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UsdShadeMaterial Class Reference

#include <material.h>

+ Inheritance diagram for UsdShadeMaterial:

Public Types

Helpful Types
typedef std::function< bool(const
SdfPath &)> 
PathPredicate
 A function type that takes a path and returns a bool. More...
 
- Public Types inherited from UsdShadeNodeGraph
typedef std::unordered_map
< UsdShadeInput, std::vector
< UsdShadeInput >
, UsdShadeInput::Hash
InterfaceInputConsumersMap
 
typedef std::unordered_map
< UsdShadeNodeGraph,
InterfaceInputConsumersMap,
NodeGraphHasher,
NodeGraphEqualFn
NodeGraphInputConsumersMap
 Map of node-graphs to their associated input-consumers map. More...
 

Public Member Functions

 UsdShadeMaterial (const UsdPrim &prim=UsdPrim())
 
 UsdShadeMaterial (const UsdSchemaBase &schemaObj)
 
virtual USDSHADE_API ~UsdShadeMaterial ()
 Destructor. More...
 
USDSHADE_API UsdAttribute GetSurfaceAttr () const
 
USDSHADE_API UsdAttribute CreateSurfaceAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
 
USDSHADE_API UsdAttribute GetDisplacementAttr () const
 
USDSHADE_API UsdAttribute CreateDisplacementAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
 
USDSHADE_API UsdAttribute GetVolumeAttr () const
 
USDSHADE_API UsdAttribute CreateVolumeAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
 
Standard Material Terminal Outputs

A UsdShadeMaterial can have any number of "terminal" outputs. These outputs are generally used to point to outputs of shader prims or NodeGraphs that describe certain properties of the material that a renderer might wish to consume. There are three standard output terminals that are supported by the core API: surface, displacement and volume.

Each terminal output can further be qualified by a token-valued renderContext. When a non-empty renderContext value is specified to the API, the output is considered to have a specific or restricted renderContext. If the renderContext value is empty (i.e. equal to UsdShadeTokens->universalRenderContext), then the output is considered to be a "universal", meaning it could apply to any render contexts. Render context token values is typically driven by the rendering backend consuming the terminal output (eg, RI or glslfx).

USDSHADE_API UsdShadeOutput CreateSurfaceOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API UsdShadeOutput GetSurfaceOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API std::vector
< UsdShadeOutput
GetSurfaceOutputs () const
 
USDSHADE_API UsdShadeShader ComputeSurfaceSource (const TfToken &renderContext, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
USDSHADE_API UsdShadeShader ComputeSurfaceSource (const TfTokenVector &contextVector={UsdShadeTokens->universalRenderContext}, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
USDSHADE_API UsdShadeOutput CreateDisplacementOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API UsdShadeOutput GetDisplacementOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API std::vector
< UsdShadeOutput
GetDisplacementOutputs () const
 
USDSHADE_API UsdShadeShader ComputeDisplacementSource (const TfToken &renderContext, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
USDSHADE_API UsdShadeShader ComputeDisplacementSource (const TfTokenVector &contextVector={UsdShadeTokens->universalRenderContext}, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
USDSHADE_API UsdShadeOutput CreateVolumeOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API UsdShadeOutput GetVolumeOutput (const TfToken &renderContext=UsdShadeTokens->universalRenderContext) const
 
USDSHADE_API std::vector
< UsdShadeOutput
GetVolumeOutputs () const
 
USDSHADE_API UsdShadeShader ComputeVolumeSource (const TfToken &renderContext, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
USDSHADE_API UsdShadeShader ComputeVolumeSource (const TfTokenVector &contextVector={UsdShadeTokens->universalRenderContext}, TfToken *sourceName=nullptr, UsdShadeAttributeType *sourceType=nullptr) const
 
- Public Member Functions inherited from UsdShadeNodeGraph
 UsdShadeNodeGraph (const UsdPrim &prim=UsdPrim())
 
 UsdShadeNodeGraph (const UsdSchemaBase &schemaObj)
 
virtual USDSHADE_API ~UsdShadeNodeGraph ()
 Destructor. More...
 
