@tushar-br/editing-pack 1.0.195 → 1.0.196

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (463) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/BlendThumb.dll +0 -0
  3. package/staging_area/Blender/BlendThumb.lib +0 -0
  4. package/staging_area/Blender/blender.shared/usd_ms.dll +0 -0
  5. package/staging_area/Blender/blender.shared/vulkan-1.dll +0 -0
  6. package/staging_area/Blender/blender_cpu_check.dll +0 -0
  7. package/staging_area/Blender/blender_cpu_check.lib +0 -0
  8. package/staging_area/Blender/blender_debug_cycles.cmd +20 -0
  9. package/staging_area/Blender/blender_debug_gpu.cmd +21 -0
  10. package/staging_area/Blender/blender_debug_gpu_glitchworkaround.cmd +21 -0
  11. package/staging_area/Blender/blender_debug_log.cmd +20 -0
  12. package/staging_area/Blender/blender_factory_startup.cmd +20 -0
  13. package/staging_area/Blender/blender_factory_startup_vulkan.cmd +20 -0
  14. package/staging_area/Blender/blender_oculus.cmd +14 -0
  15. package/staging_area/Blender/blender_startup_opengl.cmd +4 -0
  16. package/staging_area/Blender/blender_startup_vulkan.cmd +4 -0
  17. package/staging_area/Blender/blender_system_info.cmd +16 -0
  18. package/staging_area/Blender/copyright.txt +39 -0
  19. package/staging_area/Blender/blender.shared/shaderc_shared.dll +0 -0
  20. package/staging_area/Blender/blender.shared/sndfile.dll +0 -0
  21. package/staging_area/Blender/blender.shared/swresample-5.dll +0 -0
  22. package/staging_area/Blender/blender.shared/swscale-8.dll +0 -0
  23. package/staging_area/Blender/blender.shared/sycl8.dll +0 -0
  24. package/staging_area/Blender/blender.shared/tbb12.dll +0 -0
  25. package/staging_area/Blender/blender.shared/tbbmalloc.dll +0 -0
  26. package/staging_area/Blender/blender.shared/tbbmalloc_proxy.dll +0 -0
  27. package/staging_area/Blender/blender.shared/ur_adapter_level_zero.dll +0 -0
  28. package/staging_area/Blender/blender.shared/ur_adapter_level_zerod.dll +0 -0
  29. package/staging_area/Blender/blender.shared/ur_loader.dll +0 -0
  30. package/staging_area/Blender/blender.shared/ur_loaderd.dll +0 -0
  31. package/staging_area/Blender/blender.shared/ur_win_proxy_loader.dll +0 -0
  32. package/staging_area/Blender/blender.shared/ur_win_proxy_loaderd.dll +0 -0
  33. package/staging_area/Blender/blender.shared/usd/ar/resources/plugInfo.json +0 -23
  34. package/staging_area/Blender/blender.shared/usd/esf/resources/plugInfo.json +0 -15
  35. package/staging_area/Blender/blender.shared/usd/esfUsd/resources/plugInfo.json +0 -15
  36. package/staging_area/Blender/blender.shared/usd/exec/resources/plugInfo.json +0 -15
  37. package/staging_area/Blender/blender.shared/usd/execGeom/resources/plugInfo.json +0 -23
  38. package/staging_area/Blender/blender.shared/usd/execUsd/resources/plugInfo.json +0 -15
  39. package/staging_area/Blender/blender.shared/usd/glf/resources/plugInfo.json +0 -14
  40. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/pcfShader.glslfx +0 -124
  41. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/simpleLighting.glslfx +0 -543
  42. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.cpp +0 -265
  43. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.h +0 -310
  44. package/staging_area/Blender/blender.shared/usd/hd/resources/plugInfo.json +0 -12
  45. package/staging_area/Blender/blender.shared/usd/hdGp/resources/plugInfo.json +0 -24
  46. package/staging_area/Blender/blender.shared/usd/hdSt/resources/plugInfo.json +0 -76
  47. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/basisCurves.glslfx +0 -1365
  48. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/compute.glslfx +0 -439
  49. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/domeLight.glslfx +0 -280
  50. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/edgeId.glslfx +0 -237
  51. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLighting.glslfx +0 -59
  52. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLightingShader.glslfx +0 -27
  53. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackMaterialNetwork.glslfx +0 -47
  54. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackVolume.glslfx +0 -97
  55. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/frustumCull.glslfx +0 -448
  56. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/imageShader.glslfx +0 -103
  57. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/instancing.glslfx +0 -217
  58. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/invalidMaterialNetwork.glslfx +0 -53
  59. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/mesh.glslfx +0 -1519
  60. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshFaceCull.glslfx +0 -40
  61. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshNormal.glslfx +0 -201
  62. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshWire.glslfx +0 -326
  63. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/overlayShader.glslfx +0 -66
  64. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointDisk.glslfx +0 -103
  65. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointId.glslfx +0 -87
  66. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/points.glslfx +0 -155
  67. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/ptexTexture.glslfx +0 -371
  68. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPass.glslfx +0 -319
  69. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPassShader.glslfx +0 -53
  70. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/simpleLightingShader.glslfx +0 -41
  71. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/surfaceHelpers.glslfx +0 -80
  72. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/terminals.glslfx +0 -458
  73. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/visibility.glslfx +0 -80
  74. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/volume.glslfx +0 -631
  75. package/staging_area/Blender/blender.shared/usd/hdSt/resources/textures/fallbackBlackDomeLight.png +0 -0
  76. package/staging_area/Blender/blender.shared/usd/hdStorm/resources/plugInfo.json +0 -22
  77. package/staging_area/Blender/blender.shared/usd/hdsi/resources/plugInfo.json +0 -20
  78. package/staging_area/Blender/blender.shared/usd/hdx/resources/plugInfo.json +0 -14
  79. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/boundingBox.glslfx +0 -52
  80. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorChannel.glslfx +0 -53
  81. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorCorrection.glslfx +0 -57
  82. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/fullscreen.glslfx +0 -48
  83. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/oitResolveImageShader.glslfx +0 -93
  84. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/outline.glslfx +0 -138
  85. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPass.glslfx +0 -405
  86. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorAndSelectionShader.glslfx +0 -56
  87. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorShader.glslfx +0 -55
  88. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorWithOccludedSelectionShader.glslfx +0 -55
  89. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitOpaqueShader.glslfx +0 -53
  90. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitShader.glslfx +0 -54
  91. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitVolumeShader.glslfx +0 -53
  92. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassPickingShader.glslfx +0 -51
  93. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassShadowShader.glslfx +0 -53
  94. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/selection.glslfx +0 -476
  95. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/skydome.glslfx +0 -46
  96. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/visualize.glslfx +0 -107
  97. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.hdr +0 -0
  98. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.tex +0 -0
  99. package/staging_area/Blender/blender.shared/usd/hgiGL/resources/plugInfo.json +0 -18
  100. package/staging_area/Blender/blender.shared/usd/hgiVulkan/resources/plugInfo.json +0 -18
  101. package/staging_area/Blender/blender.shared/usd/hio/resources/plugInfo.json +0 -25
  102. package/staging_area/Blender/blender.shared/usd/hioOiio/resources/plugInfo.json +0 -20
  103. package/staging_area/Blender/blender.shared/usd/hioOpenVDB/resources/plugInfo.json +0 -20
  104. package/staging_area/Blender/blender.shared/usd/plugInfo.json +0 -5
  105. package/staging_area/Blender/blender.shared/usd/sdf/resources/plugInfo.json +0 -94
  106. package/staging_area/Blender/blender.shared/usd/sdr/resources/plugInfo.json +0 -21
  107. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/CMakeLists.txt +0 -15
  108. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/__init__.py +0 -10
  109. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/api.h +0 -30
  110. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.classes.txt +0 -16
  111. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.module.h +0 -11
  112. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/module.cpp +0 -18
  113. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/moduleDeps.cpp +0 -27
  114. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/plugInfo.json +0 -15
  115. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schema.usda +0 -12
  116. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.cpp +0 -438
  117. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.h +0 -489
  118. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaUserDoc.usda +0 -20
  119. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.cpp +0 -30
  120. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.h +0 -74
  121. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapSchemaClass.cpp +0 -328
  122. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapTokens.cpp +0 -25
  123. package/staging_area/Blender/blender.shared/usd/usd/resources/generatedSchema.usda +0 -146
  124. package/staging_area/Blender/blender.shared/usd/usd/resources/plugInfo.json +0 -125
  125. package/staging_area/Blender/blender.shared/usd/usd/resources/usd/schema.usda +0 -538
  126. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/generatedSchema.usda +0 -2689
  127. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/plugInfo.json +0 -433
  128. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/usdGeom/schema.usda +0 -2775
  129. package/staging_area/Blender/blender.shared/usd/usdGeomValidators/resources/plugInfo.json +0 -39
  130. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/generatedSchema.usda +0 -28
  131. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/plugInfo.json +0 -38
  132. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/empty.glslfx +0 -18
  133. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/shaderDefs.usda +0 -252
  134. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/usdHydra/schema.usda +0 -201
  135. package/staging_area/Blender/blender.shared/usd/usdImaging/resources/plugInfo.json +0 -340
  136. package/staging_area/Blender/blender.shared/usd/usdImagingGL/resources/plugInfo.json +0 -12
