() |
|
|
|
GetSdrMetadata() → NdrTokenMap |
|
Returns this Input’s composed”sdrMetadata”dictionary as a NdrTokenMap. |
|
|
|
GetSdrMetadataByKey(key) → str |
|
Returns the value corresponding to key in the composed |
|
sdrMetadata dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
GetTypeName() → ValueTypeName |
|
Get the”scene description”value type name of the attribute associated |
|
with the Input. |
|
|
|
GetValueProducingAttribute(attrType) → Attribute |
|
Deprecated |
|
in favor of calling GetValueProducingAttributes |
|
|
|
Parameters |
|
attrType (AttributeType) – |
|
|
|
GetValueProducingAttributes(shaderOutputsOnly) → list[UsdShadeAttribute] |
|
Find what is connected to this Input recursively. |
|
UsdShadeUtils::GetValueProducingAttributes |
|
|
|
Parameters |
|
shaderOutputsOnly (bool) – |
|
|
|
HasConnectedSource() → bool |
|
Returns true if and only if this Input is currently connected to a |
|
valid (defined) source. |
|
UsdShadeConnectableAPI::HasConnectedSource |
|
|
|
HasRenderType() → bool |
|
Return true if a renderType has been specified for this Input. |
|
SetRenderType() |
|
|
|
HasSdrMetadata() → bool |
|
Returns true if the Input has a non-empty |
|
composed”sdrMetadata”dictionary value. |
|
|
|
HasSdrMetadataByKey(key) → bool |
|
Returns true if there is a value corresponding to the given key in |
|
the composed”sdrMetadata”dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
static IsInput() |
|
classmethod IsInput(attr) -> bool |
|
Test whether a given UsdAttribute represents a valid Input, which |
|
implies that creating a UsdShadeInput from the attribute will succeed. |
|
Success implies that attr.IsDefined() is true. |
|
|
|
Parameters |
|
attr (Attribute) – |
|
|
|
static IsInterfaceInputName() |
|
classmethod IsInterfaceInputName(name) -> bool |
|
Test if this name has a namespace that indicates it could be an input. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
IsSourceConnectionFromBaseMaterial() → bool |
|
Returns true if the connection to this Input’s source, as returned by |
|
GetConnectedSource() , is authored across a specializes arc, which is |
|
used to denote a base material. |
|
UsdShadeConnectableAPI::IsSourceConnectionFromBaseMaterial |
|
|
|
Set(value, time) → bool |
|
Set a value for the Input at time . |
|
|
|
Parameters |
|
|
|
value (VtValue) – |
|
time (TimeCode) – |
|
|
|
Set(value, time) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
Set a value of the Input at time . |
|
|
|
Parameters |
|
|
|
value (T) – |
|
time (TimeCode) – |
|
|
|
SetConnectability(connectability) → bool |
|
Set the connectability of the Input. |
|
In certain shading data models, there is a need to distinguish which |
|
inputs can vary over a surface from those that must be |
|
uniform. This is accomplished in UsdShade by limiting the |
|
connectability of the input. This is done by setting |
|
the”connectability”metadata on the associated attribute. |
|
Connectability of an Input can be set to UsdShadeTokens->full or |
|
UsdShadeTokens->interfaceOnly. |
|
|
|
full implies that the Input can be connected to any other |
|
Input or Output. |
|
interfaceOnly implies that the Input can only be connected to |
|
a NodeGraph Input (which represents an interface override, not a |
|
render-time dataflow connection), or another Input whose |
|
connectability is also”interfaceOnly”. |
|
The default connectability of an input is UsdShadeTokens->full. |
|
|
|
SetConnectability() |
|
|
|
Parameters |
|
connectability (str) – |
|
|
|
SetConnectedSources(sourceInfos) → bool |
|
Connects this Input to the given sources, sourceInfos . |
|
UsdShadeConnectableAPI::SetConnectedSources |
|
|
|
Parameters |
|
sourceInfos (list[ConnectionSourceInfo]) – |
|
|
|
SetDisplayGroup(displayGroup) → bool |
|
Set the displayGroup metadata for this Input, i.e. |
|
hinting for the location and nesting of the attribute. |
|
Note for an input representing a nested SdrShaderProperty, its |
|
expected to have the scope delimited by a”:”. |
|
UsdProperty::SetDisplayGroup() , UsdProperty::SetNestedDisplayGroup() |
|
SdrShaderProperty::GetPage() |
|
|
|
Parameters |
|
displayGroup (str) – |
|
|
|
SetDocumentation(docs) → bool |
|
Set documentation string for this Input. |
|
UsdObject::SetDocumentation() |
|
|
|
Parameters |
|
docs (str) – |
|
|
|
SetRenderType(renderType) → bool |
|
Specify an alternative, renderer-specific type to use when |
|
emitting/translating this Input, rather than translating based on its |
|
GetTypeName() |
|
For example, we set the renderType to”struct”for Inputs that are of |
|
renderman custom struct types. |
|
true on success. |
|
|
|
Parameters |
|
renderType (str) – |
|
|
|
SetSdrMetadata(sdrMetadata) → None |
|
Authors the given sdrMetadata value on this Input at the current |
|
EditTarget. |
|
|
|
Parameters |
|
sdrMetadata (NdrTokenMap) – |
|
|
|
SetSdrMetadataByKey(key, value) → None |
|
Sets the value corresponding to key to the given string value |
|
, in the Input’s”sdrMetadata”dictionary at the current EditTarget. |
|
|
|
Parameters |
|
|
|
key (str) – |
|
value (str) – |
|
|
|
class pxr.UsdShade.Material |
|
A Material provides a container into which multiple”render targets”can |
|
add data that defines a”shading material”for a renderer. Typically |
|
this consists of one or more UsdRelationship properties that target |
|
other prims of type Shader - though a target/client is free to add |
|
any data that is suitable. We strongly advise that all targets |
|
adopt the convention that all properties be prefixed with a namespace |
|
that identifies the target, e.g.”rel ri:surface =</Shaders/mySurf>”. |
|
In the UsdShading model, geometry expresses a binding to a single |
|
Material or to a set of Materials partitioned by UsdGeomSubsets |
|
defined beneath the geometry; it is legal to bind a Material at the |
|
root (or other sub-prim) of a model, and then bind a different |
|
Material to individual gprims, but the meaning of inheritance |
|
and”ancestral overriding”of Material bindings is left to each render- |
|
target to determine. Since UsdGeom has no concept of shading, we |
|
provide the API for binding and unbinding geometry on the API schema |
|
UsdShadeMaterialBindingAPI. |
|
The entire power of USD VariantSets and all the other composition |
|
operators can leveraged when encoding shading variation. |
|
UsdShadeMaterial provides facilities for a particular way of |
|
building”Material variants”in which neither the identity of the |
|
Materials themselves nor the geometry Material-bindings need to change |
|
- instead we vary the targeted networks, interface values, and even |
|
parameter values within a single variantSet. See Authoring Material |
|
Variations for more details. |
|
UsdShade requires that all of the shaders that”belong”to the Material |
|
live under the Material in namespace. This supports powerful, easy |
|
reuse of Materials, because it allows us to reference a Material |
|
from one asset (the asset might be a module of Materials) into |
|
another asset: USD references compose all descendant prims of the |
|
reference target into the referencer’s namespace, which means that all |
|
of the referenced Material’s shader networks will come along with the |
|
Material. When referenced in this way, Materials can also be |
|
instanced, for ease of deduplication and compactness. Finally, |
|
Material encapsulation also allows us to specialize child materials |
|
from parent materials. |
|
For any described attribute Fallback Value or Allowed Values |
|
below that are text/tokens, the actual token is published and defined |
|
in UsdShadeTokens. So to set an attribute to the value”rightHanded”, |
|
use UsdShadeTokens->rightHanded as the value. |
|
Methods: |
|
|
|
ClearBaseMaterial() |
|
Clear the base Material of this Material. |
|
|
|
ComputeDisplacementSource(renderContext, ...) |
|
Deprecated |
|
|
|
ComputeSurfaceSource(renderContext, ...) |
|
Deprecated |
|
|
|
ComputeVolumeSource(renderContext, ...) |
|
Deprecated |
|
|
|
CreateDisplacementAttr(defaultValue, ...) |
|
See GetDisplacementAttr() , and also Create vs Get Property Methods for when to use Get vs Create. |
|
|
|
CreateDisplacementOutput(renderContext) |
|
Creates and returns the"displacement"output on this material for the specified renderContext . |
|
|
|
CreateMasterMaterialVariant |
|
classmethod CreateMasterMaterialVariant(masterPrim, MaterialPrims, masterVariantSetName) -> bool |
|
|
|
CreateSurfaceAttr(defaultValue, writeSparsely) |
|
See GetSurfaceAttr() , and also Create vs Get Property Methods for when to use Get vs Create. |
|
|
|
CreateSurfaceOutput(renderContext) |
|
Creates and returns the"surface"output on this material for the specified renderContext . |
|
|
|
CreateVolumeAttr(defaultValue, writeSparsely) |
|
See GetVolumeAttr() , and also Create vs Get Property Methods for when to use Get vs Create. |
|
|
|
CreateVolumeOutput(renderContext) |
|
Creates and returns the"volume"output on this material for the specified renderContext . |
|
|
|
Define |
|
classmethod Define(stage, path) -> Material |
|
|
|
Get |
|
classmethod Get(stage, path) -> Material |
|
|
|
GetBaseMaterial() |
|
Get the path to the base Material of this Material. |
|
|
|
GetBaseMaterialPath() |
|
Get the base Material of this Material. |
|
|
|
GetDisplacementAttr() |
|
Represents the universal"displacement"output terminal of a material. |
|
|
|
GetDisplacementOutput(renderContext) |
|
Returns the"displacement"output of this material for the specified renderContext. |
|
|
|
GetDisplacementOutputs() |
|
Returns the"displacement"outputs of this material for all available renderContexts. |
|
|
|
GetEditContextForVariant(...) |
|
Helper function for configuring a UsdStage 's UsdEditTarget to author Material variations. |
|
|
|
GetMaterialVariant() |
|
Return a UsdVariantSet object for interacting with the Material variant variantSet. |
|
|
|
GetSchemaAttributeNames |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
|
|
GetSurfaceAttr() |
|
Represents the universal"surface"output terminal of a material. |
|
|
|
GetSurfaceOutput(renderContext) |
|
Returns the"surface"output of this material for the specified renderContext . |
|
|
|
GetSurfaceOutputs() |
|
Returns the"surface"outputs of this material for all available renderContexts. |
|
|
|
GetVolumeAttr() |
|
Represents the universal"volume"output terminal of a material. |
|
|
|
GetVolumeOutput(renderContext) |
|
Returns the"volume"output of this material for the specified renderContext. |
|
|
|
GetVolumeOutputs() |
|
Returns the"volume"outputs of this material for all available renderContexts. |
|
|
|
HasBaseMaterial() |
|
|
|
SetBaseMaterial(baseMaterial) |
|
Set the base Material of this Material. |
|
|
|
SetBaseMaterialPath(baseMaterialPath) |
|
Set the path to the base Material of this Material. |
|
|
|
ClearBaseMaterial() → None |
|
Clear the base Material of this Material. |
|
|
|
ComputeDisplacementSource(renderContext, sourceName, sourceType) → Shader |
|
Deprecated |
|
Use the form that takes a TfTokenVector or renderContexts |
|
|
|
Parameters |
|
|
|
renderContext (str) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
ComputeDisplacementSource(contextVector, sourceName, sourceType) -> Shader |
|
Computes the resolved”displacement”output source for the given |
|
contextVector . |
|
Using the earliest renderContext in the contextVector that produces a |
|
valid Shader object. |
|
If a”displacement”output corresponding to each of the renderContexts |
|
does not exist or is not connected to a valid source, then this |
|
checks the universal displacement output. |
|
Returns an empty Shader object if there is no valid displacement |
|
output source for any of the renderContexts in the contextVector . |
|
The python version of this method returns a tuple containing three |
|
elements (the source displacement shader, sourceName, sourceType). |
|
|
|
Parameters |
|
|
|
contextVector (list[TfToken]) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
ComputeSurfaceSource(renderContext, sourceName, sourceType) → Shader |
|
Deprecated |
|
Use the form that takes a TfTokenVector or renderContexts. |
|
|
|
Parameters |
|
|
|
renderContext (str) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
ComputeSurfaceSource(contextVector, sourceName, sourceType) -> Shader |
|
Computes the resolved”surface”output source for the given |
|
contextVector . |
|
Using the earliest renderContext in the contextVector that produces a |
|
valid Shader object. |
|
If a”surface”output corresponding to each of the renderContexts does |
|
not exist or is not connected to a valid source, then this checks |
|
the universal surface output. |
|
Returns an empty Shader object if there is no valid surface output |
|
source for any of the renderContexts in the contextVector . The |
|
python version of this method returns a tuple containing three |
|
elements (the source surface shader, sourceName, sourceType). |
|
|
|
Parameters |
|
|
|
contextVector (list[TfToken]) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
ComputeVolumeSource(renderContext, sourceName, sourceType) → Shader |
|
Deprecated |
|
Use the form that takes a TfTokenVector or renderContexts |
|
|
|
Parameters |
|
|
|
renderContext (str) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
ComputeVolumeSource(contextVector, sourceName, sourceType) -> Shader |
|
Computes the resolved”volume”output source for the given |
|
contextVector . |
|
Using the earliest renderContext in the contextVector that produces a |
|
valid Shader object. |
|
If a”volume”output corresponding to each of the renderContexts does |
|
not exist or is not connected to a valid source, then this checks |
|
the universal volume output. |
|
Returns an empty Shader object if there is no valid volume output |
|
output source for any of the renderContexts in the contextVector . |
|
The python version of this method returns a tuple containing three |
|
elements (the source volume shader, sourceName, sourceType). |
|
|
|
Parameters |
|
|
|
contextVector (list[TfToken]) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
|
|
|
CreateDisplacementAttr(defaultValue, writeSparsely) → Attribute |
|
See GetDisplacementAttr() , and also Create vs Get Property Methods |
|
for when to use Get vs Create. |
|
If specified, author defaultValue as the attribute’s default, |
|
sparsely (when it makes sense to do so) if writeSparsely is |
|
true - the default for writeSparsely is false . |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateDisplacementOutput(renderContext) → Output |
|
Creates and returns the”displacement”output on this material for the |
|
specified renderContext . |
|
If the output already exists on the material, it is returned and no |
|
authoring is performed. The returned output will always have the |
|
requested renderContext. |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
static CreateMasterMaterialVariant() |
|
classmethod CreateMasterMaterialVariant(masterPrim, MaterialPrims, masterVariantSetName) -> bool |
|
Create a variantSet on masterPrim that will set the |
|
MaterialVariant on each of the given MaterialPrims. |
|
The variantSet, whose name can be specified with |
|
