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A RenderPass prim encapsulates necessary information to generate multi-pass renders. More...
#include <pass.h>
Public Member Functions | |
UsdRenderPass (const UsdPrim &prim=UsdPrim()) | |
Construct a UsdRenderPass on UsdPrim prim . | |
UsdRenderPass (const UsdSchemaBase &schemaObj) | |
Construct a UsdRenderPass on the prim held by schemaObj . | |
virtual USDRENDER_API | ~UsdRenderPass () |
Destructor. | |
USDRENDER_API UsdAttribute | GetPassTypeAttr () const |
A string used to categorize differently structured or executed types of passes within a customized pipeline. | |
USDRENDER_API UsdAttribute | CreatePassTypeAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetPassTypeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdAttribute | GetCommandAttr () const |
The command to run in order to generate renders for this pass. | |
USDRENDER_API UsdAttribute | CreateCommandAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetCommandAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdAttribute | GetFileNameAttr () const |
The asset that contains the rendering prims or other information needed to render this pass. | |
USDRENDER_API UsdAttribute | CreateFileNameAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetFileNameAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdAttribute | GetDenoiseEnableAttr () const |
When True, this Pass pass should be denoised. | |
USDRENDER_API UsdAttribute | CreateDenoiseEnableAttr (VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const |
See GetDenoiseEnableAttr(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdRelationship | GetRenderSourceRel () const |
The source prim to render from. | |
USDRENDER_API UsdRelationship | CreateRenderSourceRel () const |
See GetRenderSourceRel(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdRelationship | GetInputPassesRel () const |
The set of other Passes that this Pass depends on in order to be constructed properly. | |
USDRENDER_API UsdRelationship | CreateInputPassesRel () const |
See GetInputPassesRel(), and also Create vs Get Property Methods for when to use Get vs Create. | |
USDRENDER_API UsdCollectionAPI | GetRenderVisibilityCollectionAPI () const |
Return the UsdCollectionAPI interface used for examining and modifying the render visibility of this prim. | |
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UsdTyped (const UsdPrim &prim=UsdPrim()) | |
Construct a UsdTyped on UsdPrim prim . | |
UsdTyped (const UsdSchemaBase &schemaObj) | |
Construct a UsdTyped on the prim held by schemaObj . | |
virtual USD_API | ~UsdTyped () |
Destructor. | |
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bool | IsConcrete () const |
Returns whether or not this class corresponds to a concrete instantiable prim type in scene description. | |
bool | IsTyped () const |
Returns whether or not this class inherits from UsdTyped. | |
bool | IsAPISchema () const |
Returns whether this is an API schema or not. | |
bool | IsAppliedAPISchema () const |
Returns whether this is an applied API schema or not. | |
bool | IsMultipleApplyAPISchema () const |
Returns whether this is an applied API schema or not. | |
UsdSchemaKind | GetSchemaKind () const |
Returns the kind of schema this class is. | |
USD_API | UsdSchemaBase (const UsdPrim &prim=UsdPrim()) |
Construct and store prim as the held prim. | |
USD_API | UsdSchemaBase (const UsdSchemaBase &otherSchema) |
Construct and store for the same prim held by otherSchema . | |
virtual USD_API | ~UsdSchemaBase () |
Destructor. | |
UsdPrim | GetPrim () const |
Return this schema object's held prim. | |
SdfPath | GetPath () const |
Shorthand for GetPrim()->GetPath(). | |
USD_API const UsdPrimDefinition * | GetSchemaClassPrimDefinition () const |
Return the prim definition associated with this schema instance if one exists, otherwise return null. | |
USD_API | operator bool () const |
Return true if this schema object is compatible with its held prim, false otherwise. | |
Static Public Member Functions | |
static USDRENDER_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes. | |
static USDRENDER_API UsdRenderPass | Get (const UsdStagePtr &stage, const SdfPath &path) |
Return a UsdRenderPass holding the prim adhering to this schema at path on stage . | |
static USDRENDER_API UsdRenderPass | Define (const UsdStagePtr &stage, const SdfPath &path) |
Attempt to ensure a UsdPrim adhering to this schema at path is defined (according to UsdPrim::IsDefined()) on this stage. | |
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static USD_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes. | |
static USD_API UsdTyped | Get (const UsdStagePtr &stage, const SdfPath &path) |
Return a UsdTyped holding the prim adhering to this schema at path on stage . | |
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static const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Static Public Attributes | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::ConcreteTyped |
Compile time constant representing what kind of schema this class is. | |
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static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Compile time constant representing what kind of schema this class is. | |
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static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Compile time constant representing what kind of schema this class is. | |
Protected Member Functions | |
USDRENDER_API UsdSchemaKind | _GetSchemaKind () const override |
Returns the kind of schema this class belongs to. | |
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USD_API UsdSchemaKind | _GetSchemaKind () const override |
Returns the kind of schema this class belongs to. | |
USD_API bool | _IsCompatible () const override |
Subclasses may override _IsCompatible to do specific compatibility checking with the given prim, such as type compatibility or value compatibility. | |
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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 |
A RenderPass prim encapsulates necessary information to generate multi-pass renders.
