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+
+UsdShade module — pxr-usd-api 105.1 documentation
+
+pxr-usd-api
+
+ »
+Modules »
+UsdShade module
+
+
+
+# UsdShade module
+
+Summary: The UsdShade module provides schemas and behaviors for creating and binding materials, which encapsulate shading networks.
+
+Classes:
+
+AttributeType
+
+ConnectableAPI
+UsdShadeConnectableAPI is an API schema that provides a common interface for creating outputs and making connections between shading parameters and outputs.
+
+ConnectionModification
+
+ConnectionSourceInfo
+A compact struct to represent a bundle of information about an upstream source attribute.
+
+CoordSysAPI
+UsdShadeCoordSysAPI provides a way to designate, name, and discover coordinate systems.
+
+Input
+This class encapsulates a shader or node-graph input, which is a connectable attribute representing a typed value.
+
+Material
+A Material provides a container into which multiple"render targets"can add data that defines a"shading material"for a renderer.
+
+MaterialBindingAPI
+UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects).
+
+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.
+
+NodeGraph
+A node-graph is a container for shading nodes, as well as other node- graphs.
+
+Output
+This class encapsulates a shader or node-graph output, which is a connectable attribute representing a typed, externally computed value.
+
+Shader
+Base class for all USD shaders.
+
+ShaderDefParserPlugin
+Parses shader definitions represented using USD scene description using the schemas provided by UsdShade.
+
+ShaderDefUtils
+This class contains a set of utility functions used for populating the shader registry with shaders definitions specified using UsdShade schemas.
+
+Tokens
+
+Utils
+This class contains a set of utility functions used when authoring and querying shading networks.
+
+class pxr.UsdShade.AttributeType
+Attributes:
+
+Input
+
+Invalid
+
+Output
+
+names
+
+values
+
+Input = pxr.UsdShade.AttributeType.Input
+
+Invalid = pxr.UsdShade.AttributeType.Invalid
+
+Output = pxr.UsdShade.AttributeType.Output
+
+names = {'Input': pxr.UsdShade.AttributeType.Input, 'Invalid': pxr.UsdShade.AttributeType.Invalid, 'Output': pxr.UsdShade.AttributeType.Output}
+
+values = {0: pxr.UsdShade.AttributeType.Invalid, 1: pxr.UsdShade.AttributeType.Input, 2: pxr.UsdShade.AttributeType.Output}
+
+class pxr.UsdShade.ConnectableAPI
+UsdShadeConnectableAPI is an API schema that provides a common
+interface for creating outputs and making connections between shading
+parameters and outputs. The interface is common to all UsdShade
+schemas that support Inputs and Outputs, which currently includes
+UsdShadeShader, UsdShadeNodeGraph, and UsdShadeMaterial.
+One can construct a UsdShadeConnectableAPI directly from a UsdPrim, or
+from objects of any of the schema classes listed above. If it seems
+onerous to need to construct a secondary schema object to interact
+with Inputs and Outputs, keep in mind that any function whose purpose
+is either to walk material/shader networks via their connections, or
+to create such networks, can typically be written entirely in terms of
+UsdShadeConnectableAPI objects, without needing to care what the
+underlying prim type is.
+Additionally, the most common UsdShadeConnectableAPI behaviors
+(creating Inputs and Outputs, and making connections) are wrapped as
+convenience methods on the prim schema classes (creation) and
+UsdShadeInput and UsdShadeOutput.
+Methods:
+
+CanConnect
+classmethod CanConnect(input, source) -> bool
+
+ClearSource
+classmethod ClearSource(shadingAttr) -> bool
+
+ClearSources
+classmethod ClearSources(shadingAttr) -> bool
+
+ConnectToSource
+classmethod ConnectToSource(shadingAttr, source, mod) -> bool
+
+CreateInput(name, typeName)
+Create an input which can both have a value and be connected.
+
+CreateOutput(name, typeName)
+Create an output, which represents and externally computed, typed value.
+
+DisconnectSource
+classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool
+
+Get
+classmethod Get(stage, path) -> ConnectableAPI
+
+GetConnectedSource
+classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool
+
+GetConnectedSources
+classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo]
+
+GetInput(name)
+Return the requested input if it exists.