  137. package/staging_area/Blender/blender.shared/usd/usdLux/resources/generatedSchema.usda +0 -1165
  138. package/staging_area/Blender/blender.shared/usd/usdLux/resources/plugInfo.json +0 -266
  139. package/staging_area/Blender/blender.shared/usd/usdLux/resources/usdLux/schema.usda +0 -1511
  140. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/generatedSchema.usda +0 -95
  141. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/plugInfo.json +0 -40
  142. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/usdMedia/schema.usda +0 -214
  143. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/generatedSchema.usda +0 -20
  144. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/disney_principled.mtlx +0 -140
  145. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/gltf_pbr.mtlx +0 -695
  146. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_add.mtlx +0 -52
  147. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_conductor.mtlx +0 -123
  148. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_dielectric.mtlx +0 -163
  149. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_diffuse.mtlx +0 -45
  150. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_emission.mtlx +0 -20
  151. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_generalized_schlick.mtlx +0 -172
  152. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_iridescence.mtlx +0 -103
  153. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_layer.mtlx +0 -27
  154. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_mix.mtlx +0 -41
  155. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sheen.mtlx +0 -41
  156. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sss.mtlx +0 -60
  157. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_surface.mtlx +0 -28
  158. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_translucent.mtlx +0 -22
  159. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/open_pbr_surface.mtlx +0 -676
  160. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/standard_surface.mtlx +0 -431
  161. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/open_pbr_to_standard_surface.mtlx +0 -362
  162. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx +0 -166
  163. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_open_pbr.mtlx +0 -309
  164. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_usd.mtlx +0 -128
  165. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/usd_preview_surface.mtlx +0 -438
  166. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_defs.mtlx +0 -110
  167. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_ng.mtlx +0 -392
  168. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/lights_genglsl_impl.mtlx +0 -13
  169. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_directional_light.glsl +0 -5
  170. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_point_light.glsl +0 -8
  171. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_spot_light.glsl +0 -13
  172. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/lights_genmsl_impl.mtlx +0 -13
  173. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_directional_light.metal +0 -5
  174. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_point_light.metal +0 -8
  175. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_spot_light.metal +0 -13
  176. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/lights_defs.mtlx +0 -53
  177. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/core.mdl +0 -206
  178. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/hsv.mdl +0 -80
  179. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/noise.mdl +0 -759
  180. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib.mdl +0 -30
  181. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_10.mdl +0 -234
  182. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_6.mdl +0 -1083
  183. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_7.mdl +0 -265
  184. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_8.mdl +0 -36
  185. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_9.mdl +0 -373
  186. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/sampling.mdl +0 -182
  187. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib.mdl +0 -18
  188. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_10.mdl +0 -18
  189. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_6.mdl +0 -4474
  190. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_7.mdl +0 -18
  191. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_8.mdl +0 -444
  192. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_9.mdl +0 -388
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  194. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx +0 -17
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@@ -1,1511 +0,0 @@
1
- #usda 1.0
2
- (
3
- "This file describes the USD Lux light schemata for code generation."
4
- subLayers = [
5
- @usdGeom/schema.usda@
6
- ]
7
- )
8
-
9
- over "GLOBAL" (
10
- customData = {
11
- string libraryName = "usdLux"
12
- string libraryPath = "pxr/usd/usdLux"
13
- dictionary libraryTokens = {
14
- dictionary lightLink = {
15
- string doc = """
16
- This token represents the collection name to use
17
- with UsdCollectionAPI to represent light-linking
18
- of a prim with an applied UsdLuxLightAPI.
19
- """
20
- }
21
- dictionary shadowLink = {
22
- string doc = """
23
- This token represents the collection name to use
24
- with UsdCollectionAPI to represent shadow-linking
25
- of a prim with an applied UsdLuxLightAPI.
26
- """
27
- }
28
- dictionary filterLink = {
29
- string doc = """
30
- This token represents the collection name to use
31
- with UsdCollectionAPI to represent filter-linking
32
- of a UsdLuxLightFilter prim.
33
- """
34
- }
35
- dictionary orientToStageUpAxis = {
36
- string doc = """
37
- This token represents the suffix for a UsdGeomXformOp
38
- used to orient a light with the stage's up axis.
39
- """
40
- }
41
- }
42
- }
43
- )
44
- {
45
- }
46
-
47
- class "LightAPI" (
48
- inherits = </APISchemaBase>
49
- doc = """API schema that imparts the quality of being a light onto a prim.
50
-
51
- A light is any prim that has this schema applied to it. This is true
52
- regardless of whether LightAPI is included as a built-in API of the prim
53
- type (e.g. RectLight or DistantLight) or is applied directly to a Gprim
54
- that should be treated as a light.
55
-
56
- <b>Quantities and Units</b>
57
-
58
- Most renderers consuming OpenUSD today are RGB renderers, rather than
59
- spectral. Units in RGB renderers are tricky to define as each of the red,
60
- green and blue channels transported by the renderer represents the
61
- convolution of a spectral exposure distribution, e.g. CIE Illuminant D65,
62
- with a sensor response function, e.g. CIE 1931 𝓍̅. Thus the main quantity
63
- in an RGB renderer is neither radiance nor luminance, but "integrated
64
- radiance" or "tristimulus weight".
65
-
66
- The emission of a default light with `intensity` 1 and `color` [1, 1, 1] is
67
- an Illuminant D spectral distribution with chromaticity matching the
68
- rendering color space white point, normalized such that a ray normally
69
- incident upon the sensor with EV0 exposure settings will generate a pixel
70
- value of [1, 1, 1] in the rendering color space.
71
-
72
- Given the above definition, that means that the luminance of said default
73
- light will be 1 *nit (cd∕m²)* and its emission spectral radiance
74
- distribution is easily computed by appropriate normalization.
75
-
76
- For brevity, the term *emission* will be used in the documentation to mean
77
- "emitted spectral radiance" or "emitted integrated radiance/tristimulus
78
- weight", as appropriate.
79
-
80
- The method of "uplifting" an RGB color to a spectral distribution is
81
- unspecified other than that it should round-trip under the rendering
82
- illuminant to the limits of numerical accuracy.
83
-
84
- Note that some color spaces, most notably ACES, define their white points
85
- by chromaticity coordinates that do not exactly line up to any value of a
86
- standard illuminant. Because we do not define the method of uplift beyond
87
- the round-tripping requirement, we discourage the use of such color spaces
88
- as the rendering color space, and instead encourage the use of color spaces
89
- whose white point has a well-defined spectral representation, such as D65.
90
-
91
- <b>Linking</b>
92
-
93
- Lights can be linked to geometry. Linking controls which geometry
94
- a light illuminates, and which geometry casts shadows from the light.
95
-
96
- Linking is specified as collections (UsdCollectionAPI) which can
97
- be accessed via GetLightLinkCollection() and GetShadowLinkCollection().
98
- Note that these collections have their includeRoot set to true,
99
- so that lights will illuminate and cast shadows from all objects
100
- by default. To illuminate only a specific set of objects, there
101
- are two options. One option is to modify the collection paths
102
- to explicitly exclude everything else, assuming it is known;
103
- the other option is to set includeRoot to false and explicitly
104
- include the desired objects. These are complementary approaches
105
- that may each be preferable depending on the scenario and how
106
- to best express the intent of the light setup.
107
- """
108
- customData = {
109
- dictionary extraPlugInfo = {
110
- bool providesUsdShadeConnectableAPIBehavior = 1
111
- }
112
- string extraIncludes = """
113
- #include "pxr/usd/usd/collectionAPI.h"
114
- #include "pxr/usd/usdShade/input.h"
115
- #include "pxr/usd/usdShade/output.h" """
116
- }
117
- prepend apiSchemas = ["CollectionAPI:lightLink", "CollectionAPI:shadowLink"]
118
- ) {
119
- uniform bool collection:lightLink:includeRoot = 1 (
120
- customData = {
121
- bool apiSchemaOverride = true
122
- }
123
- )
124
- uniform bool collection:shadowLink:includeRoot = 1 (
125
- customData = {
126
- bool apiSchemaOverride = true
127
- }
128
- )
129
- uniform token light:shaderId = "" (
130
- displayGroup = "Internal"
131
- doc = """Default ID for the light's shader.
132
- This defines the shader ID for this light when a render context specific
133
- shader ID is not available.
134
-
135
- The default shaderId for the intrinsic UsdLux lights (RectLight,
136
- DistantLight, etc.) are set to default to the light's type name. For
137
- each intrinsic UsdLux light, we will always register an SdrShaderNode in
138
- the SdrRegistry, with the identifier matching the type name and the
139
- source type "USD", that corresponds to the light's inputs.
140
- \\see GetShaderId
141
- \\see GetShaderIdAttrForRenderContext
142
- \\see SdrRegistry::GetShaderNodeByIdentifier
143
- \\see SdrRegistry::GetShaderNodeByIdentifierAndType
144
- """
145
- customData = {
146
- token apiName = "shaderId"
147
- }
148
- )
149
- uniform token light:materialSyncMode = "noMaterialResponse" (
150
- displayGroup = "Geometry"
151
- displayName = "Material Sync Mode"
152
- doc = """
153
- For a LightAPI applied to geometry that has a bound Material,
154
- which is entirely or partly emissive, this specifies the relationship
155
- of the Material response to the lighting response.