In a multi-pass render, multiple invocations ("passes") of the rendering process are used to generate products using potentially distinct configurations of the stage and renderer.
UsdRenderPass houses properties for generating dependencies and the necessary commands to run to generate renders, as well as visibility and pruning controls for the scene.
Whereas UsdRenderSettings describes information about the rendering process itself (such as path-tracing parameters), UsdRenderPass describes information to configure the scene contents and to invoke the renderer as part of a render job that produces a time-varying sequence of images.
There are two consumers of RenderPass prims - a runtime executable that generates images from usdRender prims, and pipeline specific code that translates between usdRender prims and the pipeline's resource scheduling software. We'll refer to the latter as 'job submission code'.
The name of the prim is used as the pass's name.
The set of objects visible in the render is specified via the renderVisibility collection (UsdCollectionAPI), which can be accessed via GetRenderVisibilityCollectionAPI(). This collection has includeRoot set to true so that all objects participate in the render by default. To render only a specific set of objects, there are two options. One is to modify the collection paths to explicitly exclude objects that don't participate in the render, assuming it is known; the other option is to set includeRoot to false and explicitly include the desired objects. These are complementary approaches that may each be preferable depending on the scenario.
In addition, UsdCollectionAPI offers a membershipExpression attribute providing a pattern-based description of the collection. To use membershipExpression, includeRoot should be overridden to false.
Note that prims for which UsdGeomImageable::ComputeEffectiveVisibility() returns "invisible" cannot be overridden back to a visible state via renderVisibility. Conceptually, render passes may be used to partition scene contents across multiple images rendered from the scene; they are not intended to restore parts of the scene that had been marked invisible.
In addition, renderVisibility only applies to renderable contents of the scene itself, such as geometry and lights; it does not apply to objects associated with the render settings, such as image post-processing filters, even when UsdGeomVisibilityAPI may apply.
The prune collection specifies a collection of objects to be removed ("pruned") from the scene prior to rendering. Whereas visibility may be implemented by the renderer as a lightweight attribute that is relatively cheap to toggle during interactive workflows, pruning entirely removes the objects from the renderer's extracted representation of the scene. This can provide a greater runtime cost savings for batch rendering, with the tradeoff that interactively modifying the prune collection is likely to be more expensive than toggling visibility. In addition, some renderers may not support visibility of certain kinds of scene objects or in certain conditions; in these cases, pruning offers a guaranteed way to remove such objects from the scene.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdRenderTokens. So to set an attribute to the value "rightHanded", use UsdRenderTokens->rightHanded as the value.
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inlineexplicit |
Construct a UsdRenderPass on UsdPrim prim
.
Equivalent to UsdRenderPass::Get(prim.GetStage(), prim.GetPath()) for a valid prim
, but will not immediately throw an error for an invalid prim
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inlineexplicit |
Construct a UsdRenderPass on the prim held by schemaObj
.