masterVariantSetName and defaults to the same MaterialVariant name |
|
created on Materials by GetEditContextForVariant() , will have the |
|
same variants as the Materials, and each Master variant will set every |
|
MaterialPrims' MaterialVariant selection to the same variant as |
|
the master. Thus, it allows all Materials to be switched with a single |
|
variant selection, on masterPrim . |
|
If masterPrim is an ancestor of any given member of |
|
MaterialPrims , then we will author variant selections directly on |
|
the MaterialPrims. However, it is often preferable to create a master |
|
MaterialVariant in a separately rooted tree from the MaterialPrims, so |
|
that it can be layered more strongly on top of the Materials. |
|
Therefore, for any MaterialPrim in a different tree than masterPrim, |
|
we will create”overs”as children of masterPrim that recreate the path |
|
to the MaterialPrim, substituting masterPrim’s full path for the |
|
MaterialPrim’s root path component. |
|
Upon successful completion, the new variantSet we created on |
|
masterPrim will have its variant selection authored to |
|
the”last”variant (determined lexicographically). It is up to the |
|
calling client to either UsdVariantSet::ClearVariantSelection() on |
|
masterPrim , or set the selection to the desired default setting. |
|
Return true on success. It is an error if any of Materials |
|
have a different set of variants for the MaterialVariant than the |
|
others. |
|
|
|
Parameters |
|
|
|
masterPrim (Prim) – |
|
MaterialPrims (list[Prim]) – |
|
masterVariantSetName (str) – |
|
|
|
CreateSurfaceAttr(defaultValue, writeSparsely) → Attribute |
|
See GetSurfaceAttr() , and also Create vs Get Property Methods for |
|
when to use Get vs Create. |
|
If specified, author defaultValue as the attribute’s default, |
|
sparsely (when it makes sense to do so) if writeSparsely is |
|
true - the default for writeSparsely is false . |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateSurfaceOutput(renderContext) → Output |
|
Creates and returns the”surface”output on this material for the |
|
specified renderContext . |
|
If the output already exists on the material, it is returned and no |
|
authoring is performed. The returned output will always have the |
|
requested renderContext. |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
CreateVolumeAttr(defaultValue, writeSparsely) → Attribute |
|
See GetVolumeAttr() , and also Create vs Get Property Methods for when |
|
to use Get vs Create. |
|
If specified, author defaultValue as the attribute’s default, |
|
sparsely (when it makes sense to do so) if writeSparsely is |
|
true - the default for writeSparsely is false . |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateVolumeOutput(renderContext) → Output |
|
Creates and returns the”volume”output on this material for the |
|
specified renderContext . |
|
If the output already exists on the material, it is returned and no |
|
authoring is performed. The returned output will always have the |
|
requested renderContext. |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
static Define() |
|
classmethod Define(stage, path) -> Material |
|
Attempt to ensure a UsdPrim adhering to this schema at path is |
|
defined (according to UsdPrim::IsDefined() ) on this stage. |
|
If a prim adhering to this schema at path is already defined on |
|
this stage, return that prim. Otherwise author an SdfPrimSpec with |
|
specifier == SdfSpecifierDef and this schema’s prim type name for |
|
the prim at path at the current EditTarget. Author SdfPrimSpec s |
|
with specifier == SdfSpecifierDef and empty typeName at the |
|
current EditTarget for any nonexistent, or existing but not Defined |
|
ancestors. |
|
The given path must be an absolute prim path that does not contain |
|
any variant selections. |
|
If it is impossible to author any of the necessary PrimSpecs, (for |
|
example, in case path cannot map to the current UsdEditTarget ‘s |
|
namespace) issue an error and return an invalid UsdPrim. |
|
Note that this method may return a defined prim whose typeName does |
|
not specify this schema class, in case a stronger typeName opinion |
|
overrides the opinion at the current EditTarget. |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
static Get() |
|
classmethod Get(stage, path) -> Material |
|
Return a UsdShadeMaterial holding the prim adhering to this schema at |
|
path on stage . |
|
If no prim exists at path on stage , or if the prim at that |
|
path does not adhere to this schema, return an invalid schema object. |
|
This is shorthand for the following: |
|
UsdShadeMaterial(stage->GetPrimAtPath(path)); |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
GetBaseMaterial() → Material |
|
Get the path to the base Material of this Material. |
|
If there is no base Material, an empty Material is returned |
|
|
|
GetBaseMaterialPath() → Path |
|
Get the base Material of this Material. |
|
If there is no base Material, an empty path is returned |
|
|
|
GetDisplacementAttr() → Attribute |
|
Represents the universal”displacement”output terminal of a material. |
|
Declaration |
|
token outputs:displacement |
|
C++ Type |
|
TfToken |
|
Usd Type |
|
SdfValueTypeNames->Token |
|
|
|
GetDisplacementOutput(renderContext) → Output |
|
Returns the”displacement”output of this material for the specified |
|
renderContext. |
|
The returned output will always have the requested renderContext. |
|
An invalid output is returned if an output corresponding to the |
|
requested specific-renderContext does not exist. |
|
UsdShadeMaterial::ComputeDisplacementSource() |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
GetDisplacementOutputs() → list[Output] |
|
Returns the”displacement”outputs of this material for all available |
|
renderContexts. |
|
The returned vector will include all authored”displacement”outputs |
|
with the universal renderContext output first, if present. Outputs |
|
are returned regardless of whether they are connected to a valid |
|
source. |
|
|
|
GetEditContextForVariant(MaterialVariantName, layer) → tuple[Stage, EditTarget] |
|
Helper function for configuring a UsdStage ‘s UsdEditTarget to author |
|
Material variations. |
|
Takes care of creating the Material variantSet and specified variant, |
|
if necessary. |
|
Let’s assume that we are authoring Materials into the Stage’s current |
|
UsdEditTarget, and that we are iterating over the variations of a |
|
UsdShadeMaterial clothMaterial, and currVariant is the variant we |
|
are processing (e.g.”denim”). |
|
In C++, then, we would use the following pattern: |
|
{ |
|
UsdEditContext ctxt(clothMaterial.GetEditContextForVariant(currVariant)); |
|
|
|
// All USD mutation of the UsdStage on which clothMaterial sits will |
|
// now go "inside" the currVariant of the "MaterialVariant" variantSet |
|
} |
|
|
|
In python, the pattern is: |
|
with clothMaterial.GetEditContextForVariant(currVariant): |
|
# Now sending mutations to currVariant |
|
|
|
If layer is specified, then we will use it, rather than the |
|
stage’s current UsdEditTarget ‘s layer as the destination layer for |
|
the edit context we are building. If layer does not actually |
|
contribute to the Material prim’s definition, any editing will have no |
|
effect on this Material. |
|
Note: As just stated, using this method involves authoring a |
|
selection for the MaterialVariant in the stage’s current EditTarget. |
|
When client is done authoring variations on this prim, they will |
|
likely want to either UsdVariantSet::SetVariantSelection() to the |
|
appropriate default selection, or possibly |
|
UsdVariantSet::ClearVariantSelection() on the |
|
UsdShadeMaterial::GetMaterialVariant() UsdVariantSet. |
|
UsdVariantSet::GetVariantEditContext() |
|
|
|
Parameters |
|
|
|
MaterialVariantName (str) – |
|
layer (Layer) – |
|
|
|
GetMaterialVariant() → VariantSet |
|
Return a UsdVariantSet object for interacting with the Material |
|
variant variantSet. |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
GetSurfaceAttr() → Attribute |
|
Represents the universal”surface”output terminal of a material. |
|
Declaration |
|
token outputs:surface |
|
C++ Type |
|
TfToken |
|
Usd Type |
|
SdfValueTypeNames->Token |
|
|
|
GetSurfaceOutput(renderContext) → Output |
|
Returns the”surface”output of this material for the specified |
|
renderContext . |
|
The returned output will always have the requested renderContext. |
|
An invalid output is returned if an output corresponding to the |
|
requested specific-renderContext does not exist. |
|
UsdShadeMaterial::ComputeSurfaceSource() |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
GetSurfaceOutputs() → list[Output] |
|
Returns the”surface”outputs of this material for all available |
|
renderContexts. |
|
The returned vector will include all authored”surface”outputs with the |
|
universal renderContext output first, if present. Outputs are |
|
returned regardless of whether they are connected to a valid source. |
|
|
|
GetVolumeAttr() → Attribute |
|
Represents the universal”volume”output terminal of a material. |
|
Declaration |
|
token outputs:volume |
|
C++ Type |
|
TfToken |
|
Usd Type |
|
SdfValueTypeNames->Token |
|
|
|
GetVolumeOutput(renderContext) → Output |
|
Returns the”volume”output of this material for the specified |
|
renderContext. |
|
The returned output will always have the requested renderContext. |
|
An invalid output is returned if an output corresponding to the |
|
requested specific-renderContext does not exist. |
|
UsdShadeMaterial::ComputeVolumeSource() |
|
|
|
Parameters |
|
renderContext (str) – |
|
|
|
GetVolumeOutputs() → list[Output] |
|
Returns the”volume”outputs of this material for all available |
|
renderContexts. |
|
The returned vector will include all authored”volume”outputs with the |
|
universal renderContext output first, if present. Outputs are |
|
returned regardless of whether they are connected to a valid source. |
|
|
|
HasBaseMaterial() → bool |
|
|
|
SetBaseMaterial(baseMaterial) → None |
|
Set the base Material of this Material. |
|
An empty Material is equivalent to clearing the base Material. |
|
|
|
Parameters |
|
baseMaterial (Material) – |
|
|
|
SetBaseMaterialPath(baseMaterialPath) → None |
|
Set the path to the base Material of this Material. |
|
An empty path is equivalent to clearing the base Material. |
|
|
|
Parameters |
|
baseMaterialPath (Path) – |
|
|
|
class pxr.UsdShade.MaterialBindingAPI |
|
UsdShadeMaterialBindingAPI is an API schema that provides an interface |
|
for binding materials to prims or collections of prims (represented by |
|
UsdCollectionAPI objects). |
|
In the USD shading model, each renderable gprim computes a single |
|
resolved Material that will be used to shade the gprim |
|
(exceptions, of course, for gprims that possess UsdGeomSubsets, as |
|
each subset can be shaded by a different Material). A gprim and each |
|
of its ancestor prims can possess, through the MaterialBindingAPI, |
|
both a direct binding to a Material, and any number of |
|
collection-based bindings to Materials; each binding can be |
|
generic or declared for a particular purpose, and given a specific |
|
binding strength. It is the process of”material resolution”(see |
|
UsdShadeMaterialBindingAPI_MaterialResolution) that examines all of |
|
these bindings, and selects the one Material that best matches the |
|
client’s needs. |
|
The intent of purpose is that each gprim should be able to resolve |
|
a Material for any given purpose, which implies it can have |
|
differently bound materials for different purposes. There are two |
|
special values of purpose defined in UsdShade, although the API |
|
fully supports specifying arbitrary values for it, for the sake of |
|
extensibility: |
|
|
|
UsdShadeTokens->full : to be used when the purpose of the |
|
render is entirely to visualize the truest representation of a scene, |
|
considering all lighting and material information, at highest |
|
fidelity. |
|
UsdShadeTokens->preview : to be used when the render is in |
|
service of a goal other than a high fidelity”full”render (such as |
|
scene manipulation, modeling, or realtime playback). Latency and speed |
|
are generally of greater concern for preview renders, therefore |
|
preview materials are generally designed to be”lighterweight”compared |
|
to full materials. |
|
A binding can also have no specific purpose at all, in which case, it |
|
is considered to be the fallback or all-purpose binding (denoted by |
|
the empty-valued token UsdShadeTokens->allPurpose). |
|
|
|
The purpose of a material binding is encoded in the name of the |
|
binding relationship. |
|
|
|
In the case of a direct binding, the allPurpose binding is |
|
represented by the relationship named “material:binding”. Special- |
|
purpose direct bindings are represented by relationships named |
|
“material:binding: *purpose*. A direct binding relationship must |
|
have a single target path that points to a UsdShadeMaterial. |
|
In the case of a collection-based binding, the allPurpose |
|
binding is represented by a relationship |
|
named”material:binding:collection:<i>bindingName</i>”, where |
|
bindingName establishes an identity for the binding that is unique |
|
on the prim. Attempting to establish two collection bindings of the |
|
same name on the same prim will result in the first binding simply |
|
being overridden. A special-purpose collection-based binding is |
|
represented by a relationship |
|
named”material:binding:collection:<i>purpose:bindingName</i>”. A |
|
collection-based binding relationship must have exacly two targets, |
|
one of which should be a collection-path (see ef |
|
UsdCollectionAPI::GetCollectionPath() ) and the other should point to |
|
a UsdShadeMaterial. In the future, we may allow a single |
|
collection binding to target multiple collections, if we can establish |
|
a reasonable round-tripping pattern for applications that only allow a |
|
single collection to be associated with each Material. |
|
|
|
Note: Both bindingName and purpose must be non-namespaced |
|
tokens. This allows us to know the role of a binding relationship |
|
simply from the number of tokens in it. |
|
|
|
Two tokens : the fallback,”all purpose”, direct binding, |
|
material:binding |
|
Three tokens : a purpose-restricted, direct, fallback |
|
binding, e.g. material:binding:preview |
|
Four tokens : an all-purpose, collection-based binding, e.g. |
|
material:binding:collection:metalBits |
|
Five tokens : a purpose-restricted, collection-based binding, |
|
e.g. material:binding:collection:full:metalBits |
|
|
|
A binding-strength value is used to specify whether a binding |
|
authored on a prim should be weaker or stronger than bindings that |
|
appear lower in namespace. We encode the binding strength with as |
|
token-valued metadata ‘bindMaterialAs’ for future flexibility, |
|
even though for now, there are only two possible values: |
|
UsdShadeTokens->weakerThanDescendants and |
|
UsdShadeTokens->strongerThanDescendants. When binding-strength is |
|
not authored (i.e. empty) on a binding-relationship, the default |
|
behavior matches UsdShadeTokens->weakerThanDescendants. |
|
If a material binding relationship is a built-in property defined as |
|