156
- Valid values are:
157
- - materialGlowTintsLight: All primary and secondary rays see the
158
- emissive/glow response as dictated by the bound Material while the
159
- base color seen by light rays (which is then modulated by all of the
160
- other LightAPI controls) is the multiplication of the color feeding
161
- the emission/glow input of the Material (i.e. its surface or volume
162
- shader) with the scalar or pattern input to *inputs:color*.
163
- This allows the light's color to tint the geometry's glow color while
164
- preserving access to intensity and other light controls as ways to
165
- further modulate the illumination.
166
- - independent: All primary and secondary rays see the emissive/glow
167
- response as dictated by the bound Material, while the base color seen
168
- by light rays is determined solely by *inputs:color*. Note that for
169
- partially emissive geometry (in which some parts are reflective
170
- rather than emissive), a suitable pattern must be connected to the
171
- light's color input, or else the light will radiate uniformly from
172
- the geometry.
173
- - noMaterialResponse: The geometry behaves as if there is no Material
174
- bound at all, i.e. there is no diffuse, specular, or transmissive
175
- response. The base color of light rays is entirely controlled by the
176
- *inputs:color*. This is the standard mode for "canonical" lights in
177
- UsdLux and indicates to renderers that a Material will either never
178
- be bound or can always be ignored.
179
- """
180
- allowedTokens = ["materialGlowTintsLight",
181
- "independent",
182
- "noMaterialResponse"]
183
- customData = {
184
- token apiName = "materialSyncMode"
185
- }
186
- )
187
- float inputs:intensity = 1 (
188
- displayGroup = "Basic"
189
- displayName = "Intensity"
190
- doc = """Scales the brightness of the light linearly.
191
-
192
- Expresses the "base", unmultiplied luminance emitted (L) of the light,
193
- in nits (cd∕m²):
194
-
195
- <center><b>
196
- L<sub>Scalar</sub> = intensity
197
- </b></center>
198
-
199
- Normatively, the lights' emission is in units of spectral radiance
200
- normalized such that a directly visible light with `intensity` 1 and
201
- `exposure` 0 normally incident upon the sensor plane will generate a
202
- pixel value of [1, 1, 1] in an RGB renderer, and thus have a luminance
203
- of 1 nit. A light with `intensity` 2 and `exposure` 0 would therefore
204
- have a luminance of 2 nits.
205
- """
206
- customData = {
207
- token apiName = "intensity"
208
- }
209
- )
210
- float inputs:exposure = 0 (
211
- displayGroup = "Basic"
212
- displayName = "Exposure"
213
- doc = """Scales the brightness of the light exponentially as a power
214
- of 2 (similar to an F-stop control over exposure). The result
215
- is multiplied against the intensity:
216
-
217
- <center><b>
218
- L<sub>Scalar</sub> = L<sub>Scalar</sub> ⋅ 2<sup>exposure</sup>
219
- </b></center>
220
-
221
- Normatively, the lights' emission is in units of spectral radiance
222
- normalized such that a directly visible light with `intensity` 1 and
223
- `exposure` 0 normally incident upon the sensor plane will generate a
224
- pixel value of [1, 1, 1] in an RGB renderer, and thus have a luminance
225
- of 1 nit (cd∕m²). A light with `intensity` 1 and `exposure` 2 would
226
- therefore have a luminance of 4 nits.
227
- """
228
- customData = {
229
- token apiName = "exposure"
230
- }
231
- )
232
- float inputs:diffuse = 1.0 (
233
- displayGroup = "Refine"
234
- displayName = "Diffuse Multiplier"
235
- doc = """A multiplier for the effect of this light on the diffuse
236
- response of materials. This is a non-physical control."""
237
- customData = {
238
- token apiName = "diffuse"
239
- }
240
- )
241
- float inputs:specular = 1.0 (
242
- displayGroup = "Refine"
243
- displayName = "Specular Multiplier"
244
- doc = """A multiplier for the effect of this light on the specular
245
- response of materials. This is a non-physical control."""
246
- customData = {
247
- token apiName = "specular"
248
- }
249
- )
250
- bool inputs:normalize = false (
251
- displayGroup = "Advanced"
252
- displayName = "Normalize Power"
253
- doc = """Normalizes the emission such that the power of the light
254
- remains constant while altering the size of the light, by dividing the
255
- luminance by the world-space surface area of the light.
256
-
257
- This makes it easier to independently adjust the brightness and size
258
- of the light, by causing the total illumination provided by a light to
259
- not vary with the area or angular size of the light.
260
-
261
- Mathematically, this means that the luminance of the light will be
262
- divided by a factor representing the "size" of the light:
263
-
264
- <center><b>
265
- L<sub>Scalar</sub> = L<sub>Scalar</sub> / sizeFactor
266
- </b></center>
267
-
268
- ...where `sizeFactor` = 1 if `normalize` is off, and is calculated
269
- depending on the family of the light as described below if `normalize`
270
- is on.
271
-
272
- ### DomeLight / PortalLight:
273
-
274
- For a dome light (and its associated PortalLight), this attribute is
275
- ignored:
276
-
277
- <center><b>
278
- sizeFactor<sub>dome</sub> = 1
279
- </b></center>
280
-
281
- ### Area Lights:
282
-
283
- For an area light, the `sizeFactor` is the surface area (in world
284
- space) of the shape of the light, including any scaling applied to the
285
- light by its transform stack. This includes the boundable light types
286
- which have a calculable surface area:
287
-
288
- - MeshLightAPI
289
- - DiskLight
290
- - RectLight
291
- - SphereLight
292
- - CylinderLight
293
-
294
- <center><b>
295
- sizeFactor<sub>area</sub> = worldSpaceSurfaceArea(light)
296
- </b></center>
297
-
298
- ### DistantLight:
299
-
300
- For distant lights, we first define 𝛳<sub>max</sub> as:
301
-
302
- <center><b>
303
- 𝛳<sub>max</sub> = clamp(toRadians(distantLightAngle) / 2, 0, 𝜋)
304
- </b></center>
305
-
306
- Then we use the following formula:
307
-
308
- * <i>if 𝛳<sub>max</sub> = 0:</i>
309
- <center><b>
310
- sizeFactor<sub>distant</sub> = 1
311
- </b></center>
312
-
313
- * <i>if 0 < 𝛳<sub>max</sub> ≤ 𝜋 / 2:</i>
314
- <center><b>
315
- sizeFactor<sub>distant</sub> = sin²𝛳<sub>max</sub> ⋅ 𝜋
316
- </b></center>
317
-
318
- * <i>if 𝜋 / 2 < 𝛳<sub>max</sub> ≤ 𝜋:</i>
319
- <center><b>
320
- sizeFactor<sub>distant</sub> =
321
- (2 - sin²𝛳<sub>max</sub>) ⋅ 𝜋
322
- </b></center>
323
-
324
- This formula is used because it satisfies the following two properties:
325
-
326
- 1. When normalize is enabled, the received illuminance from this light
327
- on a surface normal to the light's primary direction is held constant
328
- when angle changes, and the "intensity" property becomes a measure of
329
- the illuminance, expressed in lux, for a light with 0 exposure.
330
-
331
- 2. If we assume that our distant light is an approximation for a "very
332
- far" sphere light (like the sun), then (for
333
- *0 < 𝛳<sub>max</sub> ≤ 𝜋/2*) this definition agrees with the
334
- definition used for area lights - i.e., the total power of this distant
335
- sphere light is constant when the "size" (i.e., angle) changes, and our
336
- sizeFactor is proportional to the total surface area of this sphere.
337
-
338
- ### Other Lights
339
-
340
- The above taxonomy describes behavior for all built-in light types.
341
- (Note that the above is based on schema *family* - i.e., `DomeLight_1`
342
- follows the rules for a `DomeLight`, and ignores `normalize`).
343
-
344
- Lights from other third-party plugins / schemas must document their
345
- expected behavior with regards to normalize. However, some general
346
- guidelines are:
347
-
348
- - Lights that either inherit from or are strongly associated with one of
349
- the built-in types should follow the behavior of the built-in type
350
- they inherit/resemble; i.e., a renderer-specific "MyRendererRectLight"
351
- should have its size factor be its world-space surface area.
352
- - Lights that are boundable and have a calculable surface area should
353
- follow the rules for an Area Light, and have their sizeFactor be their
354
- world-space surface area.
355
- - Lights that are non-boundable and/or have no way to concretely or even
356
- "intuitively" associate them with a "size" will ignore this attribute
357
- (and always set sizeFactor = 1).
358
-
359
- Lights that don't clearly meet any of the above criteria may either
360
- ignore the normalize attribute or try to implement support using
361
- whatever heuristic seems to make sense. For instance,
362
- MyMandelbulbLight might use a sizeFactor equal to the world-space
363
- surface area of a sphere which "roughly" bounds it.
364
- """
365
- customData = {
366
- token apiName = "normalize"
367
- }
368
- )
369
- color3f inputs:color = (1, 1, 1) (
370
- displayGroup = "Basic"
371
- displayName = "Color"
372
- doc = """The color of emitted light, in the rendering color space.