USDSHADE_API UsdShadeNodeGraph (const UsdShadeConnectableAPI &connectable)
 
USDSHADE_API UsdShadeConnectableAPI ConnectableAPI () const
 
USDSHADE_API UsdShadeOutput CreateOutput (const TfToken &name, const SdfValueTypeName &typeName) const
 
USDSHADE_API UsdShadeOutput GetOutput (const TfToken &name) const
 
USDSHADE_API std::vector
< UsdShadeOutput
GetOutputs (bool onlyAuthored=true) const
 
USDSHADE_API UsdShadeShader ComputeOutputSource (const TfToken &outputName, TfToken *sourceName, UsdShadeAttributeType *sourceType) const
 
USDSHADE_API UsdShadeInput CreateInput (const TfToken &name, const SdfValueTypeName &typeName) const
 
USDSHADE_API UsdShadeInput GetInput (const TfToken &name) const
 
USDSHADE_API std::vector
< UsdShadeInput
GetInputs (bool onlyAuthored=true) const
 
USDSHADE_API std::vector
< UsdShadeInput
GetInterfaceInputs () const
 
USDSHADE_API
InterfaceInputConsumersMap 
ComputeInterfaceInputConsumersMap (bool computeTransitiveConsumers=false) const
 
- Public Member Functions inherited from UsdTyped
 UsdTyped (const UsdPrim &prim=UsdPrim())
 
 UsdTyped (const UsdSchemaBase &schemaObj)
 
virtual USD_API ~UsdTyped ()
 Destructor. More...
 
- Public Member Functions inherited from UsdSchemaBase
bool IsConcrete () const
 
bool IsTyped () const
 
bool IsAPISchema () const
 Returns whether this is an API schema or not. More...
 
bool IsAppliedAPISchema () const
 
bool IsMultipleApplyAPISchema () const
 
UsdSchemaKind GetSchemaKind () const
 Returns the kind of schema this class is. More...
 
USD_API UsdSchemaBase (const UsdPrim &prim=UsdPrim())
 Construct and store prim as the held prim. More...
 
USD_API UsdSchemaBase (const UsdSchemaBase &otherSchema)
 Construct and store for the same prim held by otherSchema. More...
 
virtual USD_API ~UsdSchemaBase ()
 Destructor. More...
 
USD_API operator bool () const
 
UsdPrim GetPrim () const
 Return this schema object's held prim. More...
 
SdfPath GetPath () const
 Shorthand for GetPrim()->GetPath(). More...
 
USD_API const UsdPrimDefinitionGetSchemaClassPrimDefinition () const
 

Static Public Member Functions

static USDSHADE_API const
TfTokenVector
GetSchemaAttributeNames (bool includeInherited=true)
 
static USDSHADE_API
UsdShadeMaterial 
Get (const UsdStagePtr &stage, const SdfPath &path)
 
static USDSHADE_API
UsdShadeMaterial 
Define (const UsdStagePtr &stage, const SdfPath &path)
 
- Static Public Member Functions inherited from UsdShadeNodeGraph
static USDSHADE_API const
TfTokenVector
GetSchemaAttributeNames (bool includeInherited=true)
 
static USDSHADE_API
UsdShadeNodeGraph 
Get (const UsdStagePtr &stage, const SdfPath &path)
 
static USDSHADE_API
UsdShadeNodeGraph 
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 TfTokenVectorGetSchemaAttributeNames (bool includeInherited=true)
 

Static Public Attributes

static const UsdSchemaKind schemaKind = UsdSchemaKind::ConcreteTyped
 
- Static Public Attributes inherited from UsdShadeNodeGraph
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

USDSHADE_API UsdSchemaKind _GetSchemaKind () const override
 
- Protected Member Functions inherited from UsdShadeNodeGraph
USDSHADE_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
 

Authoring Material Variations

Each UsdShadeMaterial prim can host data for any number of render targets (such as Renderman RIS, Arnold, or glslfx).

