#usda 1.0 ( "WARNING: THIS FILE IS GENERATED BY usdGenSchema. DO NOT EDIT." ) class "StatementsAPI" ( doc = """Container namespace schema for all renderman statements. \\note The longer term goal is for clients to go directly to primvar or render-attribute API's, instead of using UsdRi StatementsAPI for inherited attributes. Anticpating this, StatementsAPI can smooth the way via a few environment variables: * USDRI_STATEMENTS_READ_OLD_ENCODING: Causes StatementsAPI to read old-style attributes instead of primvars in the \"ri:\" namespace. """ ) { } class "RiMaterialAPI" ( doc = """ \\deprecated Materials should use UsdShadeMaterial instead. This schema will be removed in a future release. This API provides outputs that connect a material prim to prman shaders and RIS objects.""" ) { token outputs:ri:displacement ( displayGroup = "Outputs" ) token outputs:ri:surface ( displayGroup = "Outputs" ) token outputs:ri:volume ( displayGroup = "Outputs" ) } class "RiSplineAPI" ( doc = ''' \\deprecated This API schema will be removed in a future release. RiSplineAPI is a general purpose API schema used to describe a named spline stored as a set of attributes on a prim. It is an add-on schema that can be applied many times to a prim with different spline names. All the attributes authored by the schema are namespaced under "$NAME:spline:", with the name of the spline providing a namespace for the attributes. The spline describes a 2D piecewise cubic curve with a position and value for each knot. This is chosen to give straightforward artistic control over the shape. The supported basis types are: - linear (UsdRiTokens->linear) - bspline (UsdRiTokens->bspline) - Catmull-Rom (UsdRiTokens->catmullRom) ''' ) { } class "RiRenderPassAPI" ( apiSchemas = ["CollectionAPI:matte", "CollectionAPI:cameraVisibility"] customData = { token[] apiSchemaOverridePropertyNames = ["collection:cameraVisibility:includeRoot"] } doc = """ RiRenderPassAPI is an API schema that provides a mechanism to set certain Ri statements on each prim in a collection, for a given RenderPass prim. \\anchor usdRi_cameraVisibility The objects that are relevant to the render is specified via the cameraVisibility collection (UsdCollectionAPI) and can be accessed via GetCameraVisibilityCollectionAPI(). Each prim in the collection will have ri:visible:camera set to 1. By default everything in the scene should be visible to camera, so this collection sets includeRoot to 1. \\anchor usdRi_matte The objects that are relevant to the render is specified via the matte collection (UsdCollectionAPI) and can be accessed via GetMatteCollectionAPI(). Each prim in the collection will have ri:matte set to 1. By default everything in the scene should render normally, so this collection sets includeRoot to 0. """ ) { uniform bool collection:cameraVisibility:includeRoot = 1 }