part of a typed prim’s schema, a fallback value should not be provided |
|
for it. This is because the”material resolution”algorithm only |
|
conisders authored properties. |
|
Classes: |
|
|
|
CollectionBinding |
|
|
|
DirectBinding |
|
|
|
Methods: |
|
|
|
AddPrimToBindingCollection(prim, ...) |
|
Adds the specified prim to the collection targeted by the binding relationship corresponding to given bindingName and materialPurpose . |
|
|
|
Apply |
|
classmethod Apply(prim) -> MaterialBindingAPI |
|
|
|
Bind(material, bindingStrength, materialPurpose) |
|
Authors a direct binding to the given material on this prim. |
|
|
|
CanApply |
|
classmethod CanApply(prim, whyNot) -> bool |
|
|
|
CanContainPropertyName |
|
classmethod CanContainPropertyName(name) -> bool |
|
|
|
ComputeBoundMaterial(bindingsCache, ...) |
|
Computes the resolved bound material for this prim, for the given material purpose. |
|
|
|
ComputeBoundMaterials |
|
classmethod ComputeBoundMaterials(prims, materialPurpose, bindingRels) -> list[Material] |
|
|
|
CreateMaterialBindSubset(subsetName, ...) |
|
Creates a GeomSubset named subsetName with element type, elementType and familyName materialBind **below this prim.** |
|
|
|
Get |
|
classmethod Get(stage, path) -> MaterialBindingAPI |
|
|
|
GetCollectionBindingRel(bindingName, ...) |
|
Returns the collection-based material-binding relationship with the given bindingName and materialPurpose on this prim. |
|
|
|
GetCollectionBindingRels(materialPurpose) |
|
Returns the list of collection-based material binding relationships on this prim for the given material purpose, materialPurpose . |
|
|
|
GetCollectionBindings(materialPurpose) |
|
Returns all the collection-based bindings on this prim for the given material purpose. |
|
|
|
GetDirectBinding(materialPurpose) |
|
Computes and returns the direct binding for the given material purpose on this prim. |
|
|
|
GetDirectBindingRel(materialPurpose) |
|
Returns the direct material-binding relationship on this prim for the given material purpose. |
|
|
|
GetMaterialBindSubsets() |
|
Returns all the existing GeomSubsets with familyName=UsdShadeTokens->materialBind below this prim. |
|
|
|
GetMaterialBindSubsetsFamilyType() |
|
Returns the familyType of the family of"materialBind"GeomSubsets on this prim. |
|
|
|
GetMaterialBindingStrength |
|
classmethod GetMaterialBindingStrength(bindingRel) -> str |
|
|
|
GetMaterialPurposes |
|
classmethod GetMaterialPurposes() -> list[TfToken] |
|
|
|
GetResolvedTargetPathFromBindingRel |
|
classmethod GetResolvedTargetPathFromBindingRel(bindingRel) -> Path |
|
|
|
GetSchemaAttributeNames |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
|
|
RemovePrimFromBindingCollection(prim, ...) |
|
Removes the specified prim from the collection targeted by the binding relationship corresponding to given bindingName and materialPurpose . |
|
|
|
SetMaterialBindSubsetsFamilyType(familyType) |
|
Author the familyType of the"materialBind"family of GeomSubsets on this prim. |
|
|
|
SetMaterialBindingStrength |
|
classmethod SetMaterialBindingStrength(bindingRel, bindingStrength) -> bool |
|
|
|
UnbindAllBindings() |
|
Unbinds all direct and collection-based bindings on this prim. |
|
|
|
UnbindCollectionBinding(bindingName, ...) |
|
Unbinds the collection-based binding with the given bindingName , for the given materialPurpose on this prim. |
|
|
|
UnbindDirectBinding(materialPurpose) |
|
Unbinds the direct binding for the given material purpose ( materialPurpose ) on this prim. |
|
|
|
class CollectionBinding |
|
Methods: |
|
|
|
GetBindingRel |
|
|
|
GetCollection |
|
|
|
GetCollectionPath |
|
|
|
GetMaterial |
|
|
|
GetMaterialPath |
|
|
|
IsCollectionBindingRel |
|
|
|
IsValid |
|
|
|
GetBindingRel() |
|
|
|
GetCollection() |
|
|
|
GetCollectionPath() |
|
|
|
GetMaterial() |
|
|
|
GetMaterialPath() |
|
|
|
static IsCollectionBindingRel() |
|
|
|
IsValid() |
|
|
|
class DirectBinding |
|
Methods: |
|
|
|
GetBindingRel |
|
|
|
GetMaterial |
|
|
|
GetMaterialPath |
|
|
|
GetMaterialPurpose |
|
|
|
GetBindingRel() |
|
|
|
GetMaterial() |
|
|
|
GetMaterialPath() |
|
|
|
GetMaterialPurpose() |
|
|
|
AddPrimToBindingCollection(prim, bindingName, materialPurpose) → bool |
|
Adds the specified prim to the collection targeted by the binding |
|
relationship corresponding to given bindingName and |
|
materialPurpose . |
|
If the collection-binding relationship doesn’t exist or if the |
|
targeted collection already includes the prim , then this does |
|
nothing and returns true. |
|
If the targeted collection does not include prim (or excludes it |
|
explicitly), then this modifies the collection by adding the prim to |
|
it (by invoking UsdCollectionAPI::AddPrim()). |
|
|
|
Parameters |
|
|
|
prim (Prim) – |
|
bindingName (str) – |
|
materialPurpose (str) – |
|
|
|
static Apply() |
|
classmethod Apply(prim) -> MaterialBindingAPI |
|
Applies this single-apply API schema to the given prim . |
|
This information is stored by adding”MaterialBindingAPI”to the token- |
|
valued, listOp metadata apiSchemas on the prim. |
|
A valid UsdShadeMaterialBindingAPI object is returned upon success. An |
|
invalid (or empty) UsdShadeMaterialBindingAPI object is returned upon |
|
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure. |
|
UsdPrim::GetAppliedSchemas() |
|
UsdPrim::HasAPI() |
|
UsdPrim::CanApplyAPI() |
|
UsdPrim::ApplyAPI() |
|
UsdPrim::RemoveAPI() |
|
|
|
Parameters |
|
prim (Prim) – |
|
|
|
Bind(material, bindingStrength, materialPurpose) → bool |
|
Authors a direct binding to the given material on this prim. |
|
If bindingStrength is UsdShadeTokens->fallbackStrength, the value |
|
UsdShadeTokens->weakerThanDescendants is authored sparsely. To stamp |
|
out the bindingStrength value explicitly, clients can pass in |
|
UsdShadeTokens->weakerThanDescendants or |
|
UsdShadeTokens->strongerThanDescendants directly. |
|
If materialPurpose is specified and isn’t equal to |
|
UsdShadeTokens->allPurpose, the binding only applies to the specified |
|
material purpose. |
|
Note that UsdShadeMaterialBindingAPI is a SingleAppliedAPI schema |
|
which when applied updates the prim definition accordingly. This |
|
information on the prim definition is helpful in multiple queries and |
|
more performant. Hence its recommended to call |
|
UsdShadeMaterialBindingAPI::Apply() when Binding a material. |
|
Returns true on success, false otherwise. |
|
|
|
Parameters |
|
|
|
material (Material) – |
|
bindingStrength (str) – |
|
materialPurpose (str) – |
|
|
|
Bind(collection, material, bindingName, bindingStrength, materialPurpose) -> bool |
|
Authors a collection-based binding, which binds the given material |
|
to the given collection on this prim. |
|
bindingName establishes an identity for the binding that is unique |
|
on the prim. Attempting to establish two collection bindings of the |
|
same name on the same prim will result in the first binding simply |
|
being overridden. If bindingName is empty, it is set to the base- |
|
name of the collection being bound (which is the collection-name with |
|
any namespaces stripped out). If there are multiple collections with |
|
the same base-name being bound at the same prim, clients should pass |
|
in a unique binding name per binding, in order to preserve all |
|
bindings. The binding name used in constructing the collection-binding |
|
relationship name shoud not contain namespaces. Hence, a coding error |
|
is issued and no binding is authored if the provided value of |
|
bindingName is non-empty and contains namespaces. |
|
If bindingStrength is UsdShadeTokens->fallbackStrength, the |
|
value UsdShadeTokens->weakerThanDescendants is authored sparsely, i.e. |
|
only when there is an existing binding with a different |
|
bindingStrength. To stamp out the bindingStrength value explicitly, |
|
clients can pass in UsdShadeTokens->weakerThanDescendants or |
|
UsdShadeTokens->strongerThanDescendants directly. |
|
If materialPurpose is specified and isn’t equal to |
|
UsdShadeTokens->allPurpose, the binding only applies to the specified |
|
material purpose. |
|
Note that UsdShadeMaterialBindingAPI is a SingleAppliedAPI schema |
|
which when applied updates the prim definition accordingly. This |
|
information on the prim definition is helpful in multiple queries and |
|
more performant. Hence its recommended to call |
|
UsdShadeMaterialBindingAPI::Apply() when Binding a material. |
|
Returns true on success, false otherwise. |
|
|
|
Parameters |
|
|
|
collection (CollectionAPI) – |
|
material (Material) – |
|
bindingName (str) – |
|
bindingStrength (str) – |
|
materialPurpose (str) – |
|
|
|
static CanApply() |
|
classmethod CanApply(prim, whyNot) -> bool |
|
Returns true if this single-apply API schema can be applied to the |
|
given prim . |
|
If this schema can not be a applied to the prim, this returns false |
|
and, if provided, populates whyNot with the reason it can not be |
|
applied. |
|
Note that if CanApply returns false, that does not necessarily imply |
|
that calling Apply will fail. Callers are expected to call CanApply |
|
before calling Apply if they want to ensure that it is valid to apply |
|
a schema. |
|
UsdPrim::GetAppliedSchemas() |
|
UsdPrim::HasAPI() |
|
UsdPrim::CanApplyAPI() |
|
UsdPrim::ApplyAPI() |
|
UsdPrim::RemoveAPI() |
|
|
|
Parameters |
|
|
|
prim (Prim) – |
|
whyNot (str) – |
|
|
|
static CanContainPropertyName() |
|
classmethod CanContainPropertyName(name) -> bool |
|
Test whether a given name contains the”material:binding:”prefix. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
ComputeBoundMaterial(bindingsCache, collectionQueryCache, materialPurpose, bindingRel) → Material |
|
Computes the resolved bound material for this prim, for the given |
|
material purpose. |
|
This overload of ComputeBoundMaterial makes use of the BindingsCache ( |
|
bindingsCache ) and CollectionQueryCache ( |
|
collectionQueryCache ) that are passed in, to avoid redundant |
|
binding computations and computations of MembershipQuery objects for |
|
collections. It would be beneficial to make use of these when |
|
resolving bindings for a tree of prims. These caches are populated |
|
lazily as more and more bindings are resolved. |
|
When the goal is to compute the bound material for a range (or list) |
|
of prims, it is recommended to use this version of |
|
ComputeBoundMaterial() . Here’s how you could compute the bindings of |
|
a range of prims efficiently in C++: |
|
std::vector<std::pair<UsdPrim, UsdShadeMaterial> primBindings; |
|
UsdShadeMaterialBindingAPI::BindingsCache bindingsCache; |
|
UsdShadeMaterialBindingAPI::CollectionQueryCache collQueryCache; |
|
|
|
for (auto prim : UsdPrimRange(rootPrim)) { |
|
UsdShadeMaterial boundMaterial = |
|
UsdShadeMaterialBindingAPI(prim).ComputeBoundMaterial( |
|
& bindingsCache, & collQueryCache); |
|
if (boundMaterial) { |
|
primBindings.emplace_back({prim, boundMaterial}); |
|
} |
|
} |
|
|
|
If bindingRel is not null, then it is set to the”winning”binding |
|
relationship. |
|
Note the resolved bound material is considered valid if the target |
|
path of the binding relationship is a valid non-empty prim path. This |
|
makes sure winning binding relationship and the bound material remain |
|
consistent consistent irrespective of the presence/absence of prim at |
|
material path. For ascenario where ComputeBoundMaterial returns a |
|
invalid UsdShadeMaterial with a valid winning bindingRel, clients can |
|
use the static method |
|
UsdShadeMaterialBindingAPI::GetResolvedTargetPathFromBindingRel to get |
|
the path of the resolved target identified by the winning bindingRel. |
|
See Bound Material Resolution for details on the material resolution |
|
process. |
|
The python version of this method returns a tuple containing the bound |
|
material and the”winning”binding relationship. |
|
|
|
Parameters |
|
|
|
bindingsCache (BindingsCache) – |
|
collectionQueryCache (CollectionQueryCache) – |
|
materialPurpose (str) – |
|
bindingRel (Relationship) – |
|
|
|
ComputeBoundMaterial(materialPurpose, bindingRel) -> Material |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
Computes the resolved bound material for this prim, for the given |
|
material purpose. |
|
This overload does not utilize cached MembershipQuery object. However, |
|
it only computes the MembershipQuery of every collection that bound in |
|
the ancestor chain at most once. |
|
If bindingRel is not null, then it is set to the winning binding |
|
relationship. |
|
See Bound Material Resolution for details on the material resolution |
|
process. |
|
The python version of this method returns a tuple containing the bound |
|
material and the”winning”binding relationship. |
|
|
|
Parameters |
|
|
|
materialPurpose (str) – |
|
bindingRel (Relationship) – |
|
|
|
static ComputeBoundMaterials() |
|
classmethod ComputeBoundMaterials(prims, materialPurpose, bindingRels) -> list[Material] |
|
Static API for efficiently and concurrently computing the resolved |
|
material bindings for a vector of UsdPrims, prims for the given |
|
materialPurpose . |
|
The size of the returned vector always matches the size of the input |
|
vector, prims . If a prim is not bound to any material, an invalid |
|
or empty UsdShadeMaterial is returned at the index corresponding to |
|
it. |
|
If the pointer bindingRels points to a valid vector, then it is |
|
populated with the set of all”winning”binding relationships. |
|
The python version of this method returns a tuple containing two lists |
|
- the bound materials and the corresponding”winning”binding |
|
relationships. |
|
|
|
Parameters |
|
|
|
prims (list[Prim]) – |
|
materialPurpose (str) – |
|
bindingRels (list[Relationship]) – |
|
|
|
CreateMaterialBindSubset(subsetName, indices, elementType) → Subset |
|
Creates a GeomSubset named subsetName with element type, |
|
elementType and familyName materialBind **below this prim.** |
|
If a GeomSubset named subsetName already exists, then |
|
its”familyName”is updated to be UsdShadeTokens->materialBind and its |
|
indices (at default timeCode) are updated with the provided |
|
indices value before returning. |
|
This method forces the familyType of the”materialBind”family of |
|
subsets to UsdGeomTokens->nonOverlapping if it’s unset or explicitly |
|
set to UsdGeomTokens->unrestricted. |
|
The default value elementType is UsdGeomTokens->face, as we expect |
|
materials to be bound most often to subsets of faces on meshes. |
|
|
|
Parameters |
|
|
|
subsetName (str) – |
|
indices (IntArray) – |
|
elementType (str) – |
|
|
|
static Get() |
|
classmethod Get(stage, path) -> MaterialBindingAPI |
|
Return a UsdShadeMaterialBindingAPI holding the prim adhering to this |
|
schema at path on stage . |
|
If no prim exists at path on stage , or if the prim at that |
|
path does not adhere to this schema, return an invalid schema object. |
|
This is shorthand for the following: |
|
UsdShadeMaterialBindingAPI(stage->GetPrimAtPath(path)); |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
GetCollectionBindingRel(bindingName, materialPurpose) → Relationship |
|
Returns the collection-based material-binding relationship with the |
|
given bindingName and materialPurpose on this prim. |
|