+
+GetInputs(onlyAuthored)
+Returns all inputs on the connectable prim (i.e.
+
+GetOutput(name)
+Return the requested output if it exists.
+
+GetOutputs(onlyAuthored)
+Returns all outputs on the connectable prim (i.e.
+
+GetRawConnectedSourcePaths
+classmethod GetRawConnectedSourcePaths(shadingAttr, sourcePaths) -> bool
+
+GetSchemaAttributeNames
+classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
+
+HasConnectableAPI
+classmethod HasConnectableAPI(schemaType) -> bool
+
+HasConnectedSource
+classmethod HasConnectedSource(shadingAttr) -> bool
+
+IsContainer()
+Returns true if the prim is a container.
+
+IsSourceConnectionFromBaseMaterial
+classmethod IsSourceConnectionFromBaseMaterial(shadingAttr) -> bool
+
+RequiresEncapsulation()
+Returns true if container encapsulation rules should be respected when evaluating connectibility behavior, false otherwise.
+
+SetConnectedSources
+classmethod SetConnectedSources(shadingAttr, sourceInfos) -> bool
+
+static CanConnect()
+classmethod CanConnect(input, source) -> bool
+Determines whether the given input can be connected to the given
+source attribute, which can be an input or an output.
+The result depends on the”connectability”of the input and the source
+attributes. Depending on the prim type, this may require the plugin
+that defines connectability behavior for that prim type be loaded.
+UsdShadeInput::SetConnectability
+UsdShadeInput::GetConnectability
+
+Parameters
+
+input (Input) –
+source (Attribute) –
+
+CanConnect(input, 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
+
+input (Input) –
+sourceInput (Input) –
+
+CanConnect(input, 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
+
+input (Input) –
+sourceOutput (Output) –
+
+CanConnect(output, source) -> bool
+Determines whether the given 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.
+source is an optional argument. If a valid UsdAttribute is
+supplied for it, this method will return true only if the source
+attribute is owned by a descendant of the node-graph owning the
+output.
+
+Parameters
+
+output (Output) –
+source (Attribute) –
+
+CanConnect(output, 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
+
+output (Output) –
+sourceInput (Input) –
+
+CanConnect(output, 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
+
+output (Output) –
+sourceOutput (Output) –
+
+static ClearSource()
+classmethod ClearSource(shadingAttr) -> bool
+Deprecated
+This is the older version that only referenced a single source. Please
+use ClearSources instead.
+
+Parameters
+shadingAttr (Attribute) –
+
+ClearSource(input) -> 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) –
+
+ClearSource(output) -> 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) –
+
+static ClearSources()
+classmethod ClearSources(shadingAttr) -> bool
+Clears sources for this shading attribute in the current
+UsdEditTarget.
+Most of the time, what you probably want is DisconnectSource() rather
+than this function.
+DisconnectSource()
+
+Parameters
+shadingAttr (Attribute) –
+
+ClearSources(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) –
+
+ClearSources(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) –
+
+static ConnectToSource()
+classmethod ConnectToSource(shadingAttr, source, mod) -> bool
+Authors a connection for a given shading attribute shadingAttr .
+shadingAttr can represent a parameter, an input or an output.
+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
+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.
+
+Parameters
+
+shadingAttr (Attribute) –
+source (ConnectionSourceInfo) –
+mod (ConnectionModification) –
+
+ConnectToSource(input, source, mod) -> 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) –
+source (ConnectionSourceInfo) –
+mod (ConnectionModification) –
+
+ConnectToSource(output, source, mod) -> 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) –
+source (ConnectionSourceInfo) –
+mod (ConnectionModification) –
+
+ConnectToSource(shadingAttr, source, sourceName, sourceType, typeName) -> bool
+Deprecated
+Please use the versions that take a UsdShadeConnectionSourceInfo to
+describe the upstream source This is an overloaded member function,
+provided for convenience. It differs from the above function only in
+what argument(s) it accepts.
+
+Parameters
+
+shadingAttr (Attribute) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+typeName (ValueTypeName) –
+
+ConnectToSource(input, 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
+
+input (Input) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+typeName (ValueTypeName) –
+
+ConnectToSource(output, 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
+
+output (Output) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+typeName (ValueTypeName) –
+
+ConnectToSource(shadingAttr, sourcePath) -> bool
+This is an overloaded member function, provided for convenience. It
+differs from the above function only in what argument(s) it accepts.