Should be preferred over UsdRenderPass(schemaObj.GetPrim()), as it preserves SchemaBase state.
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virtual |
Destructor.
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overrideprotectedvirtual |
Returns the kind of schema this class belongs to.
Reimplemented from UsdTyped.
USDRENDER_API UsdAttribute CreateCommandAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetCommandAttr(), and also Create vs Get Property Methods 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
.
USDRENDER_API UsdAttribute CreateDenoiseEnableAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetDenoiseEnableAttr(), and also Create vs Get Property Methods 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
.
USDRENDER_API UsdAttribute CreateFileNameAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetFileNameAttr(), and also Create vs Get Property Methods 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
.
USDRENDER_API UsdRelationship CreateInputPassesRel | ( | ) | const |
See GetInputPassesRel(), and also Create vs Get Property Methods for when to use Get vs Create.
USDRENDER_API UsdAttribute CreatePassTypeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetPassTypeAttr(), and also Create vs Get Property Methods 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
.
USDRENDER_API UsdRelationship CreateRenderSourceRel | ( | ) | const |
See GetRenderSourceRel(), and also Create vs Get Property Methods for when to use Get vs Create.
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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.
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static |
Return a UsdRenderPass 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:
USDRENDER_API UsdAttribute GetCommandAttr | ( | ) | const |
The command to run in order to generate renders for this pass.
The job submission code can use this to properly send tasks to the job scheduling software that will generate products.
The command can contain variables that will be substituted appropriately during submission, as seen in the example below with {fileName}.
For example: command[0] = "prman" command[1] = "-progress" command[2] = "-pixelvariance" command[3] = "-0.15" command[4] = "{fileName}" # the fileName property will be substituted
Declaration | uniform string[] command |
C++ Type | VtArray<std::string> |
Usd Type | SdfValueTypeNames->StringArray |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdAttribute GetDenoiseEnableAttr | ( | ) | const |
When True, this Pass pass should be denoised.
Declaration | uniform bool denoise:enable = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdAttribute GetFileNameAttr | ( | ) | const |
The asset that contains the rendering prims or other information needed to render this pass.
Declaration | uniform asset fileName |
C++ Type | SdfAssetPath |
Usd Type | SdfValueTypeNames->Asset |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdRelationship GetInputPassesRel | ( | ) | const |
The set of other Passes that this Pass depends on in order to be constructed properly.
For example, a Pass A may generate a texture, which is then used as an input to Pass B.
By default, usdRender makes some assumptions about the relationship between this prim and the prims listed in inputPasses. Namely, when per-frame tasks are generated from these pass prims, usdRender will assume a one-to-one relationship between tasks that share their frame number. Consider a pass named 'composite' whose inputPasses targets a Pass prim named 'beauty‘.
By default, each frame for 'composite’ will depend on the same frame from 'beauty': beauty.1 -> composite.1 beauty.2 -> composite.2 etc
The consumer of this RenderPass graph of inputs will need to resolve the transitive dependencies.
USDRENDER_API UsdAttribute GetPassTypeAttr | ( | ) | const |
A string used to categorize differently structured or executed types of passes within a customized pipeline.
For example, when multiple DCC's (e.g. Houdini, Katana, Nuke) each compute and contribute different Products to a final result, it may be clearest and most flexible to create a separate RenderPass for each.
Declaration | uniform token passType |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
USDRENDER_API UsdRelationship GetRenderSourceRel | ( | ) | const |
The source prim to render from.
If fileName is not present, the source is assumed to be a RenderSettings prim present in the current Usd stage. If fileName is present, the source should be found in the file there. This relationship might target a string attribute on this or another prim that identifies the appropriate object in the external container.
For example, for a Usd-backed pass, this would point to a RenderSettings prim. Houdini passes would point to a Rop. Nuke passes would point to a write node.
USDRENDER_API UsdCollectionAPI GetRenderVisibilityCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the render visibility of this prim.
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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.
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friend |
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static |
Compile time constant representing what kind of schema this class is.