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#usda 1.0
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(
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"WARNING: THIS FILE IS GENERATED BY usdGenSchema. DO NOT EDIT."
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)
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class "StatementsAPI" (
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doc = """Container namespace schema for all renderman statements.
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\\note The longer term goal is for clients to go directly to primvar
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or render-attribute API's, instead of using UsdRi StatementsAPI
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for inherited attributes. Anticpating this, StatementsAPI
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can smooth the way via a few environment variables:
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* USDRI_STATEMENTS_READ_OLD_ENCODING: Causes StatementsAPI to read
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old-style attributes instead of primvars in the \"ri:\"
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namespace.
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"""
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)
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{
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}
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class "RiMaterialAPI" (
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doc = """
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\\deprecated Materials should use UsdShadeMaterial instead.
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This schema will be removed in a future release.
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This API provides outputs that connect a material prim to prman
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shaders and RIS objects."""
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)
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{
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token outputs:ri:displacement (
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displayGroup = "Outputs"
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)
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token outputs:ri:surface (
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displayGroup = "Outputs"
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)
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token outputs:ri:volume (
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displayGroup = "Outputs"
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)
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}
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class "RiSplineAPI" (
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doc = '''
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\\deprecated This API schema will be removed in a future release.
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RiSplineAPI is a general purpose API schema used to describe
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a named spline stored as a set of attributes on a prim.
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It is an add-on schema that can be applied many times to a prim with
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different spline names. All the attributes authored by the schema
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are namespaced under "$NAME:spline:", with the name of the
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spline providing a namespace for the attributes.
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The spline describes a 2D piecewise cubic curve with a position and
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value for each knot. This is chosen to give straightforward artistic
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control over the shape. The supported basis types are:
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- linear (UsdRiTokens->linear)
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- bspline (UsdRiTokens->bspline)
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- Catmull-Rom (UsdRiTokens->catmullRom)
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'''
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)
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{
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}
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class "RiRenderPassAPI" (
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apiSchemas = ["CollectionAPI:matte", "CollectionAPI:cameraVisibility"]
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customData = {
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token[] apiSchemaOverridePropertyNames = ["collection:cameraVisibility:includeRoot"]
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}
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doc = """
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RiRenderPassAPI is an API schema that provides a mechanism
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to set certain Ri statements on each prim in a collection,
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for a given RenderPass prim.
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\\anchor usdRi_cameraVisibility
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The objects that are relevant to the render is specified via the
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cameraVisibility collection (UsdCollectionAPI) and can be accessed via
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GetCameraVisibilityCollectionAPI(). Each prim in the collection will have
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ri:visible:camera set to 1. By default everything in the scene should be
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visible to camera, so this collection sets includeRoot to 1.
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\\anchor usdRi_matte
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The objects that are relevant to the render is specified via the
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matte collection (UsdCollectionAPI) and can be accessed via
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GetMatteCollectionAPI(). Each prim in the collection will have
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ri:matte set to 1. By default everything in the scene should render
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normally, so this collection sets includeRoot to 0.
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"""
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)
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{
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uniform bool collection:cameraVisibility:includeRoot = 1
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}
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@@ -0,0 +1,64 @@
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# Portions of this file auto-generated by usdGenSchema.
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# Edits will survive regeneration except for comments and
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# changes to types with autoGenerated=true.
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{
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"Plugins": [
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{
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"Info": {
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"Types": {
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"UsdRiMaterialAPI": {
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"alias": {
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"UsdSchemaBase": "RiMaterialAPI"
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},
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"autoGenerated": true,
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"bases": [
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"UsdAPISchemaBase"
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],
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"schemaKind": "singleApplyAPI"
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},
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"UsdRiRenderPassAPI": {
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"alias": {
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"UsdSchemaBase": "RiRenderPassAPI"
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},
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"apiSchemaAutoApplyTo": [
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"RenderPass"
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],
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"apiSchemaCanOnlyApplyTo": [
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"RenderPass"
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],
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"autoGenerated": true,
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"bases": [
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"UsdAPISchemaBase"
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],
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"schemaKind": "singleApplyAPI"
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},
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"UsdRiSplineAPI": {
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"alias": {
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"UsdSchemaBase": "RiSplineAPI"
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},
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"autoGenerated": true,
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"bases": [
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"UsdAPISchemaBase"
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],
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"schemaKind": "singleApplyAPI"
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},
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"UsdRiStatementsAPI": {
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"alias": {
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"UsdSchemaBase": "StatementsAPI"
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},
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"autoGenerated": true,
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"bases": [
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"UsdAPISchemaBase"
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],
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"schemaKind": "singleApplyAPI"
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}
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}
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},
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"LibraryPath": "",
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"Name": "usdRi",
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"ResourcePath": "resources",
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"Root": "..",
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"Type": "library"
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}
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]
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}
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@@ -0,0 +1,200 @@
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#usda 1.0
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(
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"This file describes the USD RenderMan Interface (UsdRi) schemata for code generation."