+Connect the given shading attribute to the source at path,
+sourcePath .
+sourcePath should be the fully namespaced property path.
+This overload is provided for convenience, for use in contexts where
+the prim types are unknown or unavailable.
+
+Parameters
+
+shadingAttr (Attribute) –
+sourcePath (Path) –
+
+ConnectToSource(input, sourcePath) -> 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) –
+sourcePath (Path) –
+
+ConnectToSource(output, sourcePath) -> 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) –
+sourcePath (Path) –
+
+ConnectToSource(shadingAttr, sourceInput) -> bool
+This is an overloaded member function, provided for convenience. It
+differs from the above function only in what argument(s) it accepts.
+Connect the given shading attribute to the given source input.
+
+Parameters
+
+shadingAttr (Attribute) –
+sourceInput (Input) –
+
+ConnectToSource(input, 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
+
+input (Input) –
+sourceInput (Input) –
+
+ConnectToSource(output, 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
+
+output (Output) –
+sourceInput (Input) –
+
+ConnectToSource(shadingAttr, sourceOutput) -> bool
+This is an overloaded member function, provided for convenience. It
+differs from the above function only in what argument(s) it accepts.
+Connect the given shading attribute to the given source output.
+
+Parameters
+
+shadingAttr (Attribute) –
+sourceOutput (Output) –
+
+ConnectToSource(input, 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
+
+input (Input) –
+sourceOutput (Output) –
+
+ConnectToSource(output, 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
+
+output (Output) –
+sourceOutput (Output) –
+
+CreateInput(name, typeName) → Input
+Create an input which can both have a value and be connected.
+The attribute representing the input is created in
+the”inputs:”namespace.
+
+Parameters
+
+name (str) –
+typeName (ValueTypeName) –
+
+CreateOutput(name, typeName) → Output
+Create an output, which represents and externally computed, typed
+value.
+Outputs on node-graphs can be connected.
+The attribute representing an output is created in
+the”outputs:”namespace.
+
+Parameters
+
+name (str) –
+typeName (ValueTypeName) –
+
+static DisconnectSource()
+classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool
+Disconnect source for this shading attribute.
+If sourceAttr is valid it will disconnect the connection to this
+upstream attribute. Otherwise it will disconnect all connections by
+authoring an empty list of connections for the attribute
+shadingAttr .
+This may author more scene description than you might expect - we
+define the behavior of disconnect to be that, even if a shading
+attribute becomes connected in a weaker layer than the current
+UsdEditTarget, the attribute will still be disconnected in the
+composition, therefore we must”block”it in the current UsdEditTarget.
+ConnectToSource() .
+
+Parameters
+
+shadingAttr (Attribute) –
+sourceAttr (Attribute) –
+
+DisconnectSource(input, sourceAttr) -> 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) –
+sourceAttr (Attribute) –
+
+DisconnectSource(output, sourceAttr) -> 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) –
+sourceAttr (Attribute) –
+
+static Get()
+classmethod Get(stage, path) -> ConnectableAPI
+Return a UsdShadeConnectableAPI 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:
+UsdShadeConnectableAPI(stage->GetPrimAtPath(path));
+
+Parameters
+
+stage (Stage) –
+path (Path) –
+
+static GetConnectedSource()
+classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool
+Deprecated
+Shading attributes can have multiple connections and so using
+GetConnectedSources is needed in general
+Finds the source of a connection for the given shading attribute.
+shadingAttr is the shading attribute whose connection we want to
+interrogate. source is an output parameter which will be set to
+the source connectable prim. sourceName will be set to the name of
+the source shading attribute, which may be an input or an output, as
+specified by sourceType sourceType will have the type of the
+source shading attribute, i.e. whether it is an Input or
+Output
+true if the shading attribute is connected to a valid, defined
+source attribute. false if the shading attribute is not connected
+to a single, defined source attribute.
+Previously this method would silently return false for multiple
+connections. We are changing the behavior of this method to return the
+result for the first connection and issue a TfWarn about it. We want
+to encourage clients to use GetConnectedSources going forward.