For info on bindingName , see UsdShadeMaterialBindingAPI::Bind() . |
|
The material purpose of the relationship that’s returned will match |
|
the specified materialPurpose . |
|
|
|
Parameters |
|
|
|
bindingName (str) – |
|
materialPurpose (str) – |
|
|
|
GetCollectionBindingRels(materialPurpose) → list[Relationship] |
|
Returns the list of collection-based material binding relationships on |
|
this prim for the given material purpose, materialPurpose . |
|
The returned list of binding relationships will be in native property |
|
order. See UsdPrim::GetPropertyOrder() , UsdPrim::SetPropertyOrder() . |
|
Bindings that appear earlier in the property order are considered to |
|
be stronger than the ones that come later. See rule #6 in |
|
UsdShadeMaterialBindingAPI_MaterialResolution. |
|
|
|
Parameters |
|
materialPurpose (str) – |
|
|
|
GetCollectionBindings(materialPurpose) → list[CollectionBinding] |
|
Returns all the collection-based bindings on this prim for the given |
|
material purpose. |
|
The returned CollectionBinding objects always have the specified |
|
materialPurpose (i.e. the all-purpose binding is not returned if a |
|
special purpose binding is requested). |
|
If one or more collection based bindings are to prims that are not |
|
Materials, this does not generate an error, but the corresponding |
|
Material(s) will be invalid (i.e. evaluate to false). |
|
The python version of this API returns a tuple containing the vector |
|
of CollectionBinding objects and the corresponding vector of binding |
|
relationships. |
|
The returned list of collection-bindings will be in native property |
|
order of the associated binding relationships. See |
|
UsdPrim::GetPropertyOrder() , UsdPrim::SetPropertyOrder() . Binding |
|
relationships that come earlier in the list are considered to be |
|
stronger than the ones that come later. See rule #6 in |
|
UsdShadeMaterialBindingAPI_MaterialResolution. |
|
|
|
Parameters |
|
materialPurpose (str) – |
|
|
|
GetDirectBinding(materialPurpose) → DirectBinding |
|
Computes and returns the direct binding for the given material purpose |
|
on this prim. |
|
The returned binding always has the specified materialPurpose |
|
(i.e. the all-purpose binding is not returned if a special purpose |
|
binding is requested). |
|
If the direct binding is to a prim that is not a Material, this does |
|
not generate an error, but the returned Material will be invalid (i.e. |
|
evaluate to false). |
|
|
|
Parameters |
|
materialPurpose (str) – |
|
|
|
GetDirectBindingRel(materialPurpose) → Relationship |
|
Returns the direct material-binding relationship on this prim for the |
|
given material purpose. |
|
The material purpose of the relationship that’s returned will match |
|
the specified materialPurpose . |
|
|
|
Parameters |
|
materialPurpose (str) – |
|
|
|
GetMaterialBindSubsets() → list[Subset] |
|
Returns all the existing GeomSubsets with |
|
familyName=UsdShadeTokens->materialBind below this prim. |
|
|
|
GetMaterialBindSubsetsFamilyType() → str |
|
Returns the familyType of the family of”materialBind”GeomSubsets on |
|
this prim. |
|
By default, materialBind subsets have familyType=”nonOverlapping”, but |
|
they can also be tagged as a”partition”, using |
|
SetMaterialBindFaceSubsetsFamilyType(). |
|
UsdGeomSubset::GetFamilyNameAttr |
|
|
|
static GetMaterialBindingStrength() |
|
classmethod GetMaterialBindingStrength(bindingRel) -> str |
|
Resolves the’bindMaterialAs’token-valued metadata on the given binding |
|
relationship and returns it. |
|
If the resolved value is empty, this returns the fallback value |
|
UsdShadeTokens->weakerThanDescendants. |
|
UsdShadeMaterialBindingAPI::SetMaterialBindingStrength() |
|
|
|
Parameters |
|
bindingRel (Relationship) – |
|
|
|
static GetMaterialPurposes() |
|
classmethod GetMaterialPurposes() -> list[TfToken] |
|
Returns a vector of the possible values for the’material purpose’. |
|
|
|
static GetResolvedTargetPathFromBindingRel() |
|
classmethod GetResolvedTargetPathFromBindingRel(bindingRel) -> Path |
|
returns the path of the resolved target identified by bindingRel . |
|
|
|
Parameters |
|
bindingRel (Relationship) – |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
RemovePrimFromBindingCollection(prim, bindingName, materialPurpose) → bool |
|
Removes the specified prim from the collection targeted by the |
|
binding relationship corresponding to given bindingName and |
|
materialPurpose . |
|
If the collection-binding relationship doesn’t exist or if the |
|
targeted collection does not include the prim , then this does |
|
nothing and returns true. |
|
If the targeted collection includes prim , then this modifies the |
|
collection by removing the prim from it (by invoking |
|
UsdCollectionAPI::RemovePrim()). This method can be used in |
|
conjunction with the Unbind*() methods (if desired) to guarantee |
|
that a prim has no resolved material binding. |
|
|
|
Parameters |
|
|
|
prim (Prim) – |
|
bindingName (str) – |
|
materialPurpose (str) – |
|
|
|
SetMaterialBindSubsetsFamilyType(familyType) → bool |
|
Author the familyType of the”materialBind”family of GeomSubsets on |
|
this prim. |
|
The default familyType is UsdGeomTokens->nonOverlapping *. It can |
|
be set to *UsdGeomTokens->partition to indicate that the entire |
|
imageable prim is included in the union of all |
|
the”materialBind”subsets. The family type should never be set to |
|
UsdGeomTokens->unrestricted, since it is invalid for a single piece of |
|
geometry (in this case, a subset) to be bound to more than one |
|
material. Hence, a coding error is issued if familyType is |
|
UsdGeomTokens->unrestricted.** |
|
** |
|
UsdGeomSubset::SetFamilyType** |
|
|
|
Parameters |
|
familyType (str) – |
|
|
|
static SetMaterialBindingStrength() |
|
classmethod SetMaterialBindingStrength(bindingRel, bindingStrength) -> bool |
|
Sets the’bindMaterialAs’token-valued metadata on the given binding |
|
relationship. |
|
If bindingStrength is UsdShadeTokens->fallbackStrength, the |
|
value UsdShadeTokens->weakerThanDescendants is authored sparsely, i.e. |
|
only when there is a different existing bindingStrength value. To |
|
stamp out the bindingStrength value explicitly, clients can pass in |
|
UsdShadeTokens->weakerThanDescendants or |
|
UsdShadeTokens->strongerThanDescendants directly. Returns true on |
|
success, false otherwise. |
|
UsdShadeMaterialBindingAPI::GetMaterialBindingStrength() |
|
|
|
Parameters |
|
|
|
bindingRel (Relationship) – |
|
bindingStrength (str) – |
|
|
|
UnbindAllBindings() → bool |
|
Unbinds all direct and collection-based bindings on this prim. |
|
|
|
UnbindCollectionBinding(bindingName, materialPurpose) → bool |
|
Unbinds the collection-based binding with the given bindingName , |
|
for the given materialPurpose on this prim. |
|
It accomplishes this by blocking the targets of the associated binding |
|
relationship in the current edit target. |
|
If a binding was created without specifying a bindingName , then |
|
the correct bindingName to use for unbinding is the instance name |
|
of the targetted collection. |
|
|
|
Parameters |
|
|
|
bindingName (str) – |
|
materialPurpose (str) – |
|
|
|
UnbindDirectBinding(materialPurpose) → bool |
|
Unbinds the direct binding for the given material purpose ( |
|
materialPurpose ) on this prim. |
|
It accomplishes this by blocking the targets of the binding |
|
relationship in the current edit target. |
|
|
|
Parameters |
|
materialPurpose (str) – |
|
|
|
class pxr.UsdShade.NodeDefAPI |
|
UsdShadeNodeDefAPI is an API schema that provides attributes for a |
|
prim to select a corresponding Shader Node Definition (“Sdr Node”), as |
|
well as to look up a runtime entry for that shader node in the form of |
|
an SdrShaderNode. |
|
UsdShadeNodeDefAPI is intended to be a pre-applied API schema for any |
|
prim type that wants to refer to the SdrRegistry for further |
|
implementation details about the behavior of that prim. The primary |
|
use in UsdShade itself is as UsdShadeShader, which is a basis for |
|
material shading networks (UsdShadeMaterial), but this is intended to |
|
be used in other domains that also use the Sdr node mechanism. |
|
This schema provides properties that allow a prim to identify an |
|
external node definition, either by a direct identifier key into the |
|
SdrRegistry (info:id), an asset to be parsed by a suitable |
|
NdrParserPlugin (info:sourceAsset), or an inline source code that must |
|
also be parsed (info:sourceCode); as well as a selector attribute to |
|
determine which specifier is active (info:implementationSource). |
|
For any described attribute Fallback Value or Allowed Values |
|
below that are text/tokens, the actual token is published and defined |
|
in UsdShadeTokens. So to set an attribute to the value”rightHanded”, |
|
use UsdShadeTokens->rightHanded as the value. |
|
Methods: |
|
|
|
Apply |
|
classmethod Apply(prim) -> NodeDefAPI |
|
|
|
CanApply |
|
classmethod CanApply(prim, whyNot) -> bool |
|
|
|
CreateIdAttr(defaultValue, writeSparsely) |
|
See GetIdAttr() , and also Create vs Get Property Methods for when to use Get vs Create. |
|
|
|
CreateImplementationSourceAttr(defaultValue, ...) |
|
See GetImplementationSourceAttr() , and also Create vs Get Property Methods for when to use Get vs Create. |
|
|
|
Get |
|
classmethod Get(stage, path) -> NodeDefAPI |
|
|
|
GetIdAttr() |
|
The id is an identifier for the type or purpose of the shader. |
|
|
|
GetImplementationSource() |
|
Reads the value of info:implementationSource attribute and returns a token identifying the attribute that must be consulted to identify the shader's source program. |
|
|
|
GetImplementationSourceAttr() |
|
Specifies the attribute that should be consulted to get the shader's implementation or its source code. |
|
|
|
GetSchemaAttributeNames |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
|
|
GetShaderId(id) |
|
Fetches the shader's ID value from the info:id attribute, if the shader's info:implementationSource is id. |
|
|
|
GetShaderNodeForSourceType(sourceType) |
|
This method attempts to ensure that there is a ShaderNode in the shader registry (i.e. |
|
|
|
GetSourceAsset(sourceAsset, sourceType) |
|
Fetches the shader's source asset value for the specified sourceType value from the info: *sourceType*: sourceAsset attribute, if the shader's info:implementationSource is sourceAsset. |
|
|
|
GetSourceAssetSubIdentifier(subIdentifier, ...) |
|
Fetches the shader's sub-identifier for the source asset with the specified sourceType value from the info: *sourceType*: sourceAsset:subIdentifier attribute, if the shader's info: implementationSource is sourceAsset. |
|
|
|
GetSourceCode(sourceCode, sourceType) |
|
Fetches the shader's source code for the specified sourceType value by reading the info: *sourceType*: sourceCode attribute, if the shader's info:implementationSource is sourceCode. |
|
|
|
SetShaderId(id) |
|
Sets the shader's ID value. |
|
|
|
SetSourceAsset(sourceAsset, sourceType) |
|
Sets the shader's source-asset path value to sourceAsset for the given source type, sourceType . |
|
|
|
SetSourceAssetSubIdentifier(subIdentifier, ...) |
|
Set a sub-identifier to be used with a source asset of the given source type. |
|
|
|
SetSourceCode(sourceCode, sourceType) |
|
Sets the shader's source-code value to sourceCode for the given source type, sourceType . |
|
|
|
static Apply() |
|
classmethod Apply(prim) -> NodeDefAPI |
|
Applies this single-apply API schema to the given prim . |
|
This information is stored by adding”NodeDefAPI”to the token-valued, |
|
listOp metadata apiSchemas on the prim. |
|
A valid UsdShadeNodeDefAPI object is returned upon success. An invalid |
|
(or empty) UsdShadeNodeDefAPI object is returned upon failure. See |
|
UsdPrim::ApplyAPI() for conditions resulting in failure. |
|
UsdPrim::GetAppliedSchemas() |
|
UsdPrim::HasAPI() |
|
UsdPrim::CanApplyAPI() |
|
UsdPrim::ApplyAPI() |
|
UsdPrim::RemoveAPI() |
|
|
|
Parameters |
|
prim (Prim) – |
|
|
|
static CanApply() |
|
classmethod CanApply(prim, whyNot) -> bool |
|
Returns true if this single-apply API schema can be applied to the |
|
given prim . |
|
If this schema can not be a applied to the prim, this returns false |
|
and, if provided, populates whyNot with the reason it can not be |
|
applied. |
|
Note that if CanApply returns false, that does not necessarily imply |
|
that calling Apply will fail. Callers are expected to call CanApply |
|
before calling Apply if they want to ensure that it is valid to apply |
|
a schema. |
|
UsdPrim::GetAppliedSchemas() |
|
UsdPrim::HasAPI() |
|
UsdPrim::CanApplyAPI() |
|
UsdPrim::ApplyAPI() |
|
UsdPrim::RemoveAPI() |
|
|
|
Parameters |
|
|
|
prim (Prim) – |
|
whyNot (str) – |
|
|
|
CreateIdAttr(defaultValue, writeSparsely) → Attribute |
|
See GetIdAttr() , and also Create vs Get Property Methods for when to |
|
use Get vs Create. |
|
If specified, author defaultValue as the attribute’s default, |
|
sparsely (when it makes sense to do so) if writeSparsely is |
|
true - the default for writeSparsely is false . |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateImplementationSourceAttr(defaultValue, writeSparsely) → Attribute |
|
See GetImplementationSourceAttr() , and also Create vs Get Property |
|
Methods for when to use Get vs Create. |
|
If specified, author defaultValue as the attribute’s default, |
|
sparsely (when it makes sense to do so) if writeSparsely is |
|
true - the default for writeSparsely is false . |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
static Get() |
|
classmethod Get(stage, path) -> NodeDefAPI |
|
Return a UsdShadeNodeDefAPI holding the prim adhering to this schema |
|
at path on stage . |
|
If no prim exists at path on stage , or if the prim at that |
|
path does not adhere to this schema, return an invalid schema object. |
|
This is shorthand for the following: |
|
UsdShadeNodeDefAPI(stage->GetPrimAtPath(path)); |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
GetIdAttr() → Attribute |
|
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. |
|
SetShaderId() |
|
Declaration |
|
uniform token info:id |
|
C++ Type |
|
TfToken |
|
Usd Type |
|
SdfValueTypeNames->Token |
|
Variability |
|
SdfVariabilityUniform |
|
|
|
GetImplementationSource() → str |
|
Reads the value of info:implementationSource attribute and returns a |
|
token identifying the attribute that must be consulted to identify the |
|
shader’s source program. |
|
This returns |
|
|
|
id, to indicate that the”info:id”attribute must be consulted. |
|
sourceAsset to indicate that the asset- |
|
valued”info:{sourceType}:sourceAsset”attribute associated with the |
|
desired sourceType should be consulted to locate the asset with |
|
the shader’s source. |
|
sourceCode to indicate that the string- |
|
valued”info:{sourceType}:sourceCode”attribute associated with the |
|
desired sourceType should be read to get shader’s source. |
|
|
|
This issues a warning and returns id if the |
|
info:implementationSource attribute has an invalid value. |
|
{sourceType} above is a place holder for a token that identifies the |
|
type of shader source or its implementation. For example: osl, glslfx, |
|
riCpp etc. This allows a shader to specify different sourceAsset (or |