A single UsdShadeMaterial group can, however, encode variations on appearance, varying any data authored on the material and its contents. For example, we might have a logo'd baseball cap that comes in denim, nylon, and corduroy variations.

We provide methods to aid in authoring such variations on individual Material prims, and also a facility for creating a "master" look variant on another prim (e.g. a model's root prim, or another common ancestor of all Material prims in a model) that will be able to modify Materials, bindings, connections and values at once.

Note on variant vs "direct" opinions. For any given prim's spec in a layer, opinions expressed inside a variant of a variantSet will be /weaker/ than any opinions expressed "directly" at the location, outside of any layer.

Therefore, if you intend to author a default variant that is weaker than more explicit variants, you will need to have those opinions be weaker by setting them across a reference arc such as the following:

def "MyMaterial" (
add references = </MyMaterial_defaultShadingVariant>
variants = {
string materialVariant = "SomeVariant"
}
add variantSets = "materialVariant"
)
{
float strongerThanVariantOpinion
variantSet "materialVariant" = {
"SomeVariant" {
float variantOpinion
}
}
}
over "MyMaterial_defaultShadingVariant"
{
float weakerThanVariantOpinion
}
USDSHADE_API std::pair
< UsdStagePtr, UsdEditTarget
GetEditContextForVariant (const TfToken &MaterialVariantName, const SdfLayerHandle &layer=SdfLayerHandle()) const
 
USDSHADE_API UsdVariantSet GetMaterialVariant () const
 
static USDSHADE_API bool CreateMasterMaterialVariant (const UsdPrim &masterPrim, const std::vector< UsdPrim > &MaterialPrims, const TfToken &masterVariantSetName=TfToken())
 

BaseMaterial

A specialize arc describes child/parent inheritance. A Material that derives from a BaseMaterial will retain a live composition relationship to its BaseMaterial

USDSHADE_API UsdShadeMaterial GetBaseMaterial () const
 
USDSHADE_API SdfPath GetBaseMaterialPath () const
 
USDSHADE_API void SetBaseMaterial (const UsdShadeMaterial &baseMaterial) const
 
USDSHADE_API void SetBaseMaterialPath (const SdfPath &baseMaterialPath) const
 
USDSHADE_API void ClearBaseMaterial () const
 Clear the base Material of this Material. More...
 
USDSHADE_API bool HasBaseMaterial () const
 
static USDSHADE_API SdfPath FindBaseMaterialPathInPrimIndex (const PcpPrimIndex &primIndex, const PathPredicate &pathIsMaterialPredicate)
 

Detailed Description

A Material provides a container into which multiple "render contexts" can add data that defines a "shading material" for a renderer. Typically this consists of one or more UsdShadeOutput properties connected to outputs of nested Shader prims - though a context/client is free to add any data that is suitable. We strongly advise that all contexts adopt the convention that all properties be prefixed with a namespace that identifies the context e.g. "token outputs:ri:surface.connect = </MyselfMaterial/previewSurface.outputs:surface".

Binding Materials

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.

Material Variation

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.

Materials Encapsulate their Networks in Namespace

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 library 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.

Definition at line 112 of file material.h.

Member Typedef Documentation

typedef std::function<bool (const SdfPath &)> UsdShadeMaterial::PathPredicate

A function type that takes a path and returns a bool.

Definition at line 293 of file material.h.

Constructor & Destructor Documentation

UsdShadeMaterial::UsdShadeMaterial ( const UsdPrim prim = UsdPrim())
inlineexplicit

Construct a UsdShadeMaterial on UsdPrim prim . Equivalent to UsdShadeMaterial::Get(prim.GetStage(), prim.GetPath()) for a valid prim, but will not immediately throw an error for an invalid prim

Definition at line 124 of file material.h.