+The python wrapping for this method returns a (source, sourceName,
+sourceType) tuple if the parameter is connected, else None
+
+Parameters
+
+shadingAttr (Attribute) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+
+GetConnectedSource(input, source, sourceName, sourceType) -> 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) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+
+GetConnectedSource(output, source, sourceName, sourceType) -> 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) –
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+
+static GetConnectedSources()
+classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo]
+Finds the valid sources of connections for the given shading
+attribute.
+shadingAttr is the shading attribute whose connections we want to
+interrogate. 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 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.
+
+Parameters
+
+shadingAttr (Attribute) –
+invalidSourcePaths (list[SdfPath]) –
+
+GetConnectedSources(input, invalidSourcePaths) -> list[UsdShadeSourceInfo]
+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) –
+invalidSourcePaths (list[SdfPath]) –
+
+GetConnectedSources(output, invalidSourcePaths) -> list[UsdShadeSourceInfo]
+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) –
+invalidSourcePaths (list[SdfPath]) –
+
+GetInput(name) → Input
+Return the requested input if it exists.
+name is the unnamespaced base name.
+
+Parameters
+name (str) –
+
+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 =”.
+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:bindingName”, 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:purpose:bindingName”. 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 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
+will interact. Please see Interface Inputs for a detailed explanation
+of what the interface provides, and how to construct and use it, to
+effectively share/instance shader networks.
+Node Graph Outputs
+These behave like outputs on a shader and are typically connected to
+an output on a shader inside the node-graph.
+Methods:
+
+ComputeInterfaceInputConsumersMap(...)
+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.
+
+ComputeOutputSource(outputName, sourceName, ...)
+Deprecated
+
+ConnectableAPI()
+Contructs and returns a UsdShadeConnectableAPI object with this node- graph.
+
+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) -> NodeGraph
+
+Get
+classmethod Get(stage, path) -> NodeGraph
+
+GetInput(name)
+Return the requested input if it exists.
+
+GetInputs(onlyAuthored)
+Returns all inputs present on the node-graph.
+
+GetInterfaceInputs()
+Returns all the"Interface Inputs"of the node-graph.
+
+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]
+
+ComputeInterfaceInputConsumersMap(computeTransitiveConsumers) → InterfaceInputConsumersMap
+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.
+The consumers can be inputs on shaders within the node-graph or on
+nested node-graphs).
+If computeTransitiveConsumers is true, then value consumers
+belonging to node-graphs are resolved transitively to compute the
+transitive mapping from inputs on the node-graph to inputs on shaders
+inside the material. Note that inputs on node-graphs that don’t have
+value consumers will continue to be included in the result.
+This API is provided for use by DCC’s that want to present node-graph
+interface / shader connections in the opposite direction than they are
+encoded in USD.
+
+Parameters
+computeTransitiveConsumers (bool) –
+
+ComputeOutputSource(outputName, sourceName, sourceType) → Shader
+Deprecated
+in favor of GetValueProducingAttributes on UsdShadeOutput Resolves the
+connection source of the requested output, identified by
+outputName to a shader output.
+sourceName is an output parameter that is set to the name of the
+resolved output, if the node-graph output is connected to a valid
+shader source.
+sourceType is an output parameter that is set to the type of the
+resolved output, if the node-graph output is connected to a valid
+shader source.
+Returns a valid shader object if the specified output exists and is
+connected to one. Return an empty shader object otherwise. The python
+version of this method returns a tuple containing three elements (the
+source shader, sourceName, sourceType).
+
+Parameters
+
+outputName (str) –
+sourceName (str) –
+sourceType (AttributeType) –
+
+ConnectableAPI() → ConnectableAPI
+Contructs and returns a UsdShadeConnectableAPI object with this node-
+graph.
+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 UsdShadeNodeGraph will auto-convert to a UsdShadeConnectableAPI
+when passed to functions that want to act generically on a connectable
+UsdShadeConnectableAPI object.
+
+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.
+
+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.
+
+Parameters
+
+name (str) –
+typeName (ValueTypeName) –
+
+static Define()
+classmethod Define(stage, path) -> NodeGraph
+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) -> NodeGraph
+Return a UsdShadeNodeGraph 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:
+UsdShadeNodeGraph(stage->GetPrimAtPath(path));
+
+Parameters
+
+stage (Stage) –
+path (Path) –
+
+GetInput(name) → Input
+Return the requested input if it exists.
