Understanding the Toolkit#

RTX Remix projects typically progress through three key stages: project setup, mod authoring, and mod packaging. The “Modding” page within the application provides dedicated tabs for each of these steps.


Project Setup#

The Captures / Setup tab is primarily used to manage the currently loaded capture layer, as the project wizard streamlines the remaining setup processes.

See also

Refer to the Creating a New Project section for comprehensive information on the project wizard and the project creation workflow.


Mod Authoring#

The Asset Replacements tab is the primary workspace for authoring your mod. This tab features various panels that enable the visualization and editing of diverse information pertaining to your mod. The subsequent sections will provide a detailed explanation of the panels within this tab.

Layers Panel#

The Layers panel is a powerful tool for managing the layers within your project. Layers serve to organize and segregate different aspects of your mod, facilitating collaborative workflows and enabling focused editing of specific elements without impacting others.

Adhering to the guidelines outlined in the Project Organization Using Layers section is recommended for effective layer management.

See also

USD Layers can initially present a counterintuitive concept, particularly for those unaccustomed to their behavior. Unlike traditional hierarchical structures where child layers typically override parent properties, USD Layers operate on an aggregation principle. Parent layers exert a stronger influence (higher opinion strength) than children layers, effectively determining how properties are ultimately resolved.

For a deeper understanding of layers and composition arcs, consult the OpenUSD Layer Stack documentation.

The Layers panel offers the following functionalities:

Layers Panel

  • Expand Layer Items: Layers can be recursively composed of sublayers, forming a hierarchical tree structure. Expanding layer items reveals each layer’s sublayers.

  • Layer Actions: A range of actions can be performed on layers. Certain actions may be restricted on specific layers; hovering over the icons will display a tooltip explaining any such restrictions.

  • Setting the Edit Target: The edit target, indicated by a teal hashed background, is the layer that will be modified when scene changes are made. To set the edit target, click the Edit Target icon associated with the desired layer.

  • Creating/Importing Sublayers: Sublayers can be created or imported by first selecting a valid layer and then clicking the Create Layer or Import Layer icons located at the bottom of the panel. These buttons are enabled only when a valid layer for the respective action is selected.

  • Context Menu: The Layers panel context menu (accessed by right-clicking) provides additional actions that can be performed on layers, such as transferring the contents of a layer.

Tip

The scroll bar at the bottom of each panel allows for both horizontal scrolling and vertical resizing of individual panels, enabling users to view more of the panel’s content.


Bookmarks Panel#

Bookmarks provide a powerful mechanism for quick navigation to specific locations within the scene. They can be used to mark important objects or group components of larger objects.

Utilizing bookmarks in conjunction with Stage Manager tags can enhance scene navigation efficiency and ensure important assets are easily tracked.

Bookmarks Panel

Creating a bookmark involves selecting the “Create a new bookmark…” entry and adding items to it. By default, all currently selected items are added to the new bookmark. Additional items can be added by selecting the desired objects and clicking the Add Item icon.

Removing items from a bookmark is straightforward: select the bookmark and click the Remove Item icon.

Bookmarks can be deleted entirely by clicking the Delete Bookmark icon.

Nesting bookmarks is also supported. To nest a bookmark, simply drag and drop the bookmark into the target bookmark.

Tip

The Bookmarks panel employs a “secondary” selection concept. When a bookmark is selected, but only a subset of the items within it are also selected in the scene, the bookmark is highlighted with a faint color. Conversely, if all items within the bookmark are selected in the scene, the bookmark is highlighted with a more vivid color.

Clicking on a bookmark will select all the items contained within it.


Selection Panel#

Understanding the Selection panel is essential for effective use of the Properties panels, as the latter dynamically displays content based on the current selection.

Selection Panel

The most crucial aspect of the Selection panel is the type of the currently selected item. Icons preceding the item names indicate their type:

  • Mesh Icon: Mesh. Meshes are transformable and should have an associated material.

  • Transform Icon: Transform (Xform). Transforms can be manipulated (moved, rotated, scaled) but do not possess associated materials.

  • Light Icon: Light. Lights are transformable and have adjustable light properties.

  • Reference Icon: Reference. References can be replaced with other assets, duplicated, or removed from the scene. They are not directly transformable and do not have material properties.