|
sourceCode) values for different sourceTypes. The sourceType tokens |
|
usually correspond to the sourceType value of the NdrParserPlugin |
|
that’s used to parse the shader source (NdrParserPlugin::SourceType). |
|
When sourceType is empty, the corresponding sourceAsset or sourceCode |
|
is considered to be”universal”(or fallback), which is represented by |
|
the empty-valued token UsdShadeTokens->universalSourceType. When the |
|
sourceAsset (or sourceCode) corresponding to a specific, requested |
|
sourceType is unavailable, the universal sourceAsset (or sourceCode) |
|
is returned by GetSourceAsset (and GetSourceCode} API, if present. |
|
GetShaderId() |
|
GetSourceAsset() |
|
GetSourceCode() |
|
|
|
GetImplementationSourceAttr() → Attribute |
|
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. |
|
|
|
Declaration |
|
uniform token info:implementationSource ="id" |
|
C++ Type |
|
TfToken |
|
Usd Type |
|
SdfValueTypeNames->Token |
|
Variability |
|
SdfVariabilityUniform |
|
Allowed Values |
|
id, sourceAsset, sourceCode |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
GetShaderId(id) → bool |
|
Fetches the shader’s ID value from the info:id attribute, if the |
|
shader’s info:implementationSource is id. |
|
Returns true if the shader’s implementation source is id and |
|
the value was fetched properly into id . Returns false otherwise. |
|
GetImplementationSource() |
|
|
|
Parameters |
|
id (str) – |
|
|
|
GetShaderNodeForSourceType(sourceType) → ShaderNode |
|
This method attempts to ensure that there is a ShaderNode in the |
|
shader registry (i.e. |
|
SdrRegistry) representing this shader for the given sourceType . |
|
It may return a null pointer if none could be found or created. |
|
|
|
Parameters |
|
sourceType (str) – |
|
|
|
GetSourceAsset(sourceAsset, sourceType) → bool |
|
Fetches the shader’s source asset value for the specified |
|
sourceType value from the info: *sourceType*: sourceAsset |
|
attribute, if the shader’s info:implementationSource is |
|
sourceAsset. |
|
If the sourceAsset attribute corresponding to the requested |
|
sourceType isn’t present on the shader, then the universal |
|
fallback sourceAsset attribute, i.e. info:sourceAsset is |
|
consulted, if present, to get the source asset path. |
|
Returns true if the shader’s implementation source is |
|
sourceAsset and the source asset path value was fetched |
|
successfully into sourceAsset . Returns false otherwise. |
|
GetImplementationSource() |
|
|
|
Parameters |
|
|
|
sourceAsset (AssetPath) – |
|
sourceType (str) – |
|
|
|
GetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool |
|
Fetches the shader’s sub-identifier for the source asset with the |
|
specified sourceType value from the info: *sourceType*: |
|
sourceAsset:subIdentifier attribute, if the shader’s info: |
|
implementationSource is sourceAsset. |
|
If the subIdentifier attribute corresponding to the requested |
|
sourceType isn’t present on the shader, then the universal |
|
fallback sub-identifier attribute, i.e. info:sourceAsset: |
|
subIdentifier is consulted, if present, to get the sub-identifier |
|
name. |
|
Returns true if the shader’s implementation source is |
|
sourceAsset and the sub-identifier for the given source type was |
|
fetched successfully into subIdentifier . Returns false otherwise. |
|
|
|
Parameters |
|
|
|
subIdentifier (str) – |
|
sourceType (str) – |
|
|
|
GetSourceCode(sourceCode, sourceType) → bool |
|
Fetches the shader’s source code for the specified sourceType |
|
value by reading the info: *sourceType*: sourceCode attribute, if |
|
the shader’s info:implementationSource is sourceCode. |
|
If the sourceCode attribute corresponding to the requested |
|
sourceType isn’t present on the shader, then the universal or |
|
fallback sourceCode attribute (i.e. info:sourceCode) is consulted, |
|
if present, to get the source code. |
|
Returns true if the shader’s implementation source is |
|
sourceCode and the source code string was fetched successfully |
|
into sourceCode . Returns false otherwise. |
|
GetImplementationSource() |
|
|
|
Parameters |
|
|
|
sourceCode (str) – |
|
sourceType (str) – |
|
|
|
SetShaderId(id) → bool |
|
Sets the shader’s ID value. |
|
This also sets the info:implementationSource attribute on the shader |
|
to UsdShadeTokens->id, if the existing value is different. |
|
|
|
Parameters |
|
id (str) – |
|
|
|
SetSourceAsset(sourceAsset, sourceType) → bool |
|
Sets the shader’s source-asset path value to sourceAsset for the |
|
given source type, sourceType . |
|
This also sets the info:implementationSource attribute on the shader |
|
to UsdShadeTokens->sourceAsset. |
|
|
|
Parameters |
|
|
|
sourceAsset (AssetPath) – |
|
sourceType (str) – |
|
|
|
SetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool |
|
Set a sub-identifier to be used with a source asset of the given |
|
source type. |
|
This sets the info: *sourceType*: sourceAsset:subIdentifier. |
|
This also sets the info:implementationSource attribute on the shader |
|
to UsdShadeTokens->sourceAsset |
|
|
|
Parameters |
|
|
|
subIdentifier (str) – |
|
sourceType (str) – |
|
|
|
SetSourceCode(sourceCode, sourceType) → bool |
|
Sets the shader’s source-code value to sourceCode for the given |
|
source type, sourceType . |
|
This also sets the info:implementationSource attribute on the shader |
|
to UsdShadeTokens->sourceCode. |
|
|
|
Parameters |
|
|
|
sourceCode (str) – |
|
sourceType (str) – |
|
|
|
class pxr.UsdShade.NodeGraph |
|
A node-graph is a container for shading nodes, as well as other node- |
|
graphs. It has a public input interface and provides a list of public |
|
outputs. |
|
Node Graph Interfaces |
|
One of the most important functions of a node-graph is to host |
|
the”interface”with which clients of already-built shading networks |
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will interact. Please see Interface Inputs for a detailed explanation |
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of what the interface provides, and how to construct and use it, to |
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effectively share/instance shader networks. |
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Node Graph Outputs |
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These behave like outputs on a shader and are typically connected to |
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an output on a shader inside the node-graph. |
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Methods: |
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ComputeInterfaceInputConsumersMap(...) |
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Walks the namespace subtree below the node-graph and computes a map containing the list of all inputs on the node-graph and the associated vector of consumers of their values. |
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|
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ComputeOutputSource(outputName, sourceName, ...) |
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Deprecated |
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ConnectableAPI() |
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Contructs and returns a UsdShadeConnectableAPI object with this node- graph. |
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|
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CreateInput(name, typeName) |
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Create an Input which can either have a value or can be connected. |
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|
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CreateOutput(name, typeName) |
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Create an output which can either have a value or can be connected. |
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Define |
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classmethod Define(stage, path) -> NodeGraph |
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Get |
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classmethod Get(stage, path) -> NodeGraph |
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GetInput(name) |
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Return the requested input if it exists. |
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GetInputs(onlyAuthored) |
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Returns all inputs present on the node-graph. |
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GetInterfaceInputs() |
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Returns all the"Interface Inputs"of the node-graph. |
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|
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GetOutput(name) |
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Return the requested output if it exists. |
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GetOutputs(onlyAuthored) |
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Outputs are represented by attributes in the"outputs:"namespace. |
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|
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GetSchemaAttributeNames |
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classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
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|
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ComputeInterfaceInputConsumersMap(computeTransitiveConsumers) → InterfaceInputConsumersMap |
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Walks the namespace subtree below the node-graph and computes a map |
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containing the list of all inputs on the node-graph and the associated |
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vector of consumers of their values. |
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The consumers can be inputs on shaders within the node-graph or on |
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nested node-graphs). |
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If computeTransitiveConsumers is true, then value consumers |
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belonging to node-graphs are resolved transitively to compute the |
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transitive mapping from inputs on the node-graph to inputs on shaders |
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inside the material. Note that inputs on node-graphs that don’t have |
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value consumers will continue to be included in the result. |
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This API is provided for use by DCC’s that want to present node-graph |
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interface / shader connections in the opposite direction than they are |
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encoded in USD. |
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|
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Parameters |
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computeTransitiveConsumers (bool) – |
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ComputeOutputSource(outputName, sourceName, sourceType) → Shader |
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Deprecated |
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in favor of GetValueProducingAttributes on UsdShadeOutput Resolves the |
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connection source of the requested output, identified by |
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outputName to a shader output. |
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sourceName is an output parameter that is set to the name of the |
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resolved output, if the node-graph output is connected to a valid |
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shader source. |
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sourceType is an output parameter that is set to the type of the |
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resolved output, if the node-graph output is connected to a valid |
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shader source. |
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Returns a valid shader object if the specified output exists and is |
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connected to one. Return an empty shader object otherwise. The python |
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version of this method returns a tuple containing three elements (the |
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source shader, sourceName, sourceType). |
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Parameters |
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outputName (str) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
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ConnectableAPI() → ConnectableAPI |
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Contructs and returns a UsdShadeConnectableAPI object with this node- |
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graph. |
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Note that most tasks can be accomplished without explicitly |
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constructing a UsdShadeConnectable API, since connection-related API |
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such as UsdShadeConnectableAPI::ConnectToSource() are static methods, |
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and UsdShadeNodeGraph will auto-convert to a UsdShadeConnectableAPI |
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when passed to functions that want to act generically on a connectable |
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UsdShadeConnectableAPI object. |
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CreateInput(name, typeName) → Input |
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Create an Input which can either have a value or can be connected. |
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The attribute representing the input is created in |
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the”inputs:”namespace. |
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Parameters |
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name (str) – |
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typeName (ValueTypeName) – |
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CreateOutput(name, typeName) → Output |
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Create an output which can either have a value or can be connected. |
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The attribute representing the output is created in |
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the”outputs:”namespace. |
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Parameters |
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name (str) – |
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typeName (ValueTypeName) – |
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|