UsdShadeMaterial::UsdShadeMaterial ( const UsdSchemaBase schemaObj)
inlineexplicit

Construct a UsdShadeMaterial on the prim held by schemaObj . Should be preferred over UsdShadeMaterial(schemaObj.GetPrim()), as it preserves SchemaBase state.

Definition at line 132 of file material.h.

virtual USDSHADE_API UsdShadeMaterial::~UsdShadeMaterial ( )
virtual

Destructor.

Member Function Documentation

USDSHADE_API UsdSchemaKind UsdShadeMaterial::_GetSchemaKind ( ) const
overrideprotectedvirtual

Returns the kind of schema this class belongs to.

See Also
UsdSchemaKind

Reimplemented from UsdTyped.

USDSHADE_API void UsdShadeMaterial::ClearBaseMaterial ( ) const

Clear the base Material of this Material.

USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeDisplacementSource ( const TfToken renderContext,
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const
Deprecated:
Use the form that takes a TfTokenVector or renderContexts
USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeDisplacementSource ( const TfTokenVector contextVector = {UsdShadeTokens->universalRenderContext},
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const

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).

USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeSurfaceSource ( const TfToken renderContext,
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const
Deprecated:
Use the form that takes a TfTokenVector or renderContexts.
USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeSurfaceSource ( const TfTokenVector contextVector = {UsdShadeTokens->universalRenderContext},
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const

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).

USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeVolumeSource ( const TfToken renderContext,
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const
Deprecated:
Use the form that takes a TfTokenVector or renderContexts
USDSHADE_API UsdShadeShader UsdShadeMaterial::ComputeVolumeSource ( const TfTokenVector contextVector = {UsdShadeTokens->universalRenderContext},
TfToken sourceName = nullptr,
UsdShadeAttributeType sourceType = nullptr 
) const

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).

USDSHADE_API UsdAttribute UsdShadeMaterial::CreateDisplacementAttr ( VtValue const &  defaultValue = VtValue(),
bool  writeSparsely = false 
) const

See GetDisplacementAttr(), 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.

USDSHADE_API UsdShadeOutput UsdShadeMaterial::CreateDisplacementOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

static USDSHADE_API bool UsdShadeMaterial::CreateMasterMaterialVariant ( const UsdPrim masterPrim,
const std::vector< UsdPrim > &  MaterialPrims,
const TfToken masterVariantSetName = TfToken() 
)
static

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.

USDSHADE_API UsdAttribute UsdShadeMaterial::CreateSurfaceAttr ( VtValue const &  defaultValue = VtValue(),
bool  writeSparsely = false 
) const

See GetSurfaceAttr(), 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.

USDSHADE_API UsdShadeOutput UsdShadeMaterial::CreateSurfaceOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

USDSHADE_API UsdAttribute UsdShadeMaterial::CreateVolumeAttr ( VtValue const &  defaultValue = VtValue(),
bool  writeSparsely = false 
) const

See GetVolumeAttr(), 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.

USDSHADE_API UsdShadeOutput UsdShadeMaterial::CreateVolumeOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

static USDSHADE_API UsdShadeMaterial UsdShadeMaterial::Define ( const UsdStagePtr &  stage,
const SdfPath path 
)
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.

static USDSHADE_API SdfPath UsdShadeMaterial::FindBaseMaterialPathInPrimIndex ( const PcpPrimIndex primIndex,
const PathPredicate pathIsMaterialPredicate 
)
static

Given a PcpPrimIndex, searches it for an arc to a parent material.