373
-
374
- This color is just multiplied with the emission:
375
-
376
- <center><b>
377
- L<sub>Color</sub> = L<sub>Scalar</sub> ⋅ color
378
- </b></center>
379
-
380
- In the case of a spectral renderer, this color should be uplifted such
381
- that it round-trips to within the limit of numerical accuracy under the
382
- rendering illuminant. We recommend the use of a rendering color space
383
- well defined in terms of a Illuminant D illuminant (ideally a D
384
- illuminant whose white point has a well-defined spectral representation,
385
- such as D65), to avoid unspecified uplift. See: \\ref usdLux_quantities
386
- """
387
- customData = {
388
- token apiName = "color"
389
- }
390
- )
391
- bool inputs:enableColorTemperature = false (
392
- displayGroup = "Basic"
393
- displayName = "Enable Color Temperature"
394
- doc = """Enables using colorTemperature."""
395
- customData = {
396
- token apiName = "enableColorTemperature"
397
- }
398
- )
399
- float inputs:colorTemperature = 6500 (
400
- displayGroup = "Basic"
401
- displayName = "Color Temperature"
402
- doc = """Color temperature, in degrees Kelvin, representing the
403
- white point. The default is a common white point, D65. Lower
404
- values are warmer and higher values are cooler. The valid range
405
- is from 1000 to 10000. Only takes effect when
406
- enableColorTemperature is set to true. When active, the
407
- computed result multiplies against the color attribute.
408
- See UsdLuxBlackbodyTemperatureAsRgb().
409
-
410
- This is always calculated as an RGB color using a D65 white point,
411
- regardless of the rendering color space, normalized such that the
412
- default value of 6500 will always result in white, and then should be
413
- transformed to the rendering color space.
414
-
415
- Spectral renderers should do the same and then uplift the resulting
416
- color after multiplying with the `color` attribute. We recommend the
417
- use of a rendering color space well defined in terms of a Illuminant D
418
- illuminant, to avoid unspecified uplift. See: \\ref usdLux_quantities
419
- """
420
- customData = {
421
- token apiName = "colorTemperature"
422
- }
423
- )
424
- rel light:filters (
425
- doc = """Relationship to the light filters that apply to this light."""
426
- customData = {
427
- token apiName = "filters"
428
- }
429
- )
430
- }
431
-
432
- class "MeshLightAPI" (
433
- inherits = </APISchemaBase>
434
- doc = """This is the preferred API schema to apply to
435
- \\ref UsdGeomMesh "Mesh" type prims when adding light behaviors to a mesh.
436
- At its base, this API schema has the built-in behavior of applying LightAPI
437
- to the mesh and overriding the default materialSyncMode to allow the
438
- emission/glow of the bound material to affect the color of the light.
439
- But, it additionally serves as a hook for plugins to attach additional
440
- properties to "mesh lights" through the creation of API schemas which are
441
- authored to auto-apply to MeshLightAPI.
442
- \\see \\ref Usd_AutoAppliedAPISchemas
443
- """
444
- prepend apiSchemas = ["LightAPI"]
445
- ) {
446
- uniform token light:shaderId = "MeshLight" (
447
- customData = {
448
- bool apiSchemaOverride = true
449
- }
450
- )
451
- uniform token light:materialSyncMode = "materialGlowTintsLight" (
452
- customData = {
453
- bool apiSchemaOverride = true
454
- }
455
- )
456
- }
457
-
458
- class "VolumeLightAPI" (
459
- inherits = </APISchemaBase>
460
- doc = """This is the preferred API schema to apply to
461
- \\ref UsdVolVolume "Volume" type prims when adding light behaviors to a
462
- volume. At its base, this API schema has the built-in behavior of applying
463
- LightAPI to the volume and overriding the default materialSyncMode to allow
464
- the emission/glow of the bound material to affect the color of the light.
465
- But, it additionally serves as a hook for plugins to attach additional
466
- properties to "volume lights" through the creation of API schemas which are
467
- authored to auto-apply to VolumeLightAPI.
468
- \\see \\ref Usd_AutoAppliedAPISchemas
469
- """
470
- prepend apiSchemas = ["LightAPI"]
471
- ) {
472
- uniform token light:shaderId = "VolumeLight" (
473
- customData = {
474
- bool apiSchemaOverride = true
475
- }
476
- )
477
- uniform token light:materialSyncMode = "materialGlowTintsLight" (
478
- customData = {
479
- bool apiSchemaOverride = true
480
- }
481
- )
482
- }
483
-
484
- class "LightListAPI" (
485
- inherits = </APISchemaBase>
486
- doc = """API schema to support discovery and publishing of lights in a scene.
487
-
488
- \\section UsdLuxLightListAPI_Discovery Discovering Lights via Traversal
489
-
490
- To motivate this API, consider what is required to discover all
491
- lights in a scene. We must load all payloads and traverse all prims:
492
-
493
- \\code
494
- 01 // Load everything on the stage so we can find all lights,
495
- 02 // including those inside payloads
496
- 03 stage->Load();
497
- 04
498
- 05 // Traverse all prims, checking if they have an applied UsdLuxLightAPI
499
- 06 // (Note: ignoring instancing and a few other things for simplicity)
500
- 07 SdfPathVector lights;
501
- 08 for (UsdPrim prim: stage->Traverse()) {
502
- 09 if (prim.HasAPI<UsdLuxLightAPI>()) {
503
- 10 lights.push_back(i->GetPath());
504
- 11 }
505
- 12 }
506
- \\endcode
507
-
508
- This traversal -- suitably elaborated to handle certain details --
509
- is the first and simplest thing UsdLuxLightListAPI provides.
510
- UsdLuxLightListAPI::ComputeLightList() performs this traversal and returns
511
- all lights in the scene:
512
-
513
- \\code
514
- 01 UsdLuxLightListAPI listAPI(stage->GetPseudoRoot());
515
- 02 SdfPathVector lights = listAPI.ComputeLightList();
516
- \\endcode
517
-
518
- \\section UsdLuxLightListAPI_LightList Publishing a Cached Light List
519
-
520
- Consider a USD client that needs to quickly discover lights but
521
- wants to defer loading payloads and traversing the entire scene
522
- where possible, and is willing to do up-front computation and
523
- caching to achieve that.
524
-
525
- UsdLuxLightListAPI provides a way to cache the computed light list,
526
- by publishing the list of lights onto prims in the model
527
- hierarchy. Consider a big set that contains lights:
528
-
529
- \\code
530
- 01 def Xform "BigSetWithLights" (
531
- 02 kind = "assembly"
532
- 03 payload = @BigSetWithLights.usd@ // Heavy payload
533
- 04 ) {
534
- 05 // Pre-computed, cached list of lights inside payload
535
- 06 rel lightList = [
536
- 07 <./Lights/light_1>,
537
- 08 <./Lights/light_2>,
538
- 09 ...
539
- 10 ]
540
- 11 token lightList:cacheBehavior = "consumeAndContinue";
541
- 12 }
542
- \\endcode
543
-
544
- The lightList relationship encodes a set of lights, and the
545
- lightList:cacheBehavior property provides fine-grained
546
- control over how to use that cache. (See details below.)
547
-
548
- The cache can be created by first invoking
549
- ComputeLightList(ComputeModeIgnoreCache) to pre-compute the list
550
- and then storing the result with UsdLuxLightListAPI::StoreLightList().
551
-
552
- To enable efficient retrieval of the cache, it should be stored
553
- on a model hierarchy prim. Furthermore, note that while you can
554
- use a UsdLuxLightListAPI bound to the pseudo-root prim to query the
555
- lights (as in the example above) because it will perform a
556
- traversal over descendants, you cannot store the cache back to the
557
- pseduo-root prim.
558
-
559
- To consult the cached list, we invoke
560
- ComputeLightList(ComputeModeConsultModelHierarchyCache):
561
-
562
- \\code
563
- 01 // Find and load all lights, using lightList cache where available
564
- 02 UsdLuxLightListAPI list(stage->GetPseudoRoot());
565
- 03 SdfPathSet lights = list.ComputeLightList(
566
- 04 UsdLuxLightListAPI::ComputeModeConsultModelHierarchyCache);
567
- 05 stage.LoadAndUnload(lights, SdfPathSet());
568
- \\endcode
569
-
570
- In this mode, ComputeLightList() will traverse the model
571
- hierarchy, accumulating cached light lists.
572
-
573
- \\section UsdLuxLightListAPI_CacheBehavior Controlling Cache Behavior
574
-
575
- The lightList:cacheBehavior property gives additional fine-grained
576
- control over cache behavior:
577
-
578
- \\li The fallback value, "ignore", indicates that the lightList should
579
- be disregarded. This provides a way to invalidate cache entries.
580
- Note that unless "ignore" is specified, a lightList with an empty
581
- list of targets is considered a cache indicating that no lights
582
- are present.
583
-
584
- \\li The value "consumeAndContinue" indicates that the cache should
585
- be consulted to contribute lights to the scene, and that recursion
586
- should continue down the model hierarchy in case additional lights
587
- are added as descedants. This is the default value established when
588
- StoreLightList() is invoked. This behavior allows the lights within
589
- a large model, such as the BigSetWithLights example above, to be
590
- published outside the payload, while also allowing referencing and
591
- layering to add additional lights over that set.