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subLayers = [
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@usd/schema.usda@,
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@usdShade/schema.usda@,
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]
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)
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def "GLOBAL" (
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customData = {
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string libraryName = "usdRi"
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string libraryPath = "pxr/usd/usdRi"
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# string libraryPrefix = "UsdRi"
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# string tokensPrefix = "UsdRi"
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# dictionary libraryTokens = {}
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dictionary libraryTokens = {
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dictionary "renderContext" = {
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string value = "ri"
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string doc = "UsdShadeMaterial / Hydra render context token for UsdRi"
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}
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dictionary spline = {
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string doc = "UsdSplineAPI - Namespace for spline attributes"
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}
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dictionary interpolation = {
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string doc = "UsdSplineAPI - Interpolation attribute name"
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}
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dictionary positions = {
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string doc = "UsdSplineAPI - Positions attribute name"
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}
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dictionary values = {
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string doc = "UsdSplineAPI - values attribute name"
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}
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dictionary linear = {
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string doc = "UsdSplineAPI - Linear spline interpolation"
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}
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dictionary bspline = {
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string doc = "UsdSplineAPI - BSpline spline interpolation"
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}
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dictionary "catmullRom" = {
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string value = "catmull-rom"
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string doc = "UsdSplineAPI - Catmull-Rom spline interpolation"
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}
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dictionary constant = {
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string doc = "UsdSplineAPI - Constant-value spline interpolation"
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}
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dictionary cameraVisibility = {
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string doc = """
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UsdRenderPassAPI - This token represents the collection
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name to use with UsdCollectionAPI to set the camera visibility
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attribute on the prims in the collection for the RenderPass.
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"""
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}
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dictionary matte = {
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string doc = """
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UsdRenderPassAPI - This token represents the collection
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name to use with UsdCollectionAPI to set the matte
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attribute on the prims in the collection for the RenderPass.
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"""
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}
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}
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}
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)
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{
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}
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class "StatementsAPI" (
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inherits = </APISchemaBase>
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doc = """Container namespace schema for all renderman statements.
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\\note The longer term goal is for clients to go directly to primvar
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or render-attribute API's, instead of using UsdRi StatementsAPI
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for inherited attributes. Anticpating this, StatementsAPI
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can smooth the way via a few environment variables:
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* USDRI_STATEMENTS_READ_OLD_ENCODING: Causes StatementsAPI to read
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old-style attributes instead of primvars in the "ri:"
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namespace.
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"""
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customData = {
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string extraIncludes = """
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#include "pxr/usd/usdGeom/primvarsAPI.h"
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"""
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}
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) {
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}
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### Material API common to both RSL and RIS ###
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class "RiMaterialAPI" (
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inherits = </APISchemaBase>
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doc = """
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\\deprecated Materials should use UsdShadeMaterial instead.
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This schema will be removed in a future release.
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This API provides outputs that connect a material prim to prman
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shaders and RIS objects."""
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customData = {
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# We want the class name to be UsdRiMaterialAPI
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string className = "MaterialAPI"
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string extraIncludes = """
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#include "pxr/usd/usdShade/input.h"
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#include "pxr/usd/usdShade/output.h"
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#include "pxr/usd/usdShade/material.h"
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"""
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}
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) {
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token outputs:ri:surface (
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displayGroup = "Outputs"
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customData = {
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string apiName = "surface"
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}
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)
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token outputs:ri:displacement (
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displayGroup = "Outputs"
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customData = {
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string apiName = "displacement"
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}
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)
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token outputs:ri:volume (
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displayGroup = "Outputs"
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customData = {
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string apiName = "volume"
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}
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)
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}
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########################################################################
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# Lighting API
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class "RiSplineAPI" (
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inherits = </APISchemaBase>
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doc = """
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\\deprecated This API schema will be removed in a future release.
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RiSplineAPI is a general purpose API schema used to describe
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a named spline stored as a set of attributes on a prim.
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It is an add-on schema that can be applied many times to a prim with
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different spline names. All the attributes authored by the schema
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are namespaced under "$NAME:spline:", with the name of the
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spline providing a namespace for the attributes.
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The spline describes a 2D piecewise cubic curve with a position and
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value for each knot. This is chosen to give straightforward artistic
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control over the shape. The supported basis types are:
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- linear (UsdRiTokens->linear)
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- bspline (UsdRiTokens->bspline)
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- Catmull-Rom (UsdRiTokens->catmullRom)
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"""
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customData = {
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string className = "SplineAPI"
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}
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) {
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}
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########################################################################
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# Render API
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class "RiRenderPassAPI" (
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inherits = </APISchemaBase>
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doc = """
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RiRenderPassAPI is an API schema that provides a mechanism
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to set certain Ri statements on each prim in a collection,
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for a given RenderPass prim.
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\\anchor usdRi_cameraVisibility
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The objects that are relevant to the render is specified via the
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cameraVisibility collection (UsdCollectionAPI) and can be accessed via
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GetCameraVisibilityCollectionAPI(). Each prim in the collection will have
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ri:visible:camera set to 1. By default everything in the scene should be
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visible to camera, so this collection sets includeRoot to 1.
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\\anchor usdRi_matte
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The objects that are relevant to the render is specified via the
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matte collection (UsdCollectionAPI) and can be accessed via
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GetMatteCollectionAPI(). Each prim in the collection will have
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ri:matte set to 1. By default everything in the scene should render
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normally, so this collection sets includeRoot to 0.
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"""
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customData = {
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string className = "RenderPassAPI"
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token[] apiSchemaAutoApplyTo = ["RenderPass"]
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token[] apiSchemaCanOnlyApplyTo = ["RenderPass"]
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string extraIncludes = """
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#include "pxr/usd/usd/collectionAPI.h" """
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}
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prepend apiSchemas = [
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"CollectionAPI:matte", "CollectionAPI:cameraVisibility"]
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) {
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uniform bool collection:cameraVisibility:includeRoot = 1 (
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customData = {
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bool apiSchemaOverride = true
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}
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)
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}
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Reference in new issue
Block a user