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Overview ¶
These properties can be applied to VOP nodes.
Properties ¶
Shader Properties ¶
Specifies the mask for the renderers the shader node belongs to. Used for finding a USD shader translator for the shader node.
Specifies the name of the render context (renderer) the shader node applies to. Used for USD material primitive output name namespace identifying the terminal shader primitive.
Specifies the shader name. Used for an asset or an ID attribute of the USD shader primitive.
Specifies the interpretation and meaning of the shader name string returned by a VOP node. Values are id
, asset
, or code
.
Asset
Renderer can find the shader in an asset.
ID
Renderer can find the shader based on the given ID.
Code
Renderer can find the shader code inlined in the USD primitive.
Identifies the type of shader source. Eg 'glsl', 'osl', 'vex' (effectively, the name of the shader’s language).
Specifies the USD path of a shader, material, or graph primitive to author. Useful for creating graph primitives outside of the implied material to drive its inputs.
Specifies the USD pritive type (i.e. schema name) for the USD primitive to author. The names should match schema names, eg Material, NodeGraph, or Shader. Useful for forcing the translation of a node into a particular USD primitive type, e.g., NodeGraph instead of a Material).
Default
Translate the node to prim that suits a given node by default.
Material
Translate the node to a USD Material primitive.
Node Graph
Translate the node to a USD NodeGraph primitive.
Shader
Translate the node to a USD Shader primitive.
Specifies the USD primitive type (i.e. schema name) for the USD material primitive to author. The names should match schema names, eg Material or NodeGraph. Useful for forcing the translation of a node into a particular USD primitive type, e.g., NodeGraph instead of a Material).
Default
Translate node to prim that suits a given node by default.
Material
Translate node to a USD Material primitive.
Node Graph
Translate node to a USD NodeGraph primitive.
Shader
Translate node to a USD Shader primitive.
#hprop shader_forceterminaloutput
Make sure the material primitive has a terminal shader output."
Skip Shader Parameters with Default Values
#hprop shader_skipdefvalparms
Determines whether to output (or author) only parameters that have non-default values.
Treat All Node Parameters as Shader Parameters by Default
#hprop shader_useallparms
Designates all node parameters as shader parms (or not), unless they have an explicit shader_isparm
tag that indicates otherwise.
When true, the shader node is translated into USD Material sibling primitive, rather than as a child (or descendant).
When VOP subnet HDAs reference an existing USD material (thru shader_baseprimpath
), their children don’t need to be translated, because the base primitive already has children. However, when this property is set to true, shader translators will translate them anyway.
Specifies whether the translated USD material should reference an existing primitive, and if so, then how.
None
Translate to prim without referencing any other USD prim.
Reference
Translate to prim that references an existing USD prim.
Inherit
Translate to prim that inherits from an existing USD prim.
Specialize
Translate to prim that specializes an existing USD prim.
Represent
Don’t translate to new prim; instead, use existing USD primitive.
Specifies the file path to the asset that contains a material to reference, when translating the node into a new USD material primitive.
Specifies the USD path of a material to be referenced, inherited from, or specialized, when translating the node into a new USD material primitive.
Specifies whether the USD shader, node graph, or material primitive should be flagged as instanceable, which allows sharing data among any referencing primitives.
Creates spare parameters that correspond to input attributes of the material specified in the 'Base Primitive Path'.
Specifies the render context name of the material primitive output, on whose source (ie, surface shader) the translator should author rendering properties attributes that are based on parameter of this node.
For example, Karma accepts material render properties to be authored on the surface shader. Thus, a properties shader VOP node can specify 'kma' as the properties context name, and the translator will author input attribute values based on the VOP node parameters (render properties).
Shader Code ¶
Marks the VOP as one of the terminal nodes in the shader of the specified context. This node and its input chains will contribute to the generated shader code.
Lists the inputs whose shader layer exports tag should be copied to the output tag.
Promoted Parameter Options ¶
The prefix is prepended to the names of any parameters promoted to the owner network’s parameter interface. The prefix is live so changes to it are auto-propagated to the promoted parameters.
The postfix is appended to the names of any parameters promoted to the owner network’s parameter interface. The postfix is live so changes to it are auto-propagated to the promoted parameters.
The folder that contains the promoted parameters on the owner network’s parameter interface. Set this parameter to blank to move the promoted parameters to the top-level of the parameter interface. The in-folder parameter is not live so changes to it are not auto-propagated. Click on the 'Move Promoted Parameters' button for in-folder changes to take effect on the owner network’s parameter interface.