HDK
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#include <pass.h>
Static Public Member Functions | |
static USDRENDER_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
static USDRENDER_API UsdRenderPass | Get (const UsdStagePtr &stage, const SdfPath &path) |
static USDRENDER_API UsdRenderPass | Define (const UsdStagePtr &stage, const SdfPath &path) |
Static Public Member Functions inherited from UsdTyped | |
static USD_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
static USD_API UsdTyped | Get (const UsdStagePtr &stage, const SdfPath &path) |
Static Public Member Functions inherited from UsdSchemaBase | |
static const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Static Public Attributes | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::ConcreteTyped |
Static Public Attributes inherited from UsdTyped | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Static Public Attributes inherited from UsdSchemaBase | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Protected Member Functions | |
USDRENDER_API UsdSchemaKind | _GetSchemaKind () const override |
Protected Member Functions inherited from UsdTyped | |
USD_API bool | _IsCompatible () const override |
Protected Member Functions inherited from UsdSchemaBase | |
virtual UsdSchemaKind | _GetSchemaType () const |
const TfType & | _GetType () const |
USD_API UsdAttribute | _CreateAttr (TfToken const &attrName, SdfValueTypeName const &typeName, bool custom, SdfVariability variability, VtValue const &defaultValue, bool writeSparsely) const |
Friends | |
class | UsdSchemaRegistry |
A RenderPass prim encapsulates the necessary information to generate multipass renders. It houses properties for generating dependencies and the necessary commands to run to generate renders, as well as visibility controls for the scene. While RenderSettings describes the information needed to generate images from a single invocation of a renderer, RenderPass describes the additional information needed to generate a time varying set of images.
There are two consumers of RenderPass prims - a runtime executable that generates images from usdRender prims, and pipeline specific code that translates between usdRender prims and the pipeline's resource scheduling software. We'll refer to the latter as 'job submission code'.
The objects that are relevant to the render is specified via the renderVisibility collection (UsdCollectionAPI) and can be accessed via GetRenderVisibilityCollectionAPI(). This collection has includeRoot set to true so that all objects participate in the render by default. To render only a specific set of objects, there are two options. One is to modify the collection paths to explicitly exclude objects that don't participate in the render, assuming it is known; the other option is to set includeRoot to false and explicitly include the desired objects. These are complementary approaches that may each be preferable depending on the scenario.
The name of the prim is used as the pass's name.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdRenderTokens. So to set an attribute to the value "rightHanded", use UsdRenderTokens->rightHanded as the value.
Construct a UsdRenderPass on UsdPrim prim
. Equivalent to UsdRenderPass::Get(prim.GetStage(), prim.GetPath()) for a valid prim
, but will not immediately throw an error for an invalid prim
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inlineexplicit |
Construct a UsdRenderPass on the prim held by schemaObj
. Should be preferred over UsdRenderPass(schemaObj.GetPrim()), as it preserves SchemaBase state.
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virtual |
Destructor.
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overrideprotectedvirtual |
Returns the kind of schema this class belongs to.
Reimplemented from UsdTyped.
USDRENDER_API UsdAttribute UsdRenderPass::CreateCommandAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
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) | const |
See GetCommandAttr(), and also Usd_Create_Or_Get_Property 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
.
USDRENDER_API UsdAttribute UsdRenderPass::CreateDenoiseEnableAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetDenoiseEnableAttr(), and also Usd_Create_Or_Get_Property 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
.
USDRENDER_API UsdRelationship UsdRenderPass::CreateDenoisePassRel | ( | ) | const |
See GetDenoisePassRel(), and also Usd_Create_Or_Get_Property for when to use Get vs Create
USDRENDER_API UsdAttribute UsdRenderPass::CreateFileNameAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
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) | const |
See GetFileNameAttr(), and also Usd_Create_Or_Get_Property 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
.
USDRENDER_API UsdRelationship UsdRenderPass::CreateInputPassesRel | ( | ) | const |
See GetInputPassesRel(), and also Usd_Create_Or_Get_Property for when to use Get vs Create
USDRENDER_API UsdAttribute UsdRenderPass::CreatePassTypeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
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) | const |
See GetPassTypeAttr(), and also Usd_Create_Or_Get_Property 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
.
USDRENDER_API UsdRelationship UsdRenderPass::CreateRenderSourceRel | ( | ) | const |
See GetRenderSourceRel(), and also Usd_Create_Or_Get_Property for when to use Get vs Create
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static |
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.
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static |
Return a UsdRenderPass 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:
USDRENDER_API UsdAttribute UsdRenderPass::GetCommandAttr | ( | ) | const |
The command to run in order to generate renders for this pass. The job submission code can use this to properly send tasks to the job scheduling software that will generate products.
The command can contain variables that will be substituted appropriately during submission, as seen in the example below with {fileName}.
For example: command[0] = "prman" command[1] = "-progress" command[2] = "-pixelvariance" command[3] = "-0.15" command[4] = "{fileName}" # the fileName property will be substituted
Declaration | uniform string[] command |
C++ Type | VtArray<std::string> |
Usd Type | SdfValueTypeNames->StringArray |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdAttribute UsdRenderPass::GetDenoiseEnableAttr | ( | ) | const |
When True, this Pass pass should be denoised.
Declaration | uniform bool denoise:enable = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdRelationship UsdRenderPass::GetDenoisePassRel | ( | ) | const |
The The UsdRenderDenoisePass prim from which to source denoise settings.
USDRENDER_API UsdAttribute UsdRenderPass::GetFileNameAttr | ( | ) | const |
The asset that contains the rendering prims or other information needed to render this pass.
Declaration | uniform asset fileName |
C++ Type | SdfAssetPath |
Usd Type | SdfValueTypeNames->Asset |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdRelationship UsdRenderPass::GetInputPassesRel | ( | ) | const |
The set of other Passes that this Pass depends on in order to be constructed properly. For example, a Pass A may generate a texture, which is then used as an input to Pass B.
By default, usdRender makes some assumptions about the relationship between this prim and the prims listed in inputPasses. Namely, when per-frame tasks are generated from these pass prims, usdRender will assume a one-to-one relationship between tasks that share their frame number. Consider a pass named 'composite' whose inputPasses targets a Pass prim named 'beauty`. By default, each frame for 'composite' will depend on the same frame from 'beauty': beauty.1 -> composite.1 beauty.2 -> composite.2 etc
The consumer of this RenderPass graph of inputs will need to resolve the transitive dependencies.
USDRENDER_API UsdAttribute UsdRenderPass::GetPassTypeAttr | ( | ) | const |
A string used to categorize differently structured or executed types of passes within a customized pipeline.
For example, when multiple DCC's (e.g. Houdini, Katana, Nuke) each compute and contribute different Products to a final result, it may be clearest and most flexible to create a separate RenderPass for each.
Declaration | uniform token passType |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdRelationship UsdRenderPass::GetRenderSourceRel | ( | ) | const |
The source prim to render from. If fileName is not present, the source is assumed to be a RenderSettings prim present in the current Usd stage. If fileName is present, the source should be found in the file there. This relationship might target a string attribute on this or another prim that identifies the appropriate object in the external container.
For example, for a Usd-backed pass, this would point to a RenderSettings prim. Houdini passes would point to a Rop. Nuke passes would point to a write node.
USDRENDER_API UsdCollectionAPI UsdRenderPass::GetRenderVisibilityCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the render visibility of this prim.
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static |
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.
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friend |
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static |
Compile time constant representing what kind of schema this class is.