592
-
593
- \\li The value "consumeAndHalt" provides a way to terminate recursive
594
- traversal of the scene for light discovery. The cache will be
595
- consulted but no descendant prims will be examined.
596
-
597
- \\section UsdLuxLightListAPI_Instancing Instancing
598
-
599
- Where instances are present, UsdLuxLightListAPI::ComputeLightList() will
600
- return the instance-unique paths to any lights discovered within
601
- those instances. Lights within a UsdGeomPointInstancer will
602
- not be returned, however, since they cannot be referred to
603
- solely via paths.
604
- """
605
- ) {
606
- rel lightList (
607
- doc = """Relationship to lights in the scene."""
608
- )
609
- token lightList:cacheBehavior (
610
- doc = """
611
- Controls how the lightList should be interpreted.
612
- Valid values are:
613
- - consumeAndHalt: The lightList should be consulted,
614
- and if it exists, treated as a final authoritative statement
615
- of any lights that exist at or below this prim, halting
616
- recursive discovery of lights.
617
- - consumeAndContinue: The lightList should be consulted,
618
- but recursive traversal over nameChildren should continue
619
- in case additional lights are added by descendants.
620
- - ignore: The lightList should be entirely ignored. This
621
- provides a simple way to temporarily invalidate an existing
622
- cache. This is the fallback behavior.
623
- """
624
- allowedTokens = ["consumeAndHalt", "consumeAndContinue", "ignore"]
625
- )
626
- }
627
-
628
- class "ListAPI" (
629
- inherits = </APISchemaBase>
630
- doc = """
631
- \\deprecated
632
- Use LightListAPI instead
633
- """
634
- ) {
635
- rel lightList (
636
- doc = """Relationship to lights in the scene."""
637
- )
638
- token lightList:cacheBehavior (
639
- doc = """
640
- Controls how the lightList should be interpreted.
641
- Valid values are:
642
- - consumeAndHalt: The lightList should be consulted,
643
- and if it exists, treated as a final authoritative statement
644
- of any lights that exist at or below this prim, halting
645
- recursive discovery of lights.
646
- - consumeAndContinue: The lightList should be consulted,
647
- but recursive traversal over nameChildren should continue
648
- in case additional lights are added by descendants.
649
- - ignore: The lightList should be entirely ignored. This
650
- provides a simple way to temporarily invalidate an existing
651
- cache. This is the fallback behavior.
652
- """
653
- allowedTokens = ["consumeAndHalt", "consumeAndContinue", "ignore"]
654
- )
655
- }
656
-
657
- class "ShapingAPI" (
658
- inherits = </APISchemaBase>
659
- doc = """Controls for shaping a light's emission."""
660
- customData = {
661
- string extraIncludes = """
662
- #include "pxr/usd/usdShade/input.h"
663
- #include "pxr/usd/usdShade/output.h" """
664
- }
665
-
666
- ) {
667
- float inputs:shaping:focus = 0 (
668
- displayGroup = "Shaping"
669
- displayName = "Emission Focus"
670
- doc = """A control to shape the spread of light. Higher focus
671
- values pull light towards the center and narrow the spread.
672
-
673
- This is implemented as a multiplication with the absolute value of the
674
- dot product between the light's surface normal and the emission
675
- direction, raised to the power `focus`. See `inputs:shaping:focusTint`
676
- for the complete formula, but if we assume a default `focusTint` of
677
- pure black, then that formula simplifies to:
678
-
679
- <center><b>
680
- focusFactor = |emissionDirection • lightNormal|<sup>focus</sup>
681
-
682
- L<sub>Color</sub> = focusFactor ⋅ L<sub>Color</sub>
683
- </b></center>
684
-
685
- Values < 0 are ignored.
686
- """
687
- customData = {
688
- token apiName = "shaping:focus"
689
- }
690
- )
691
- color3f inputs:shaping:focusTint = (0, 0, 0) (
692
- displayGroup = "Shaping"
693
- displayName = "Emission Focus Tint"
694
- doc = """Off-axis color tint. This tints the emission in the
695
- falloff region. The default tint is black.
696
-
697
- This is implemented as a linear interpolation between `focusTint` and
698
- white, by the factor computed from the focus attribute, in other words:
699
-
700
- <center><b>
701
- focusFactor = |emissionDirection • lightNormal|<sup>focus</sup>
702
-
703
- focusColor = lerp(focusFactor, focusTint, [1, 1, 1])
704
-
705
- L<sub>Color</sub> =
706
- componentwiseMultiply(focusColor, L<sub>Color</sub>)
707
- </b></center>
708
-
709
- Note that this implies that a focusTint of pure white will disable
710
- focus.
711
- """
712
-
713
- customData = {
714
- token apiName = "shaping:focusTint"
715
- }
716
- )
717
- float inputs:shaping:cone:angle = 90 (
718
- displayGroup = "Shaping"
719
- displayName = "Cone Angle"
720
- doc = """Angular limit off the primary axis to restrict the light
721
- spread, in degrees.
722
-
723
- Light emissions at angles off the primary axis greater than this are
724
- guaranteed to be zero, i.e.:
725
-
726
-
727
- <center><b>
728
- 𝛳<sub>offAxis</sub> = acos(lightAxis • emissionDir)
729
-
730
- 𝛳<sub>cutoff</sub> = toRadians(coneAngle)
731
-
732
-
733
- 𝛳<sub>offAxis</sub> > 𝛳<sub>cutoff</sub>
734
- ⟹ L<sub>Scalar</sub> = 0
735
-
736
- </b></center>
737
-
738
- For angles < coneAngle, see the documentation for `shaping:cone:softness`.
739
- However, at the default of coneSoftness = 0, the luminance is
740
- unaltered if emissionOffAxisAngle <= coneAngle, so the coneAngle
741
- functions as a hard binary "off" toggle for all angles > coneAngle.
742
- """
743
- customData = {
744
- token apiName = "shaping:cone:angle"
745
- }
746
- )
747
- float inputs:shaping:cone:softness = 0 (
748
- displayGroup = "Shaping"
749
- displayName = "Cone Softness"
750
- doc = """Controls the cutoff softness for cone angle.
751
-
752
- At the default of coneSoftness = 0, the luminance is unaltered if
753
- emissionOffAxisAngle <= coneAngle, and 0 if
754
- emissionOffAxisAngle > coneAngle, so in this situation the coneAngle
755
- functions as a hard binary "off" toggle for all angles > coneAngle.
756
-
757
- For coneSoftness in the range (0, 1], it defines the proportion of the
758
- non-cutoff angles over which the luminance is smoothly interpolated from
759
- 0 to 1. Mathematically:
760
-
761
- <center><b>
762
- 𝛳<sub>offAxis</sub> = acos(lightAxis • emissionDir)
763
-
764
- 𝛳<sub>cutoff</sub> = toRadians(coneAngle)
765
-
766
- 𝛳<sub>smoothStart</sub> = lerp(coneSoftness, 𝛳<sub>cutoff</sub>, 0)
767
-
768
- L<sub>Scalar</sub> = L<sub>Scalar</sub> ⋅
769
- (1 - smoothStep(𝛳<sub>offAxis</sub>,
770
- 𝛳<sub>smoothStart</sub>,
771
- 𝛳<sub>cutoff</sub>)
772
- </b></center>
773
-
774
- Values outside of the [0, 1] range are clamped to the range.
775
- """
776
-
777
- customData = {
778
- token apiName = "shaping:cone:softness"
779
- }
780
- )
781
- asset inputs:shaping:ies:file (
782
- displayGroup = "Shaping"
783
- displayName = "IES Profile"
784
- doc = """An IES (Illumination Engineering Society) light
785
- profile describing the angular distribution of light.
786
-
787
- For full details on the .ies file format, see the full specification,
788
- ANSI/IES LM-63-19:
789
-
790
- https://store.ies.org/product/lm-63-19-approved-method-ies-standard-file-format-for-the-electronic-transfer-of-photometric-data-and-related-information/
791
-
792
- The luminous intensity values in the IES profile are sampled using
793
- the emission direction in the light's local space (after a possible
794
- transformation by a non-zero shaping:ies:angleScale, see below). The
795
- sampled value is then potentially normalized by the overall power of the
796
- profile if shaping:ies:normalize is enabled, and then used as a scaling
797
- factor on the returned luminance:
798
-
799
-
800
- <center><b>
801
- 𝛳<sub>light</sub>, 𝜙 =
802
- toPolarCoordinates(emissionDirectionInLightSpace)
803
-
804
- 𝛳<sub>ies</sub> = applyAngleScale(𝛳<sub>light</sub>, angleScale)
805
-
806
- iesSample = sampleIES(iesFile, 𝛳<sub>ies</sub>, 𝜙)
807
-
808
- iesNormalize ⟹ iesSample = iesSample ⋅ iesProfilePower(iesFile)
809
-
810
- L<sub>Color</sub> = iesSample ⋅ L<sub>Color</sub>
811
- </b></center>
812
-
813
- See `inputs:shaping:ies:angleScale` for a description of
814
- `applyAngleScale`, and `inputs:shaping:ies:normalize` for how
815
- `iesProfilePower` is calculated.
