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#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
}