See also

Refer to the Setting Up Asset Replacements section for detailed information on references and their management.

Consult the Relighting a Game section for comprehensive information on adding and editing lights.


Object Properties#

The Properties panels, comprising the Object Properties and Material Properties panels, are the most frequently used components of the RTX Remix Toolkit. These panels are central to the modding workflow, providing the means to modify nearly every aspect of the game’s visual elements. Through these interfaces, users can replace original game meshes with newly authored assets, configure all material properties including the assignment of textures, and adjust the attributes of any lights present in the scene. Furthermore, the Properties panels enable the transformation of meshes (translation, rotation, and scale), offering fundamental control over the placement and appearance of objects within the remastered game world. A thorough understanding of these panels is crucial for effectively realizing creative visions and achieving desired visual fidelity in RTX Remix projects.

The Object Properties panel provides the means to modify object attributes within the scene. The panel’s content dynamically adapts to reflect the properties of the selected object(s).

For example:

  • Reference Selection: When a reference is selected, the panel displays the reference file path. These properties enable the addition, removal, or replacement of references within the mod.

    Reference Properties

  • Transformable Item Selection (XFormable): Selecting a transformable item presents the transform properties. These properties facilitate the manipulation of the object’s position, rotation, and scale within the 3D space.

    Transform Properties

  • Light Selection: The panel displays the light properties when a light source is selected. These properties allow for the adjustment of light attributes, such as color and intensity.

    Light Properties

  • Furthermore, this panel allows the assignment of Remix Categories to various objects within the scene, influencing how they are rendered by the RTX Remix Runtime.


Material Properties#

The Material Properties panel allows for the modification of material attributes within the scene. The panel’s content displays the shader inputs available, as defined by the selected MDL file.

Material Properties

This panel also offers the functionality to toggle materials between translucent and opaque states, depending on the original material’s characteristics.

Additionally, it enables the assignment of complete texture sets to the material through drag-and-drop actions or by clicking the “Assign Texture Set” button.


Additional Properties Panels Features#

Properties Pinning#

The current selection can be retained within the properties panel by clicking the pin icon located in the top right corner of the panel. This feature allows the properties panel to remain open and focused on a specific item while different objects are selected in the scene.

Properties Pinning

Attribute State#

Each attribute within the properties panel features multiple state indicators that provide immediate information regarding the current state of the selection.

Properties Attribute States

  • The Mixed Value icon indicates whether the attribute exhibits varying values across the selected objects. If the attribute holds the same value for all selected objects, this icon appears disabled. If the selected items possess differing attribute values, the icon becomes brighter and colored. Hovering over this icon displays a tooltip containing details about the selection.

  • The circle icon indicates whether the attribute value matches the default value. If the attribute value is the default, this icon appears disabled. If the attribute value deviates from the default, the icon becomes brighter and colored. Clicking the icon resets the value to its default. Hovering over this icon displays a tooltip providing information on the selection.

  • The Overrides Menu icon and the darker background signify whether the attribute has been overridden. If the attribute has been overridden, this icon becomes brighter and colored, and the background darkens. If the attribute is not overridden, the icon appears disabled, and the background retains its default color. Clicking the icon reveals a menu enabling the removal of all overrides or overrides from specific layers.

Copy / Paste Values#

An efficient method for transferring values between objects involves utilizing the context menu within the properties panel. Right-clicking any selected properties will present a context menu with the following options:

Properties Copy and Paste

  • Copy All: Copies all items within the tree view to the clipboard, irrespective of the current selection. This includes items within collapsed groups.

    Note

    OBJECT PROPERTIES and MATERIAL PROPERTIES constitute two distinct tree views, and simultaneous copying from both is not supported.

  • Copy Selected: Copies the currently selected items to the clipboard. Selecting a group expands the selection to encompass all its child items.

  • Paste All: If the clipboard contains data compatible with any items in the tree view, this menu item becomes enabled and will paste the matching items from the clipboard.

  • Paste Selected: Functions similarly to Paste All but restricts pasting values only to the items currently selected.

Important

This context menu facilitates the replication of the same attribute(s) between different objects, but not between different attributes of the same object.