816
- """
817
- customData = {
818
- token apiName = "shaping:ies:file"
819
- }
820
- )
821
- float inputs:shaping:ies:angleScale = 0 (
822
- displayGroup = "Shaping"
823
- displayName = "Profile Scale"
824
- doc = """Rescales the angular distribution of the IES profile.
825
-
826
- Applies a scaling factor to the latitudinal theta/vertical polar
827
- coordinate before sampling the IES profile, to shift the samples more
828
- toward the "top" or "bottom" of the profile. The scaling origin varies
829
- depending on whether `angleScale` is positive or negative. If it is
830
- positive, the scaling origin is theta = 0. If it is negative, the
831
- scaling origin is theta = pi (180 degrees). Values where
832
- |angleScale| < 1 will "shrink" the angular range in which the
833
- iesProfile is applied, while values where |angleScale| > 1 will
834
- "grow" the angular range to which the iesProfile is mapped.
835
-
836
- If <i>𝛳<sub>light</sub></i> is the latitudinal theta polar
837
- coordinate of the emission direction in the light's local space, and
838
- <em>𝛳<sub>ies</sub></em> is the value that will be used when
839
- actually sampling the profile, then the exact formula is:
840
-
841
- * <i>if angleScale > 0:</i>
842
- <center><b>
843
- 𝛳<sub>ies</sub> = 𝛳<sub>light</sub> / angleScale
844
- </b></center>
845
-
846
- * <i>if angleScale = 0:</i>
847
- <center><b>
848
- 𝛳<sub>ies</sub> = 𝛳<sub>light</sub>
849
- </b></center>
850
-
851
- * <i>if angleScale < 0:</i>
852
- <center><b>
853
- 𝛳<sub>ies</sub> = (𝛳<sub>light</sub> - π) / -angleScale
854
- </b></center>
855
-
856
- Usage guidelines for artists / lighting TDs:
857
-
858
- **If you have an IES profile for a spotlight aimed "down":**
859
-
860
- - You should use a positive angleScale (> 0).
861
- - Values where 0 < angleScale < 1 will narrow the spotlight beam.
862
- - Values where angleScale > 1 will broaden the spotlight beam.
863
-
864
- For example, if the original IES profile is a downward spotlight with
865
- a total cone angle of 60°, then angleScale = .5 will narrow it to
866
- have a cone angle of 30°, and an angleScale of 1.5 will broaden it
867
- to have a cone angle of 90°.
868
-
869
- **If you have an IES profile for a spotlight aimed "up":**
870
-
871
- - You should use a negative angleScale (< 0).
872
- - Values where -1 < angleScale < 0 will narrow the spotlight beam.
873
- - Values where angleScale < -1 will broaden the spotlight beam.
874
-
875
- For example, if the original IES profile is an upward spotlight with
876
- a total cone angle of 60°, then angleScale = -.5 will narrow it to
877
- have a cone angle of 30°, and an angleScale of -1.5 will broaden
878
- it to have a cone angle of 90°.
879
-
880
- **If you have an IES profile that's isn't clearly "aimed" in a single
881
- direction, OR it's aimed in a direction other than straight up or
882
- down:**
883
-
884
- - Applying angleScale will alter the vertical angle mapping for your
885
- IES light, but it may be difficult to have a clear intuitive sense
886
- of how varying the angleScale will affect the shape of your light
887
-
888
- If you violate the above rules (i.e., use a negative angleScale for a
889
- spotlight aimed down), then angleScale will still alter the vertical-
890
- angle mapping, but in more non-intuitive ways (i.e., broadening /
891
- narrowing may seem inverted, and the IES profile may seem to "translate"
892
- through the vertical angles, rather than uniformly scale).
893
- """
894
- customData = {
895
- token apiName = "shaping:ies:angleScale"
896
- }
897
- )
898
- bool inputs:shaping:ies:normalize = false (
899
- displayGroup = "Shaping"
900
- displayName = "Profile Normalization"
901
- doc = """Normalizes the IES profile so that it affects the shaping
902
- of the light while preserving the overall energy output.
903
-
904
- The sampled luminous intensity is scaled by the overall power of the
905
- IES profile if this is on, where the total power is calculated by
906
- integrating the luminous intensity over all solid angle patches
907
- defined in the profile.
908
- """
909
- customData = {
910
- token apiName = "shaping:ies:normalize"
911
- }
912
- )
913
- }
914
-
915
- class "ShadowAPI" (
916
- inherits = </APISchemaBase>
917
- doc = """Controls to refine a light's shadow behavior. These are
918
- non-physical controls that are valuable for visual lighting work."""
919
- customData = {
920
- string extraIncludes = """
921
- #include "pxr/usd/usdShade/input.h"
922
- #include "pxr/usd/usdShade/output.h" """
923
- }
924
-
925
- ) {
926
- bool inputs:shadow:enable = true (
927
- displayGroup = "Shadows"
928
- displayName = "Enable Shadows"
929
- doc = """Enables shadows to be cast by this light."""
930
- customData = {
931
- token apiName = "shadow:enable"
932
- }
933
- )
934
- color3f inputs:shadow:color = (0, 0, 0) (
935
- displayGroup = "Shadows"
936
- displayName = "Shadow Color"
937
- doc = """The color of shadows cast by the light. This is a
938
- non-physical control. The default is to cast black shadows."""
939
- customData = {
940
- token apiName = "shadow:color"
941
- }
942
- )
943
- float inputs:shadow:distance = -1.0 (
944
- displayGroup = "Shadows"
945
- displayName = "Shadow Max Distance"
946
- doc = """The maximum distance shadows are cast. The distance is
947
- measured as the distance between the point on the surface and the
948
- occluder.
949
- The default value (-1) indicates no limit.
950
- """
951
- customData = {
952
- token apiName = "shadow:distance"
953
- }
954
- )
955
- float inputs:shadow:falloff = -1.0 (
956
- displayGroup = "Shadows"
957
- displayName = "Shadow Falloff"
958
- doc = """The size of the shadow falloff zone within the shadow max
959
- distance, which can be used to hide the hard cut-off for shadows seen
960
- stretching past the max distance. The falloff zone is the area that
961
- fades from full shadowing at the beginning of the falloff zone to no
962
- shadowing at the max distance from the occluder. The falloff zone
963
- distance cannot exceed the shadow max distance. A falloff value equal
964
- to or less than zero (with -1 as the default) indicates no falloff.
965
- """
966
- customData = {
967
- token apiName = "shadow:falloff"
968
- }
969
- )
970
- float inputs:shadow:falloffGamma = 1.0 (
971
- displayGroup = "Shadows"
972
- displayName = "Shadow Falloff Gamma"
973
- doc = """A gamma (i.e., exponential) control over shadow strength
974
- with linear distance within the falloff zone. This controls the rate
975
- of the falloff.
976
- This requires the use of shadowDistance and shadowFalloff."""
977
- customData = {
978
- token apiName = "shadow:falloffGamma"
979
- }
980
- )
981
- }
982
-
983
- class LightFilter "LightFilter" (
984
- inherits = </Xformable>
985
- doc = """A light filter modifies the effect of a light.
986
- Lights refer to filters via relationships so that filters may be
987
- shared.
988
-
989
- <b>Linking</b>
990
-
991
- Filters can be linked to geometry. Linking controls which geometry
992
- a light-filter affects, when considering the light filters attached
993
- to a light illuminating the geometry.
994
-
995
- Linking is specified as a collection (UsdCollectionAPI) which can
996
- be accessed via GetFilterLinkCollection().
997
- """
998
- customData = {
999
- dictionary extraPlugInfo = {
1000
- bool providesUsdShadeConnectableAPIBehavior = 1
1001
- }
1002
- string extraIncludes = """
1003
- #include "pxr/usd/usd/collectionAPI.h"
1004
- #include "pxr/usd/usdShade/input.h"
1005
- #include "pxr/usd/usdShade/output.h" """
1006
- }
1007
- prepend apiSchemas = ["CollectionAPI:filterLink"]
1008
- ) {
1009
- uniform bool collection:filterLink:includeRoot = 1 (
1010
- customData = {
1011
- bool apiSchemaOverride = true
1012
- }
1013
- )
1014
- uniform token lightFilter:shaderId = "" (
1015
- displayGroup = "Internal"
1016
- doc = """Default ID for the light filter's shader.
1017
- This defines the shader ID for this light filter when a render context
1018
- specific shader ID is not available.
1019
-
1020
- \\see GetShaderId
1021
- \\see GetShaderIdAttrForRenderContext
1022
- \\see SdrRegistry::GetShaderNodeByIdentifier
1023
- \\see SdrRegistry::GetShaderNodeByIdentifierAndType
1024
- """
1025
- customData = {
1026
- token apiName = "shaderId"
1027
- }
1028
- )
1029
-
1030
- }
1031
-
1032
- class "BoundableLightBase" (
1033
- inherits = </Boundable>
1034
- doc = """Base class for intrinsic lights that are boundable.
1035
-
1036
- The primary purpose of this class is to provide a direct API to the
1037
- functions provided by LightAPI for concrete derived light types.