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static Define() |
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classmethod Define(stage, path) -> NodeGraph |
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Attempt to ensure a UsdPrim adhering to this schema at path is |
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defined (according to UsdPrim::IsDefined() ) on this stage. |
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If a prim adhering to this schema at path is already defined on |
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this stage, return that prim. Otherwise author an SdfPrimSpec with |
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specifier == SdfSpecifierDef and this schema’s prim type name for |
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the prim at path at the current EditTarget. Author SdfPrimSpec s |
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with specifier == SdfSpecifierDef and empty typeName at the |
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current EditTarget for any nonexistent, or existing but not Defined |
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ancestors. |
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The given path must be an absolute prim path that does not contain |
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any variant selections. |
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If it is impossible to author any of the necessary PrimSpecs, (for |
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example, in case path cannot map to the current UsdEditTarget ‘s |
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namespace) issue an error and return an invalid UsdPrim. |
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Note that this method may return a defined prim whose typeName does |
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not specify this schema class, in case a stronger typeName opinion |
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overrides the opinion at the current EditTarget. |
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Parameters |
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|
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stage (Stage) – |
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path (Path) – |
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static Get() |
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classmethod Get(stage, path) -> NodeGraph |
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Return a UsdShadeNodeGraph holding the prim adhering to this schema at |
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path on stage . |
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If no prim exists at path on stage , or if the prim at that |
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path does not adhere to this schema, return an invalid schema object. |
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This is shorthand for the following: |
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UsdShadeNodeGraph(stage->GetPrimAtPath(path)); |
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Parameters |
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stage (Stage) – |
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path (Path) – |
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GetInput(name) → Input |
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Return the requested input if it exists. |
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Parameters |
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name (str) – |
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GetInputs(onlyAuthored) → list[Input] |
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Returns all inputs present on the node-graph. |
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These are represented by attributes in the”inputs:”namespace. If |
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onlyAuthored is true (the default), then only return authored |
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attributes; otherwise, this also returns un-authored builtins. |
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Parameters |
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onlyAuthored (bool) – |
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GetInterfaceInputs() → list[Input] |
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Returns all the”Interface Inputs”of the node-graph. |
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This is the same as GetInputs() , but is provided as a convenience, to |
|
allow clients to distinguish between inputs on shaders vs. interface- |
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inputs on node-graphs. |
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GetOutput(name) → Output |
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Return the requested output if it exists. |
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Parameters |
|
name (str) – |
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GetOutputs(onlyAuthored) → list[Output] |
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Outputs are represented by attributes in the”outputs:”namespace. |
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If onlyAuthored is true (the default), then only return authored |
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attributes; otherwise, this also returns un-authored builtins. |
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Parameters |
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onlyAuthored (bool) – |
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|
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static GetSchemaAttributeNames() |
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classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
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Return a vector of names of all pre-declared attributes for this |
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schema class and all its ancestor classes. |
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Does not include attributes that may be authored by custom/extended |
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methods of the schemas involved. |
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|
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Parameters |
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includeInherited (bool) – |
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|
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class pxr.UsdShade.Output |
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This class encapsulates a shader or node-graph output, which is a |
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connectable attribute representing a typed, externally computed value. |
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Methods: |
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|
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CanConnect(source) |
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Determines whether this Output can be connected to the given source attribute, which can be an input or an output. |
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|
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ClearSdrMetadata() |
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Clears any"sdrMetadata"value authored on the Output in the current EditTarget. |
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ClearSdrMetadataByKey(key) |
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Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget. |
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ClearSource() |
|
Deprecated |
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ClearSources() |
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Clears sources for this Output in the current UsdEditTarget. |
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ConnectToSource(source, mod) |
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Authors a connection for this Output. |
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DisconnectSource(sourceAttr) |
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Disconnect source for this Output. |
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GetAttr() |
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Explicit UsdAttribute extractor. |
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GetBaseName() |
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Returns the name of the output. |
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GetConnectedSource(source, sourceName, ...) |
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Deprecated |
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GetConnectedSources(invalidSourcePaths) |
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Finds the valid sources of connections for the Output. |
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GetFullName() |
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Get the name of the attribute associated with the output. |
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GetPrim() |
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Get the prim that the output belongs to. |
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|
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GetRawConnectedSourcePaths(sourcePaths) |
|
Deprecated |
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|
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GetRenderType() |
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Return this output's specialized renderType, or an empty token if none was authored. |
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GetSdrMetadata() |
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Returns this Output's composed"sdrMetadata"dictionary as a NdrTokenMap. |
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GetSdrMetadataByKey(key) |
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Returns the value corresponding to key in the composed sdrMetadata dictionary. |
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GetTypeName() |
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Get the"scene description"value type name of the attribute associated with the output. |
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GetValueProducingAttributes(shaderOutputsOnly) |
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Find what is connected to this Output recursively. |
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HasConnectedSource() |
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Returns true if and only if this Output is currently connected to a valid (defined) source. |
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HasRenderType() |
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Return true if a renderType has been specified for this output. |
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HasSdrMetadata() |
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Returns true if the Output has a non-empty composed"sdrMetadata"dictionary value. |
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HasSdrMetadataByKey(key) |
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Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary. |
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|
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IsOutput |
|
classmethod IsOutput(attr) -> bool |
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|
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IsSourceConnectionFromBaseMaterial() |
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Returns true if the connection to this Output's source, as returned by GetConnectedSource() , is authored across a specializes arc, which is used to denote a base material. |
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Set(value, time) |
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Set a value for the output. |
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SetConnectedSources(sourceInfos) |
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Connects this Output to the given sources, sourceInfos . |
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SetRenderType(renderType) |
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Specify an alternative, renderer-specific type to use when emitting/translating this output, rather than translating based on its GetTypeName() |
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SetSdrMetadata(sdrMetadata) |
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Authors the given sdrMetadata value on this Output at the current EditTarget. |
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SetSdrMetadataByKey(key, value) |
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Sets the value corresponding to key to the given string value , in the Output's"sdrMetadata"dictionary at the current EditTarget. |
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|
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CanConnect(source) → bool |
|
Determines whether this Output can be connected to the given source |
|
attribute, which can be an input or an output. |
|
An output is considered to be connectable only if it belongs to a |
|
node-graph. Shader outputs are not connectable. |
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UsdShadeConnectableAPI::CanConnect |
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|
|
Parameters |
|
source (Attribute) – |
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CanConnect(sourceInput) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
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|
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Parameters |
|
sourceInput (Input) – |
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|
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CanConnect(sourceOutput) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
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Parameters |
|
sourceOutput (Output) – |
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ClearSdrMetadata() → None |
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Clears any”sdrMetadata”value authored on the Output in the current |
|
EditTarget. |
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ClearSdrMetadataByKey(key) → None |
|
Clears the entry corresponding to the given key in |
|
the”sdrMetadata”dictionary authored in the current EditTarget. |
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|
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Parameters |
|
key (str) – |
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|
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ClearSource() → bool |
|
Deprecated |
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|
|
ClearSources() → bool |
|
Clears sources for this Output in the current UsdEditTarget. |
|
Most of the time, what you probably want is DisconnectSource() rather |
|
than this function. |
|
UsdShadeConnectableAPI::ClearSources |
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ConnectToSource(source, mod) → bool |
|
Authors a connection for this Output. |
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source is a struct that describes the upstream source attribute |
|
with all the information necessary to make a connection. See the |
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documentation for UsdShadeConnectionSourceInfo. mod describes the |
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operation that should be applied to the list of connections. By |
|
default the new connection will replace any existing connections, but |
|
it can add to the list of connections to represent multiple input |
|
connections. |
|
true if a connection was created successfully. false if |
|
shadingAttr or source is invalid. |
|
This method does not verify the connectability of the shading |
|
attribute to the source. Clients must invoke CanConnect() themselves |
|
to ensure compatibility. |
|
The source shading attribute is created if it doesn’t exist already. |
|
UsdShadeConnectableAPI::ConnectToSource |
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|
|
Parameters |
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|
|
source (ConnectionSourceInfo) – |
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mod (ConnectionModification) – |
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|
|
ConnectToSource(source, sourceName, sourceType, typeName) -> bool |
|
Deprecated |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
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|
|
Parameters |
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|
|
source (ConnectableAPI) – |
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sourceName (str) – |
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sourceType (AttributeType) – |
|
typeName (ValueTypeName) – |
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|
|
ConnectToSource(sourcePath) -> bool |
|
Authors a connection for this Output to the source at the given path. |
|
UsdShadeConnectableAPI::ConnectToSource |
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|
|
Parameters |
|
sourcePath (Path) – |
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|
|
ConnectToSource(sourceInput) -> bool |
|
Connects this Output to the given input, sourceInput . |
|
UsdShadeConnectableAPI::ConnectToSource |
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|
|
Parameters |
|
sourceInput (Input) – |
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|
|
ConnectToSource(sourceOutput) -> bool |
|
Connects this Output to the given output, sourceOutput . |
|
UsdShadeConnectableAPI::ConnectToSource |
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|
|
Parameters |
|
sourceOutput (Output) – |
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|
|
DisconnectSource(sourceAttr) → bool |
|
Disconnect source for this Output. |
|
If sourceAttr is valid, only a connection to the specified |
|
attribute is disconnected, otherwise all connections are removed. |
|
UsdShadeConnectableAPI::DisconnectSource |
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|
|
Parameters |
|
sourceAttr (Attribute) – |
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|
|
GetAttr() → Attribute |
|
Explicit UsdAttribute extractor. |
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|
|
GetBaseName() → str |
|
Returns the name of the output. |
|
We call this the base name since it strips off the”outputs:”namespace |
|
prefix from the attribute name, and returns it. |
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|
|
GetConnectedSource(source, sourceName, sourceType) → bool |
|
Deprecated |
|
Please use GetConnectedSources instead |
|
|
|
Parameters |
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|
|
source (ConnectableAPI) – |
|
sourceName (str) – |
|
sourceType (AttributeType) – |
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|
|
GetConnectedSources(invalidSourcePaths) → list[SourceInfo] |
|
Finds the valid sources of connections for the Output. |
|
invalidSourcePaths is an optional output parameter to collect the |
|
invalid source paths that have not been reported in the returned |
|
vector. |
|
Returns a vector of UsdShadeConnectionSourceInfo structs with |
|
information about each upsteam attribute. If the vector is empty, |
|
there have been no valid connections. |
|
A valid connection requires the existence of the source attribute and |
|
also requires that the source prim is UsdShadeConnectableAPI |
|
compatible. |
|
The python wrapping returns a tuple with the valid connections first, |
|
followed by the invalid source paths. |
|
UsdShadeConnectableAPI::GetConnectedSources |
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|
|
Parameters |
|
invalidSourcePaths (list[SdfPath]) – |
|
|
|
GetFullName() → str |
|
Get the name of the attribute associated with the output. |
|
|
|
GetPrim() → Prim |
|
Get the prim that the output belongs to. |
|
|
|
GetRawConnectedSourcePaths(sourcePaths) → bool |
|
Deprecated |
|
Returns the”raw”(authored) connected source paths for this Output. |
|
UsdShadeConnectableAPI::GetRawConnectedSourcePaths |
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|
|
Parameters |
|
sourcePaths (list[SdfPath]) – |
|
|
|
GetRenderType() → str |
|
Return this output’s specialized renderType, or an empty token if none |
|
was authored. |
|
SetRenderType() |
|
|
|
GetSdrMetadata() → NdrTokenMap |
|
Returns this Output’s composed”sdrMetadata”dictionary as a |
|
NdrTokenMap. |
|
|
|
GetSdrMetadataByKey(key) → str |
|
Returns the value corresponding to key in the composed |
|
sdrMetadata dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
GetTypeName() → ValueTypeName |
|
Get the”scene description”value type name of the attribute associated |
|
with the output. |
|
|
|
GetValueProducingAttributes(shaderOutputsOnly) → list[UsdShadeAttribute] |
|
Find what is connected to this Output recursively. |
|
UsdShadeUtils::GetValueProducingAttributes |
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|
|
Parameters |
|
shaderOutputsOnly (bool) – |
|
|
|
HasConnectedSource() → bool |
|
Returns true if and only if this Output is currently connected to a |
|
valid (defined) source. |
|
UsdShadeConnectableAPI::HasConnectedSource |
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|
|
HasRenderType() → bool |
|
Return true if a renderType has been specified for this output. |
|
SetRenderType() |
|
|
|
HasSdrMetadata() → bool |
|
Returns true if the Output has a non-empty |
|
composed”sdrMetadata”dictionary value. |
|
|
|
HasSdrMetadataByKey(key) → bool |
|
Returns true if there is a value corresponding to the given key in |
|
the composed”sdrMetadata”dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
static IsOutput() |
|
classmethod IsOutput(attr) -> bool |
|
Test whether a given UsdAttribute represents a valid Output, which |
|
implies that creating a UsdShadeOutput from the attribute will |
|
succeed. |
|
Success implies that attr.IsDefined() is true. |
|
|
|
Parameters |
|
attr (Attribute) – |
|
|
|
IsSourceConnectionFromBaseMaterial() → bool |
|
Returns true if the connection to this Output’s source, as returned by |
|
GetConnectedSource() , is authored across a specializes arc, which is |
|
used to denote a base material. |
|
UsdShadeConnectableAPI::IsSourceConnectionFromBaseMaterial |
|
|
|
Set(value, time) → bool |
|
Set a value for the output. |
|
It’s unusual to be setting a value on an output since it represents an |
|
externally computed value. The Set API is provided here just for the |
|
sake of completeness and uniformity with other property schema. |
|
|
|
Parameters |
|
|
|
value (VtValue) – |
|
time (TimeCode) – |
|
|
|
Set(value, time) -> bool |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
Set the attribute value of the Output at time . |
|
|
|
Parameters |
|
|
|
value (T) – |
|
time (TimeCode) – |
|
|
|
SetConnectedSources(sourceInfos) → bool |
|
Connects this Output to the given sources, sourceInfos . |
|
UsdShadeConnectableAPI::SetConnectedSources |
|
|
|
Parameters |
|
sourceInfos (list[ConnectionSourceInfo]) – |
|
|
|
SetRenderType(renderType) → bool |
|
Specify an alternative, renderer-specific type to use when |
|
emitting/translating this output, rather than translating based on its |
|
GetTypeName() |
|
For example, we set the renderType to”struct”for outputs that are of |
|
renderman custom struct types. |
|
true on success |
|
|
|
Parameters |
|
renderType (str) – |
|
|
|
SetSdrMetadata(sdrMetadata) → None |
|
Authors the given sdrMetadata value on this Output at the current |
|
EditTarget. |
|
|
|
Parameters |
|
sdrMetadata (NdrTokenMap) – |
|
|
|
SetSdrMetadataByKey(key, value) → None |
|
Sets the value corresponding to key to the given string value |
|
, in the Output’s”sdrMetadata”dictionary at the current EditTarget. |
|
|
|
Parameters |
|
|
|
key (str) – |
|
value (str) – |
|
|
|
class pxr.UsdShade.Shader |
|
Base class for all USD shaders. Shaders are the building blocks of |
|
shading networks. While UsdShadeShader objects are not target |
|
specific, each renderer or application target may derive its own |
|
renderer-specific shader object types from this base, if needed. |
|
Objects of this class generally represent a single shading object, |
|
whether it exists in the target renderer or not. For example, a |
|
texture, a fractal, or a mix node. |
|
The UsdShadeNodeDefAPI provides attributes to uniquely identify the |
|
type of this node. The id resolution into a renderable shader target |
|
type of this node. The id resolution into a renderable shader target |
|
is deferred to the consuming application. |
|
The purpose of representing them in Usd is two-fold: |
|
|
|
To represent, via”connections”the topology of the shading network |
|
that must be reconstructed in the renderer. Facilities for authoring |
|
and manipulating connections are encapsulated in the API schema |
|
UsdShadeConnectableAPI. |
|
To present a (partial or full) interface of typed input |
|
parameters whose values can be set and overridden in Usd, to be |
|
provided later at render-time as parameter values to the actual render |
|
shader objects. Shader input parameters are encapsulated in the |
|
property schema UsdShadeInput. |
|
|
|
Methods: |
|
|
|
ClearSdrMetadata() |
|
Clears any"sdrMetadata"value authored on the shader in the current EditTarget. |
|
|
|
ClearSdrMetadataByKey(key) |
|
Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget. |
|
|
|
ConnectableAPI() |
|
Contructs and returns a UsdShadeConnectableAPI object with this shader. |
|
|
|
CreateIdAttr(defaultValue, writeSparsely) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
CreateImplementationSourceAttr(defaultValue, ...) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
CreateInput(name, typeName) |
|
Create an input which can either have a value or can be connected. |
|
|
|
CreateOutput(name, typeName) |
|
Create an output which can either have a value or can be connected. |
|
|
|
Define |
|
classmethod Define(stage, path) -> Shader |
|
|
|
Get |
|
classmethod Get(stage, path) -> Shader |
|
|
|
GetIdAttr() |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetImplementationSource() |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetImplementationSourceAttr() |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetInput(name) |
|
Return the requested input if it exists. |
|
|
|
GetInputs(onlyAuthored) |
|
Inputs are represented by attributes in the"inputs:"namespace. |
|
|
|
GetOutput(name) |
|
Return the requested output if it exists. |
|
|
|
GetOutputs(onlyAuthored) |
|
Outputs are represented by attributes in the"outputs:"namespace. |
|
|
|
GetSchemaAttributeNames |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
|
|
GetSdrMetadata() |
|
Returns this shader's composed"sdrMetadata"dictionary as a NdrTokenMap. |
|
|
|
GetSdrMetadataByKey(key) |
|
Returns the value corresponding to key in the composed sdrMetadata dictionary. |
|
|
|
GetShaderId(id) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetShaderNodeForSourceType(sourceType) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetSourceAsset(sourceAsset, sourceType) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetSourceAssetSubIdentifier(subIdentifier, ...) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetSourceCode(sourceCode, sourceType) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
HasSdrMetadata() |
|
Returns true if the shader has a non-empty composed"sdrMetadata"dictionary value. |
|
|
|
HasSdrMetadataByKey(key) |
|
Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary. |
|
|
|
SetSdrMetadata(sdrMetadata) |
|
Authors the given sdrMetadata on this shader at the current EditTarget. |
|
|
|
SetSdrMetadataByKey(key, value) |
|
Sets the value corresponding to key to the given string value , in the shader's"sdrMetadata"dictionary at the current EditTarget. |
|
|
|
SetShaderId(id) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
SetSourceAsset(sourceAsset, sourceType) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
SetSourceAssetSubIdentifier(subIdentifier, ...) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
SetSourceCode(sourceCode, sourceType) |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
ClearSdrMetadata() → None |
|
Clears any”sdrMetadata”value authored on the shader in the current |
|
EditTarget. |
|
|
|
ClearSdrMetadataByKey(key) → None |
|
Clears the entry corresponding to the given key in |
|
the”sdrMetadata”dictionary authored in the current EditTarget. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
ConnectableAPI() → ConnectableAPI |
|
Contructs and returns a UsdShadeConnectableAPI object with this |
|
shader. |
|
Note that most tasks can be accomplished without explicitly |
|
constructing a UsdShadeConnectable API, since connection-related API |
|
such as UsdShadeConnectableAPI::ConnectToSource() are static methods, |
|
and UsdShadeShader will auto-convert to a UsdShadeConnectableAPI when |
|
passed to functions that want to act generically on a connectable |
|
UsdShadeConnectableAPI object. |
|
|
|
CreateIdAttr(defaultValue, writeSparsely) → Attribute |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateImplementationSourceAttr(defaultValue, writeSparsely) → Attribute |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
defaultValue (VtValue) – |
|
writeSparsely (bool) – |
|
|
|
CreateInput(name, typeName) → Input |
|
Create an input which can either have a value or can be connected. |
|
The attribute representing the input is created in |
|
the”inputs:”namespace. Inputs on both shaders and node-graphs are |
|
connectable. |
|
|
|
Parameters |
|
|
|
name (str) – |
|
typeName (ValueTypeName) – |
|
|
|
CreateOutput(name, typeName) → Output |
|
Create an output which can either have a value or can be connected. |
|
The attribute representing the output is created in |
|
the”outputs:”namespace. Outputs on a shader cannot be connected, as |
|
their value is assumed to be computed externally. |
|
|
|
Parameters |
|
|
|
name (str) – |
|
typeName (ValueTypeName) – |
|
|
|
static Define() |
|
classmethod Define(stage, path) -> Shader |
|
Attempt to ensure a UsdPrim adhering to this schema at path is |