+
+Parameters
+name (str) –
+
+GetInputs(onlyAuthored) → list[Input]
+Returns all inputs present on the node-graph.
+These 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) –
+
+GetInterfaceInputs() → list[Input]
+Returns all the”Interface Inputs”of the node-graph.
+This is the same as GetInputs() , but is provided as a convenience, to
+allow clients to distinguish between inputs on shaders vs. interface-
+inputs on node-graphs.
+
+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) –
+
+class pxr.UsdShade.Output
+This class encapsulates a shader or node-graph output, which is a
+connectable attribute representing a typed, externally computed value.
+Methods:
+
+CanConnect(source)
+Determines whether this Output can be connected to the given source attribute, which can be an input or an output.
+
+ClearSdrMetadata()
+Clears any"sdrMetadata"value authored on the Output 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 Output in the current UsdEditTarget.
+
+ConnectToSource(source, mod)
+Authors a connection for this Output.
+
+DisconnectSource(sourceAttr)
+Disconnect source for this Output.
+
+GetAttr()
+Explicit UsdAttribute extractor.
+
+GetBaseName()
+Returns the name of the output.
+
+GetConnectedSource(source, sourceName, ...)
+Deprecated
+
+GetConnectedSources(invalidSourcePaths)
+Finds the valid sources of connections for the Output.
+
+GetFullName()
+Get the name of the attribute associated with the output.
+
+GetPrim()
+Get the prim that the output belongs to.
+
+GetRawConnectedSourcePaths(sourcePaths)
+Deprecated
+
+GetRenderType()
+Return this output's specialized renderType, or an empty token if none was authored.
+
+GetSdrMetadata()
+Returns this Output'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 output.
+
+GetValueProducingAttributes(shaderOutputsOnly)
+Find what is connected to this Output recursively.
+
+HasConnectedSource()
+Returns true if and only if this Output is currently connected to a valid (defined) source.
+
+HasRenderType()
+Return true if a renderType has been specified for this output.
+
+HasSdrMetadata()
+Returns true if the Output 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.
+
+IsOutput
+classmethod IsOutput(attr) -> bool
+
+IsSourceConnectionFromBaseMaterial()
+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.
+
+Set(value, time)
+Set a value for the output.
+
+SetConnectedSources(sourceInfos)
+Connects this Output to the given sources, sourceInfos .
+
+SetRenderType(renderType)
+Specify an alternative, renderer-specific type to use when emitting/translating this output, rather than translating based on its GetTypeName()
+
+SetSdrMetadata(sdrMetadata)
+Authors the given sdrMetadata value on this Output at the current EditTarget.
+
+SetSdrMetadataByKey(key, value)
+Sets the value corresponding to key to the given string value , in the Output's"sdrMetadata"dictionary at the current EditTarget.
+
+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.
+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) –
+
+ClearSdrMetadata() → None
+Clears any”sdrMetadata”value authored on the Output 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 Output 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 Output.
+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
+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
+
+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 Output to the source at the given path.
+UsdShadeConnectableAPI::ConnectToSource
+
+Parameters
+sourcePath (Path) –
+
+ConnectToSource(sourceInput) -> bool
+Connects this Output to the given input, sourceInput .
+UsdShadeConnectableAPI::ConnectToSource
+
+Parameters
+sourceInput (Input) –
+
+ConnectToSource(sourceOutput) -> bool
+Connects this Output to the given output, sourceOutput .
+UsdShadeConnectableAPI::ConnectToSource
+
+Parameters
+sourceOutput (Output) –
+
+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
+
+Parameters
+sourceAttr (Attribute) –
+
+GetAttr() → Attribute
+Explicit UsdAttribute extractor.
+
+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.
+
+GetConnectedSource(source, sourceName, sourceType) → bool
+Deprecated
+Please use GetConnectedSources instead
+
+Parameters
+
+source (ConnectableAPI) –
+sourceName (str) –
+sourceType (AttributeType) –
+
+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
+
+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
+
+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
+
+Parameters
+shaderOutputsOnly (bool) –
+
+HasConnectedSource() → bool
+Returns true if and only if this Output is currently connected to a
+valid (defined) source.
+UsdShadeConnectableAPI::HasConnectedSource
+
+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.
+
+
+