1038
- """
1039
- customData = {
1040
- string extraIncludes = """#include "pxr/usd/usdLux/lightAPI.h" """
1041
- token[] reflectedAPISchemas = ["LightAPI"]
1042
- }
1043
- prepend apiSchemas = ["LightAPI"]
1044
- ) {
1045
- }
1046
-
1047
- class "NonboundableLightBase" (
1048
- inherits = </Xformable>
1049
- doc = """Base class for intrinsic lights that are not boundable.
1050
-
1051
- The primary purpose of this class is to provide a direct API to the
1052
- functions provided by LightAPI for concrete derived light types.
1053
- """
1054
- customData = {
1055
- string extraIncludes = """#include "pxr/usd/usdLux/lightAPI.h" """
1056
- token[] reflectedAPISchemas = ["LightAPI"]
1057
- }
1058
- prepend apiSchemas = ["LightAPI"]
1059
- ) {
1060
- }
1061
-
1062
- class DistantLight "DistantLight" (
1063
- inherits = </NonboundableLightBase>
1064
- doc = """Light emitted from a distant source along the -Z axis.
1065
- Also known as a directional light."""
1066
- ) {
1067
- uniform token light:shaderId = "DistantLight" (
1068
- customData = {
1069
- bool apiSchemaOverride = true
1070
- }
1071
- )
1072
- float inputs:angle = 0.53 (
1073
- displayGroup = "Basic"
1074
- displayName = "Angle Extent"
1075
- doc = """Angular diameter of the light in degrees.
1076
- As an example, the Sun is approximately 0.53 degrees as seen from Earth.
1077
- Higher values broaden the light and therefore soften shadow edges.
1078
-
1079
- This value is assumed to be in the range `0 <= angle < 360`, and will
1080
- be clipped to this range. Note that this implies that we can have a
1081
- distant light emitting from more than a hemispherical area of light
1082
- if angle > 180. While this is valid, it is possible that for large
1083
- angles a DomeLight may provide better performance. If angle is 0, the
1084
- DistantLight represents a perfectly parallel light source.
1085
- """
1086
- customData = {
1087
- token apiName = "angle"
1088
- }
1089
- )
1090
- float inputs:intensity = 50000 (
1091
- doc = """Scales the brightness of the light linearly.
1092
-
1093
- Intensity is overridden on DistantLight from LightAPI so that we can
1094
- supply a high default intensity to approximate the Sun.
1095
- """
1096
- customData = {
1097
- token apiName = "intensity"
1098
- bool apiSchemaOverride = true
1099
- }
1100
- )
1101
- }
1102
-
1103
- class DiskLight "DiskLight" (
1104
- customData = {
1105
- dictionary extraPlugInfo = {
1106
- bool implementsComputeExtent = 1
1107
- }
1108
- }
1109
- inherits = </BoundableLightBase>
1110
- doc = """Light emitted from one side of a circular disk.
1111
- The disk is centered in the XY plane and emits light along the -Z axis."""
1112
- ) {
1113
- uniform token light:shaderId = "DiskLight" (
1114
- customData = {
1115
- bool apiSchemaOverride = true
1116
- }
1117
- )
1118
- float inputs:radius = 0.5 (
1119
- displayGroup = "Geometry"
1120
- displayName = "Radius"
1121
- doc = "Radius of the disk."
1122
- customData = {
1123
- token apiName = "radius"
1124
- }
1125
- )
1126
- }
1127
-
1128
- class RectLight "RectLight" (
1129
- customData = {
1130
- dictionary extraPlugInfo = {
1131
- bool implementsComputeExtent = 1
1132
- }
1133
- }
1134
- inherits = </BoundableLightBase>
1135
- doc = """Light emitted from one side of a rectangle.
1136
- The rectangle is centered in the XY plane and emits light along the -Z axis.
1137
- The rectangle is 1 unit in length in the X and Y axis. In the default
1138
- position, a texture file's min coordinates should be at (+X, +Y) and
1139
- max coordinates at (-X, -Y)."""
1140
- ) {
1141
- uniform token light:shaderId = "RectLight" (
1142
- customData = {
1143
- bool apiSchemaOverride = true
1144
- }
1145
- )
1146
- float inputs:width = 1 (
1147
- displayGroup = "Geometry"
1148
- displayName = "Width"
1149
- doc = "Width of the rectangle, in the local X axis."
1150
- customData = {
1151
- token apiName = "width"
1152
- }
1153
-
1154
- )
1155
- float inputs:height = 1 (
1156
- displayGroup = "Geometry"
1157
- displayName = "Height"
1158
- doc = "Height of the rectangle, in the local Y axis."
1159
- customData = {
1160
- token apiName = "height"
1161
- }
1162
- )
1163
- asset inputs:texture:file (
1164
- displayGroup = "Basic"
1165
- displayName = "Color Map"
1166
- doc = """A color texture to use on the rectangle."""
1167
- customData = {
1168
- token apiName = "textureFile"
1169
- }
1170
- )
1171
- }
1172
-
1173
- class SphereLight "SphereLight" (
1174
- customData = {
1175
- dictionary extraPlugInfo = {
1176
- bool implementsComputeExtent = 1
1177
- }
1178
- }
1179
- inherits = </BoundableLightBase>
1180
- doc = """Light emitted outward from a sphere."""
1181
- ) {
1182
- uniform token light:shaderId = "SphereLight" (
1183
- customData = {
1184
- bool apiSchemaOverride = true
1185
- }
1186
- )
1187
- float inputs:radius = 0.5 (
1188
- displayGroup = "Geometry"
1189
- displayName = "Radius"
1190
- doc = "Radius of the sphere."
1191
- customData = {
1192
- token apiName = "radius"
1193
- }
1194
- )
1195
- bool treatAsPoint = false (
1196
- displayGroup = "Advanced"
1197
- displayName = "Treat As Point"
1198
- doc = """A hint that this light can be treated as a 'point'
1199
- light (effectively, a zero-radius sphere) by renderers that
1200
- benefit from non-area lighting. Renderers that only support
1201
- area lights can disregard this."""
1202
- )
1203
- }
1204
-
1205
- class CylinderLight "CylinderLight" (
1206
- customData = {
1207
- dictionary extraPlugInfo = {
1208
- bool implementsComputeExtent = 1
1209
- }
1210
- }
1211
- inherits = </BoundableLightBase>
1212
- doc = """Light emitted outward from a cylinder.
1213
- The cylinder is centered at the origin and has its major axis on the X axis.
1214
- The cylinder does not emit light from the flat end-caps.
1215
- """
1216
- ) {
1217
- uniform token light:shaderId = "CylinderLight" (
1218
- customData = {
1219
- bool apiSchemaOverride = true
1220
- }
1221
- )
1222
- float inputs:length = 1 (
1223
- displayGroup = "Geometry"
1224
- displayName = "Length"
1225
- doc = "Length of the cylinder, in the local X axis."
1226
- customData = {
1227
- token apiName = "length"
1228
- }
1229
- )
1230
- float inputs:radius = 0.5 (
1231
- displayGroup = "Geometry"
1232
- displayName = "Radius"
1233
- doc = "Radius of the cylinder."
1234
- customData = {
1235
- token apiName = "radius"
1236
- }
1237
- )
1238
- bool treatAsLine = false (
1239
- displayGroup = "Advanced"
1240
- displayName = "Treat As Line"
1241
- doc = """A hint that this light can be treated as a 'line'
1242
- light (effectively, a zero-radius cylinder) by renderers that
1243
- benefit from non-area lighting. Renderers that only support
1244
- area lights can disregard this."""
1245
- )
1246
- }
1247
-
1248
- class GeometryLight "GeometryLight" (
1249
- inherits = </NonboundableLightBase>
1250
- doc = """\\deprecated
1251
- Light emitted outward from a geometric prim (UsdGeomGprim),
1252
- which is typically a mesh."""
1253
- ) {
1254
- rel geometry (
1255
- doc = """Relationship to the geometry to use as the light source."""
1256
- )
1257
- uniform token light:shaderId = "GeometryLight" (
1258
- customData = {
1259
- bool apiSchemaOverride = true
1260
- }
1261
- )
1262
- }
1263
-
1264
- class DomeLight "DomeLight" (
1265
- inherits = </NonboundableLightBase>
1266
- doc = """Light emitted inward from a distant external environment,
1267
- such as a sky or IBL light probe.
1268
-
1269
- In this version of the dome light, the dome's default orientation is such
1270
- that its top pole is aligned with the world's +Y axis. This adheres to the
1271
- OpenEXR specification for latlong environment maps. From the OpenEXR
1272
- documentation:
1273
-
1274
- -------------------------------------------------------------------------
1275
- Latitude-Longitude Map:
1276
-
1277
- The environment is projected onto the image using polar coordinates
1278
- (latitude and longitude). A pixel's x coordinate corresponds to
1279
- its longitude, and the y coordinate corresponds to its latitude.
1280
- Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and
1281
- longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has
1282
- latitude -pi/2 and longitude -pi.
1283
-
1284
- In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and
1285
- positive y direction. Latitude 0, longitude 0 points into positive
1286
- z direction; and latitude 0, longitude pi/2 points into positive x
1287
- direction.
1288
-
1289
- The size of the data window should be 2*N by N pixels (width by height),
1290
- where N can be any integer greater than 0.
1291
- -------------------------------------------------------------------------
1292
- """
1293
- ) {
1294
- uniform token light:shaderId = "DomeLight" (
1295
- customData = {
1296
- bool apiSchemaOverride = true
1297
- }
1298
- )
1299
- asset inputs:texture:file (
1300
- displayGroup = "Basic"
1301
- displayName = "Color Map"
1302
- doc = """A color texture to use on the dome, such as an HDR (high
1303
- dynamic range) texture intended for IBL (image based lighting)."""
1304
- customData = {
1305
- token apiName = "textureFile"
1306
- }
1307
- )
1308
- token inputs:texture:format = "automatic" (
1309
- displayGroup = "Basic"
1310
- displayName = "Color Map Format"
1311
- allowedTokens = ["automatic", "latlong", "mirroredBall", "angular", "cubeMapVerticalCross"]
1312
- doc = """
1313
- Specifies the parameterization of the color map file.
1314
- Valid values are:
1315
- - automatic: Tries to determine the layout from the file itself.
1316
- For example, Renderman texture files embed an explicit
1317
- parameterization.
1318
- - latlong: Latitude as X, longitude as Y.
1319
- - mirroredBall: An image of the environment reflected in a
1320
- sphere, using an implicitly orthogonal projection.
1321
- - angular: Similar to mirroredBall but the radial dimension
1322
- is mapped linearly to the angle, providing better sampling
1323
- at the edges.
1324
- - cubeMapVerticalCross: A cube map with faces laid out as a
1325
- vertical cross.
1326
- """
1327
- customData = {
1328
- token apiName = "textureFormat"
1329
- }
1330
- )
1331
- rel portals (
1332
- doc = """Optional portals to guide light sampling."""
1333
- )
1334
- float guideRadius = 1.0e5 (
1335
- displayGroup = "Guides"
1336
- displayName = "Radius"
1337
- doc = """The radius of guide geometry to use to visualize the dome light. The default is 1 km for scenes whose metersPerUnit is the USD default of 0.01 (i.e., 1 world unit is 1 cm)."""
1338
- )
1339
- }
1340
-
1341
- class DomeLight_1 "DomeLight_1" (
1342
- inherits = </NonboundableLightBase>
1343
- doc = """Light emitted inward from a distant external environment,
1344
- such as a sky or IBL light probe.
1345
-
1346
- In this version of the dome light, the dome's default orientation is
1347
- determined by its *poleAxis* property. The fallback value, "scene", means
1348
- that the dome starts with its top pole aligned with the stage's up axis.
1349
-
1350
- Note that the rotation necessary to align the dome light with its *poleAxis*
1351
- is intended to be applied by a renderer to only the dome itself, and *not*
1352
- to inherit down to any USD namespace children of the dome light prim.
1353
-
1354
- If *poleAxis* is set to "Y" or "scene" and the stage's up axis is "Y", the
1355
- dome's default orientation will adhere to the OpenEXR specification for
1356
- latlong environment maps. From the OpenEXR documentation:
1357
-
1358
- -------------------------------------------------------------------------
1359
- Latitude-Longitude Map:
1360
-
1361
- The environment is projected onto the image using polar coordinates
1362
- (latitude and longitude). A pixel's x coordinate corresponds to
1363
- its longitude, and the y coordinate corresponds to its latitude.
1364
- Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and
1365
- longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has
1366
- latitude -pi/2 and longitude -pi.
1367
-
1368
- In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and
1369
- positive y direction. Latitude 0, longitude 0 points into positive
1370
- z direction; and latitude 0, longitude pi/2 points into positive x
1371
- direction.
1372
-
1373
- The size of the data window should be 2*N by N pixels (width by height),
1374
- where N can be any integer greater than 0.
1375
- -------------------------------------------------------------------------
1376
-
1377
- If *poleAxis* is set to "Z" or "scene" and the stage's up axis is "Z",
1378
- latitudes -pi/2 and +pi/2 will instead correspond to the negative and
1379
- positive Z direction, and latitude 0, longitude 0 will instead point into
1380
- the negative Y direction in 3D space.
1381
- """
1382
- ) {
1383
- uniform token light:shaderId = "DomeLight" (
1384
- customData = {
1385
- bool apiSchemaOverride = true
1386
- }
1387
- )
1388
- asset inputs:texture:file (
1389
- displayGroup = "Basic"
1390
- displayName = "Color Map"
1391
- doc = """A color texture to use on the dome, such as an HDR (high
1392
- dynamic range) texture intended for IBL (image based lighting)."""
1393
- customData = {
1394
- token apiName = "textureFile"
1395
- }
1396
- )
1397
- token inputs:texture:format = "automatic" (
1398
- displayGroup = "Basic"
1399
- displayName = "Color Map Format"
1400
- allowedTokens = ["automatic", "latlong", "mirroredBall", "angular", "cubeMapVerticalCross"]
1401
- doc = """
1402
- Specifies the parameterization of the color map file.
1403
- Valid values are:
1404
- - automatic: Tries to determine the layout from the file itself.
1405
- For example, Renderman texture files embed an explicit
1406
- parameterization.
1407
- - latlong: Latitude as X, longitude as Y.
1408
- - mirroredBall: An image of the environment reflected in a
1409
- sphere, using an implicitly orthogonal projection.
1410
- - angular: Similar to mirroredBall but the radial dimension
1411
- is mapped linearly to the angle, providing better sampling
1412
- at the edges.
1413
- - cubeMapVerticalCross: A cube map with faces laid out as a
1414
- vertical cross.
1415
- """
1416
- customData = {
1417
- token apiName = "textureFormat"
1418
- }
1419
- )
1420
- rel portals (
1421
- doc = """Optional portals to guide light sampling."""
1422
- )
1423
- float guideRadius = 1.0e5 (
1424
- displayGroup = "Guides"
1425
- displayName = "Radius"
1426
- doc = """The radius of guide geometry to use to visualize the dome light. The default is 1 km for scenes whose metersPerUnit is the USD default of 0.01 (i.e., 1 world unit is 1 cm)."""
1427
- )
1428
- uniform token poleAxis = "scene" (
1429
- displayGroup = "Advanced"
1430
- displayName = "Pole Axis"
1431
- allowedTokens = ["scene", "Y", "Z"]
1432
- doc = """
1433
- A token which indicates the starting alignment of the dome
1434
- light's top pole. This alignment is for the dome itself and is *not*
1435
- inherited by the namespace children of the dome.
1436
- Valid values are:
1437
- - scene: The dome light's top pole is aligned with the stage's up axis.
1438
- - Y: The dome light's top pole is aligned with the +Y axis.
1439
- - Z: The dome light's top pole is aligned with the +Z axis.
1440
- """
1441
- )
1442
- }
1443
-
1444
- class PortalLight "PortalLight" (
1445
- customData = {
1446
- dictionary extraPlugInfo = {
1447
- bool implementsComputeExtent = 1
1448
- }
1449
- }
1450
- inherits = </BoundableLightBase>
1451
- doc = """A rectangular portal in the local XY plane that guides sampling
1452
- of a dome light. Transmits light in the -Z direction.
1453
- The rectangle is 1 unit in length."""
1454
- ) {
1455
- uniform token light:shaderId = "PortalLight" (
1456
- customData = {
1457
- bool apiSchemaOverride = true
1458
- }
1459
- )
1460
- float inputs:width = 1 (
1461
- displayGroup = "Geometry"
1462
- displayName = "Width"
1463
- doc = "Width of the portal rectangle in the local X axis."
1464
- customData = {
1465
- token apiName = "width"
1466
- }
1467
-
1468
- )
1469
- float inputs:height = 1 (
1470
- displayGroup = "Geometry"
1471
- displayName = "Height"
1472
- doc = "Height of the portal rectangle in the local Y axis."
1473
- customData = {
1474
- token apiName = "height"
1475
- }
1476
- )
1477
- }
1478
-
1479
- class PluginLight "PluginLight" (
1480
- inherits = </Xformable>
1481
- doc = """Light that provides properties that allow it to identify an
1482
- external SdrShadingNode definition, through UsdShadeNodeDefAPI, that can be
1483
- provided to render delegates without the need to provide a schema
1484
- definition for the light's type.
1485
-
1486
- \\see \\ref usdLux_PluginSchemas
1487
- """
1488
- prepend apiSchemas = ["NodeDefAPI", "LightAPI"]
1489
- customData = {
1490
- string extraIncludes = """
1491
- #include "pxr/usd/usdShade/nodeDefAPI.h" """
1492
- }
1493
- ) {
1494
- }
1495
-
1496
- class PluginLightFilter "PluginLightFilter" (
1497
- inherits = </LightFilter>
1498
- doc = """Light filter that provides properties that allow it to identify an
1499
- external SdrShadingNode definition, through UsdShadeNodeDefAPI, that can be
1500
- provided to render delegates without the need to provide a schema
1501
- definition for the light filter's type.
1502
-
1503
- \\see \\ref usdLux_PluginSchemas
1504
- """
1505
- prepend apiSchemas = ["NodeDefAPI"]
1506
- customData = {
1507
- string extraIncludes = """
1508
- #include "pxr/usd/usdShade/nodeDefAPI.h" """
1509
- }
1510
- ) {
1511
- }