|
defined (according to UsdPrim::IsDefined() ) on this stage. |
|
If a prim adhering to this schema at path is already defined on |
|
this stage, return that prim. Otherwise author an SdfPrimSpec with |
|
specifier == SdfSpecifierDef and this schema’s prim type name for |
|
the prim at path at the current EditTarget. Author SdfPrimSpec s |
|
with specifier == SdfSpecifierDef and empty typeName at the |
|
current EditTarget for any nonexistent, or existing but not Defined |
|
ancestors. |
|
The given path must be an absolute prim path that does not contain |
|
any variant selections. |
|
If it is impossible to author any of the necessary PrimSpecs, (for |
|
example, in case path cannot map to the current UsdEditTarget ‘s |
|
namespace) issue an error and return an invalid UsdPrim. |
|
Note that this method may return a defined prim whose typeName does |
|
not specify this schema class, in case a stronger typeName opinion |
|
overrides the opinion at the current EditTarget. |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
static Get() |
|
classmethod Get(stage, path) -> Shader |
|
Return a UsdShadeShader holding the prim adhering to this schema at |
|
path on stage . |
|
If no prim exists at path on stage , or if the prim at that |
|
path does not adhere to this schema, return an invalid schema object. |
|
This is shorthand for the following: |
|
UsdShadeShader(stage->GetPrimAtPath(path)); |
|
|
|
Parameters |
|
|
|
stage (Stage) – |
|
path (Path) – |
|
|
|
GetIdAttr() → Attribute |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetImplementationSource() → str |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetImplementationSourceAttr() → Attribute |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
GetInput(name) → Input |
|
Return the requested input if it exists. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
GetInputs(onlyAuthored) → list[Input] |
|
Inputs are represented by attributes in the”inputs:”namespace. |
|
If onlyAuthored is true (the default), then only return authored |
|
attributes; otherwise, this also returns un-authored builtins. |
|
|
|
Parameters |
|
onlyAuthored (bool) – |
|
|
|
GetOutput(name) → Output |
|
Return the requested output if it exists. |
|
|
|
Parameters |
|
name (str) – |
|
|
|
GetOutputs(onlyAuthored) → list[Output] |
|
Outputs are represented by attributes in the”outputs:”namespace. |
|
If onlyAuthored is true (the default), then only return authored |
|
attributes; otherwise, this also returns un-authored builtins. |
|
|
|
Parameters |
|
onlyAuthored (bool) – |
|
|
|
static GetSchemaAttributeNames() |
|
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken] |
|
Return a vector of names of all pre-declared attributes for this |
|
schema class and all its ancestor classes. |
|
Does not include attributes that may be authored by custom/extended |
|
methods of the schemas involved. |
|
|
|
Parameters |
|
includeInherited (bool) – |
|
|
|
GetSdrMetadata() → NdrTokenMap |
|
Returns this shader’s composed”sdrMetadata”dictionary as a |
|
NdrTokenMap. |
|
|
|
GetSdrMetadataByKey(key) → str |
|
Returns the value corresponding to key in the composed |
|
sdrMetadata dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
GetShaderId(id) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
id (str) – |
|
|
|
GetShaderNodeForSourceType(sourceType) → ShaderNode |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
sourceType (str) – |
|
|
|
GetSourceAsset(sourceAsset, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
sourceAsset (AssetPath) – |
|
sourceType (str) – |
|
|
|
GetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
subIdentifier (str) – |
|
sourceType (str) – |
|
|
|
GetSourceCode(sourceCode, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
sourceCode (str) – |
|
sourceType (str) – |
|
|
|
HasSdrMetadata() → bool |
|
Returns true if the shader has a non-empty |
|
composed”sdrMetadata”dictionary value. |
|
|
|
HasSdrMetadataByKey(key) → bool |
|
Returns true if there is a value corresponding to the given key in |
|
the composed”sdrMetadata”dictionary. |
|
|
|
Parameters |
|
key (str) – |
|
|
|
SetSdrMetadata(sdrMetadata) → None |
|
Authors the given sdrMetadata on this shader at the current |
|
EditTarget. |
|
|
|
Parameters |
|
sdrMetadata (NdrTokenMap) – |
|
|
|
SetSdrMetadataByKey(key, value) → None |
|
Sets the value corresponding to key to the given string value |
|
, in the shader’s”sdrMetadata”dictionary at the current EditTarget. |
|
|
|
Parameters |
|
|
|
key (str) – |
|
value (str) – |
|
|
|
SetShaderId(id) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
id (str) – |
|
|
|
SetSourceAsset(sourceAsset, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
sourceAsset (AssetPath) – |
|
sourceType (str) – |
|
|
|
SetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
subIdentifier (str) – |
|
sourceType (str) – |
|
|
|
SetSourceCode(sourceCode, sourceType) → bool |
|
Forwards to UsdShadeNodeDefAPI(prim). |
|
|
|
Parameters |
|
|
|
sourceCode (str) – |
|
sourceType (str) – |
|
|
|
class pxr.UsdShade.ShaderDefParserPlugin |
|
Parses shader definitions represented using USD scene description |
|
using the schemas provided by UsdShade. |
|
Methods: |
|
|
|
GetDiscoveryTypes() |
|
Returns the types of nodes that this plugin can parse. |
|
|
|
GetSourceType() |
|
Returns the source type that this parser operates on. |
|
|
|
Parse(discoveryResult) |
|
Takes the specified NdrNodeDiscoveryResult instance, which was a result of the discovery process, and generates a new NdrNode . |
|
|
|
GetDiscoveryTypes() → NdrTokenVec |
|
Returns the types of nodes that this plugin can parse. |
|
“Type”here is the discovery type (in the case of files, this will |
|
probably be the file extension, but in other systems will be data that |
|
can be determined during discovery). This type should only be used to |
|
match up a NdrNodeDiscoveryResult to its parser plugin; this value |
|
is not exposed in the node’s API. |
|
|
|
GetSourceType() → str |
|
Returns the source type that this parser operates on. |
|
A source type is the most general type for a node. The parser plugin |
|
is responsible for parsing all discovery results that have the types |
|
declared under GetDiscoveryTypes() , and those types are |
|
collectively identified as one”source type”. |
|
|
|
Parse(discoveryResult) → NdrNodeUnique |
|
Takes the specified NdrNodeDiscoveryResult instance, which was a |
|
result of the discovery process, and generates a new NdrNode . |
|
The node’s name, source type, and family must match. |
|
|
|
Parameters |
|
discoveryResult (NodeDiscoveryResult) – |
|
|
|
class pxr.UsdShade.ShaderDefUtils |
|
This class contains a set of utility functions used for populating the |
|
shader registry with shaders definitions specified using UsdShade |
|
schemas. |
|
Methods: |
|
|
|
GetNodeDiscoveryResults |
|
classmethod GetNodeDiscoveryResults(shaderDef, sourceUri) -> NdrNodeDiscoveryResultVec |
|
|
|
GetPrimvarNamesMetadataString |
|
classmethod GetPrimvarNamesMetadataString(metadata, shaderDef) -> str |
|
|
|
GetShaderProperties |
|
classmethod GetShaderProperties(shaderDef) -> NdrPropertyUniquePtrVec |
|
|
|
static GetNodeDiscoveryResults() |
|
classmethod GetNodeDiscoveryResults(shaderDef, sourceUri) -> NdrNodeDiscoveryResultVec |
|
Returns the list of NdrNodeDiscoveryResult objects that must be added |
|
to the shader registry for the given shader shaderDef , assuming |
|
it is found in a shader definition file found by an Ndr discovery |
|
plugin. |
|
To enable the shaderDef parser to find and parse this shader, |
|
sourceUri should have the resolved path to the usd file containing |
|
this shader prim. |
|
|
|
Parameters |
|
|
|
shaderDef (Shader) – |
|
sourceUri (str) – |
|
|
|
static GetPrimvarNamesMetadataString() |
|
classmethod GetPrimvarNamesMetadataString(metadata, shaderDef) -> str |
|
Collects all the names of valid primvar inputs of the given |
|
metadata and the given shaderDef and returns the string used |
|
to represent them in SdrShaderNode metadata. |
|
|
|
Parameters |
|
|
|
metadata (NdrTokenMap) – |
|
shaderDef (ConnectableAPI) – |
|
|
|
static GetShaderProperties() |
|
classmethod GetShaderProperties(shaderDef) -> NdrPropertyUniquePtrVec |
|
Gets all input and output properties of the given shaderDef and |
|
translates them into NdrProperties that can be used as the properties |
|
for an SdrShaderNode. |
|
|
|
Parameters |
|
shaderDef (ConnectableAPI) – |
|
|
|
class pxr.UsdShade.Tokens |
|
Attributes: |
|
|
|
allPurpose |
|
|
|
bindMaterialAs |
|
|
|
coordSys |
|
|
|
displacement |
|
|
|
fallbackStrength |
|
|
|
full |
|
|
|
id |
|
|
|
infoId |
|
|
|
infoImplementationSource |
|
|
|
inputs |
|
|
|
interfaceOnly |
|
|
|
materialBind |
|
|
|
materialBinding |
|
|
|
materialBindingCollection |
|
|
|
materialVariant |
|
|
|
outputs |
|
|
|
outputsDisplacement |
|
|
|
outputsSurface |
|
|
|
outputsVolume |
|
|
|
preview |
|
|
|
sdrMetadata |
|
|
|
sourceAsset |
|
|
|
sourceCode |
|
|
|
strongerThanDescendants |
|
|
|
subIdentifier |
|
|
|
surface |
|
|
|
universalRenderContext |
|
|
|
universalSourceType |
|
|
|
volume |
|
|
|
weakerThanDescendants |
|
|
|
allPurpose = '' |
|
|
|
bindMaterialAs = 'bindMaterialAs' |
|
|
|
coordSys = 'coordSys:' |
|
|
|
displacement = 'displacement' |
|
|
|
fallbackStrength = 'fallbackStrength' |
|
|
|
full = 'full' |
|
|
|
id = 'id' |
|
|
|
infoId = 'info:id' |
|
|
|
infoImplementationSource = 'info:implementationSource' |
|
|
|
inputs = 'inputs:' |
|
|
|
interfaceOnly = 'interfaceOnly' |
|
|
|
materialBind = 'materialBind' |
|
|
|
materialBinding = 'material:binding' |
|
|
|
materialBindingCollection = 'material:binding:collection' |
|
|
|
materialVariant = 'materialVariant' |
|
|
|
outputs = 'outputs:' |
|
|
|
outputsDisplacement = 'outputs:displacement' |
|
|
|
outputsSurface = 'outputs:surface' |
|
|
|
outputsVolume = 'outputs:volume' |
|
|
|
preview = 'preview' |
|
|
|
sdrMetadata = 'sdrMetadata' |
|
|
|
sourceAsset = 'sourceAsset' |
|
|
|
sourceCode = 'sourceCode' |
|
|
|
strongerThanDescendants = 'strongerThanDescendants' |
|
|
|
subIdentifier = 'subIdentifier' |
|
|
|
surface = 'surface' |
|
|
|
universalRenderContext = '' |
|
|
|
universalSourceType = '' |
|
|
|
volume = 'volume' |
|
|
|
weakerThanDescendants = 'weakerThanDescendants' |
|
|
|
class pxr.UsdShade.Utils |
|
This class contains a set of utility functions used when authoring and |
|
querying shading networks. |
|
Methods: |
|
|
|
GetBaseNameAndType |
|
classmethod GetBaseNameAndType(fullName) -> tuple[str, AttributeType] |
|
|
|
GetConnectedSourcePath |
|
classmethod GetConnectedSourcePath(srcInfo) -> Path |
|
|
|
GetFullName |
|
classmethod GetFullName(baseName, type) -> str |
|
|
|
GetPrefixForAttributeType |
|
classmethod GetPrefixForAttributeType(sourceType) -> str |
|
|
|
GetType |
|
classmethod GetType(fullName) -> AttributeType |
|
|
|
GetValueProducingAttributes |
|
classmethod GetValueProducingAttributes(input, shaderOutputsOnly) -> list[UsdShadeAttribute] |
|
|
|
static GetBaseNameAndType() |
|
classmethod GetBaseNameAndType(fullName) -> tuple[str, AttributeType] |
|
Given the full name of a shading attribute, returns it’s base name and |
|
shading attribute type. |
|
|
|
Parameters |
|
fullName (str) – |
|
|
|
static GetConnectedSourcePath() |
|
classmethod GetConnectedSourcePath(srcInfo) -> Path |
|
For a valid UsdShadeConnectionSourceInfo, return the complete path to |
|
the source property; otherwise the empty path. |
|
|
|
Parameters |
|
srcInfo (ConnectionSourceInfo) – |
|
|
|
static GetFullName() |
|
classmethod GetFullName(baseName, type) -> str |
|
Returns the full shading attribute name given the basename and the |
|
shading attribute type. |
|
baseName is the name of the input or output on the shading node. |
|
type is the UsdShadeAttributeType of the shading attribute. |
|
|
|
Parameters |
|
|
|
baseName (str) – |
|
type (AttributeType) – |
|
|
|
static GetPrefixForAttributeType() |
|
classmethod GetPrefixForAttributeType(sourceType) -> str |
|
Returns the namespace prefix of the USD attribute associated with the |
|
given shading attribute type. |
|
|
|
Parameters |
|
sourceType (AttributeType) – |
|
|
|
static GetType() |
|
classmethod GetType(fullName) -> AttributeType |
|
Given the full name of a shading attribute, returns its shading |
|
attribute type. |
|
|
|
Parameters |
|
fullName (str) – |
|
|
|
static GetValueProducingAttributes() |
|
classmethod GetValueProducingAttributes(input, shaderOutputsOnly) -> list[UsdShadeAttribute] |
|
Find what is connected to an Input or Output recursively. |
|
GetValueProducingAttributes implements the UsdShade connectivity rules |
|
described in Connection Resolution Utilities. |
|
When tracing connections within networks that contain containers like |
|
UsdShadeNodeGraph nodes, the actual output(s) or value(s) at the end |
|
of an input or output might be multiple connections removed. The |
|
methods below resolves this across multiple physical connections. |
|
An UsdShadeInput is getting its value from one of these sources: |
|
|
|
If the input is not connected the UsdAttribute for this input is |
|
returned, but only if it has an authored value. The input attribute |
|
itself carries the value for this input. |
|
If the input is connected we follow the connection(s) until we |
|
reach a valid output of a UsdShadeShader node or if we reach a valid |
|
UsdShadeInput attribute of a UsdShadeNodeGraph or UsdShadeMaterial |
|
that has an authored value. |
|
|
|
An UsdShadeOutput on a container can get its value from the same type |
|
of sources as a UsdShadeInput on either a UsdShadeShader or |
|
UsdShadeNodeGraph. Outputs on non-containers (UsdShadeShaders) cannot |
|
be connected. |
|
This function returns a vector of UsdAttributes. The vector is empty |
|
if no valid attribute was found. The type of each attribute can be |
|
determined with the UsdShadeUtils::GetType function. |
|
If shaderOutputsOnly is true, it will only report attributes that |
|
are outputs of non-containers (UsdShadeShaders). This is a bit faster |
|
and what is need when determining the connections for Material |
|
terminals. |
|
This will return the last attribute along the connection chain that |
|
has an authored value, which might not be the last attribute in the |
|
chain itself. |
|
When the network contains multi-connections, this function can return |
|
multiple attributes for a single input or output. The list of |
|
attributes is build by a depth-first search, following the underlying |
|
connection paths in order. The list can contain both UsdShadeOutput |
|
and UsdShadeInput attributes. It is up to the caller to decide how to |
|
process such a mixture. |
|
|
|
Parameters |
|
|
|
input (Input) – |
|
shaderOutputsOnly (bool) – |
|
|
|
GetValueProducingAttributes(output, shaderOutputsOnly) -> list[UsdShadeAttribute] |
|
This is an overloaded member function, provided for convenience. It |
|
differs from the above function only in what argument(s) it accepts. |
|
|
|
Parameters |
|
|
|
output (Output) – |
|
shaderOutputsOnly (bool) – |
|
|
|
© Copyright 2019-2023, NVIDIA. |
|
Last updated on Nov 14, 2023. |
|
|
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