Stage Manager#

The Stage Manager in the RTX Remix Toolkit is a robust tool designed for effective management and visualization of stage data.

The tabs located at the top provide convenient switching between different views of your stage data. Each tab offers a unique set of filters and columns that can be customized to align with specific workflow requirements. This adaptability enables the grouping of data in a manner that enhances comprehension and management of your stage.

Stage Manager

Performance Considerations#

The Stage Manager automatically updates in response to changes in your stage data. These updates occur asynchronously, preventing UI blocking. However, with a very large number of prims, performance may be impacted, potentially slowing down the Stage Manager.

If the Stage Manager begins to impede workflow efficiency, it can be disabled using the Optional Features option accessible via the hamburger menu. This feature grants control over the Stage Manager’s usage, ensuring it remains a productivity aid.

Important

Optional features settings are persistent across RTX Remix Toolkit restarts, eliminating the need to repeatedly enable or disable the Stage Manager.


Mod Packaging#

The Mod Packaging tab is the central location for preparing your mod for distribution to other gamers.

See also

Consult the Packaging Your Mod section for detailed instructions on mod packaging and sharing.


Telemetry#

The RTX Remix Toolkit collects anonymous usage data to help us understand how users interact with the application and identify areas for improvement. This data helps us make the toolkit more user-friendly and resolve issues in a timely manner.

The telemetry data is collected by the omni.flux.telemetry.core extension, which is enabled by default but can be disabled by overriding the /exts/omni.flux.telemetry.core/enabled setting.

See also

See the Overriding Settings section of the documentation for more information on how to override the telemetry setting.


Advanced Features#

Warning

The following sections provide information on features for advanced users.

Using these features incorrectly can cause the application to crash or behave unexpectedly.


Alternative Application Executables#

The RTX Remix Toolkit provides many alternative executables for different purposes.

A few examples of alternative application executables are listed below.

All of the application executables are located in the RTX Remix Toolkit installation directory.

Application

Executable

Description

Release RTX Remix Toolkit

lightspeed.app.trex.bat

The standard version of the RTX Remix Toolkit that is used for production purposes.

Developer RTX Remix Toolkit

lightspeed.app.trex_dev.bat

A special version of the RTX Remix Toolkit that is used for development purposes. It exposes additional menus and settings that are not available in the release application.

Standalone RTX Remix Ingestion CLI

lightspeed.app.trex.ingestcraft.cli.bat

A CLI tool that can be used to ingest assets into the RTX Remix Toolkit without needing to launch the complete RTX Remix Toolkit.

See also

Refer to the Utilizing the Ingestion Tool CLI (Advanced) section of the documentation for more information on the standalone ingestion application.


Overriding Settings#

The RTX Remix Toolkit provides a mechanism for overriding certain settings within the application. This feature is particularly useful for users who require customized configurations that deviate from the default settings.

To override a setting:

  1. Open a command prompt and navigate to the RTX Remix Toolkit installation directory.

    For example, run the following command:

    cd "C:\Program Files\NVIDIA Corporation\RTX Remix"
    
  2. Run the application executable file with the desired settings.

    For instance, to disable telemetry for the release version of the RTX Remix Toolkit, run the following command:

    ./lightspeed.app.trex.bat --/exts/omni.flux.telemetry.core/enabled=0
    

    See the Alternative Application Executables section for more information on the different application executables.

Getting Available Settings#

To get a list of available settings:

  1. Open the Developer RTX Remix Toolkit (See Alternative Application Executables section for more information)

  2. Open the Script Editor window.

    1. Click the Window menu

    2. Select Script Editor.

    Script Editor

  3. Copy the following script into the Script Editor window:

    import carb
    print(carb.settings.get_settings().get("/"))
    
  4. Click the Run button in the bottom left corner.

  5. The output will be displayed at the top of the Script Editor window and in the command prompt used to open the Developer RTX Remix Toolkit.

Note

The output will likely be overwhelming due to the large number of settings available. Formatting the output may help with readability.

Getting sub-sections of the settings will greatly reduce the amount of settings output.

For instance, to get the settings for the omni.flux.telemetry.core extension, run the same command as above but replace / with /exts/omni.flux.telemetry.core.


Need to leave feedback about the RTX Remix Documentation? Click here