This is a public static function to support applications that use Pcp but not Usd. Most clients should call GetBaseMaterialPath, which uses this function when appropriate.

static USDSHADE_API UsdShadeMaterial UsdShadeMaterial::Get ( const UsdStagePtr &  stage,
const SdfPath path 
)
static

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));
USDSHADE_API UsdShadeMaterial UsdShadeMaterial::GetBaseMaterial ( ) const

Get the path to the base Material of this Material. If there is no base Material, an empty Material is returned

USDSHADE_API SdfPath UsdShadeMaterial::GetBaseMaterialPath ( ) const

Get the base Material of this Material. If there is no base Material, an empty path is returned

USDSHADE_API UsdAttribute UsdShadeMaterial::GetDisplacementAttr ( ) const

Represents the universal "displacement" output terminal of a material.

Declaration token outputs:displacement
C++ Type TfToken
Usd Type SdfValueTypeNames->Token
USDSHADE_API UsdShadeOutput UsdShadeMaterial::GetDisplacementOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

See Also
UsdShadeMaterial::ComputeDisplacementSource()
USDSHADE_API std::vector<UsdShadeOutput> UsdShadeMaterial::GetDisplacementOutputs ( ) const

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.

USDSHADE_API std::pair<UsdStagePtr, UsdEditTarget> UsdShadeMaterial::GetEditContextForVariant ( const TfToken MaterialVariantName,
const SdfLayerHandle &  layer = SdfLayerHandle() 
) const

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:

1 with clothMaterial.GetEditContextForVariant(currVariant):
2  # 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.

See Also
UsdVariantSet::GetVariantEditContext()
USDSHADE_API UsdVariantSet UsdShadeMaterial::GetMaterialVariant ( ) const

Return a UsdVariantSet object for interacting with the Material variant variantSet

static USDSHADE_API const TfTokenVector& UsdShadeMaterial::GetSchemaAttributeNames ( bool  includeInherited = true)
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.

USDSHADE_API UsdAttribute UsdShadeMaterial::GetSurfaceAttr ( ) const

Represents the universal "surface" output terminal of a material.

Declaration token outputs:surface
C++ Type TfToken
Usd Type SdfValueTypeNames->Token
USDSHADE_API UsdShadeOutput UsdShadeMaterial::GetSurfaceOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

See Also
UsdShadeMaterial::ComputeSurfaceSource()
USDSHADE_API std::vector<UsdShadeOutput> UsdShadeMaterial::GetSurfaceOutputs ( ) const

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.

USDSHADE_API UsdAttribute UsdShadeMaterial::GetVolumeAttr ( ) const

Represents the universal "volume" output terminal of a material.

Declaration token outputs:volume
C++ Type TfToken
Usd Type SdfValueTypeNames->Token
USDSHADE_API UsdShadeOutput UsdShadeMaterial::GetVolumeOutput ( const TfToken renderContext = UsdShadeTokens->universalRenderContext) const

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.

See Also
UsdShadeMaterial::ComputeVolumeSource()
USDSHADE_API std::vector<UsdShadeOutput> UsdShadeMaterial::GetVolumeOutputs ( ) const

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.

USDSHADE_API bool UsdShadeMaterial::HasBaseMaterial ( ) const

Get the path to the base Material of this Material. If there is no base Material, an empty Material is returned

USDSHADE_API void UsdShadeMaterial::SetBaseMaterial ( const UsdShadeMaterial baseMaterial) const

Set the base Material of this Material. An empty Material is equivalent to clearing the base Material.

USDSHADE_API void UsdShadeMaterial::SetBaseMaterialPath ( const SdfPath baseMaterialPath) const

Set the path to the base Material of this Material. An empty path is equivalent to clearing the base Material.

Friends And Related Function Documentation

friend class UsdSchemaRegistry
friend

Definition at line 196 of file material.h.

Member Data Documentation

const UsdSchemaKind UsdShadeMaterial::schemaKind = UsdSchemaKind::ConcreteTyped
static

Compile time constant representing what kind of schema this class is.

See Also
UsdSchemaKind

Definition at line 118 of file material.h.


The documentation for this class was generated from the following file: