usdrt::UsdLuxDistantLight
Defined in usdrt/scenegraph/usd/usdLux/distantLight.h
Functions
usdrt::UsdLuxDistantLight::CreateAngleAttr: See GetAngleAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::UsdLuxDistantLight::CreateIntensityAttr: See GetIntensityAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::UsdLuxDistantLight::CreateLightShaderIdAttr: See GetLightShaderIdAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::PhysxSchemaPhysxParticleSystem::CreateProxyPrimRel: See GetProxyPrimRel() , and also Create vs Get Property Methods for when to use Get vs Create.
usdrt::PhysxSchemaPhysxParticleSystem::CreatePurposeAttr: See GetPurposeAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::PhysxSchemaPhysxParticleSystem::CreateVisibilityAttr: See GetVisibilityAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::PhysxSchemaPhysxParticleSystem::CreateXformOpOrderAttr: See GetXformOpOrderAttr() , and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute's default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::UsdLuxDistantLight::Define: Attempt to ensure a UsdPrim adhering to this schema at
path
is defined (according to UsdPrim::IsDefined()) on this stage.usdrt::UsdLuxDistantLight::GetAngleAttr: Angular size of the light in degrees. As an example, the Sun is approximately 0.53 degrees as seen from Earth. Higher values broaden the light and therefore soften shadow edges.
usdrt::UsdLuxDistantLight::GetIntensityAttr: Scales the emission of the light linearly. The DistantLight has a high default intensity to approximate the Sun.
usdrt::DestructionSchemaDestructibleBaseAPI::GetPath: Return the SdfPath to this schema object's held prim.
usdrt::DestructionSchemaDestructibleBaseAPI::GetPrim: Return this schema object's held prim.
usdrt::PhysxSchemaPhysxParticleSystem::GetProxyPrimRel: The proxyPrim relationship allows us to link a prim whose purpose is "render" to its (single target) purpose="proxy" prim. This is entirely optional, but can be useful in several scenarios:
usdrt::PhysxSchemaPhysxParticleSystem::GetPurposeAttr: Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals.
usdrt::PhysxSchemaPhysxParticleSystem::GetVisibilityAttr: Visibility is meant to be the simplest form of "pruning" visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.
usdrt::PhysxSchemaPhysxParticleSystem::GetXformOpOrderAttr: Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage 's prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims.
usdrt::UsdLuxDistantLight::UsdLuxDistantLight: Construct a UsdLuxDistantLight on UsdPrim
prim
. Equivalent to UsdLuxDistantLight::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.usdrt::UsdLuxDistantLight::UsdLuxDistantLight: Construct a UsdLuxDistantLight on the prim held by
schemaObj
. Should be preferred over UsdLuxDistantLight (schemaObj.GetPrim()), as it preserves SchemaBase state.usdrt::UsdLuxDistantLight::operator bool: Boolean operator.
usdrt::UsdLuxDistantLight::~UsdLuxDistantLight: Destructor.
Variables
usdrt::UsdLuxDistantLight::schemaType: Compile time constant representing what kind of schema this class is.
-
class UsdLuxDistantLight : public usdrt::UsdLuxNonboundableLightBase
Light emitted from a distant source along the -Z axis. Also known as a directional light. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value “rightHanded”, use UsdLuxTokens->rightHanded as the value.
Public Functions
-
inline explicit UsdLuxDistantLight(const UsdPrim &prim = UsdPrim())
Construct a UsdLuxDistantLight on UsdPrim
prim
. Equivalent to UsdLuxDistantLight::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.
-
inline explicit UsdLuxDistantLight(const UsdSchemaBase &schemaObj)
Construct a UsdLuxDistantLight on the prim held by
schemaObj
. Should be preferred over UsdLuxDistantLight(schemaObj.GetPrim()), as it preserves SchemaBase state.
-
inline virtual ~UsdLuxDistantLight()
Destructor.
-
inline operator bool() const
Boolean operator.
- Returns
Return true if the contained prim is an instance of this schema using
IsA
, and false otherwise.
-
inline UsdAttribute GetLightShaderIdAttr() const
Declaration
uniform token light:shaderId = "DistantLight"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateLightShaderIdAttr() const
See GetLightShaderIdAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetAngleAttr() const
Angular size of the light in degrees. As an example, the Sun is approximately 0.53 degrees as seen from Earth. Higher values broaden the light and therefore soften shadow edges.
Declaration
float inputs:angle = 0.53
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateAngleAttr() const
See GetAngleAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetIntensityAttr() const
Scales the emission of the light linearly. The DistantLight has a high default intensity to approximate the Sun.
Declaration
float inputs:intensity = 50000
C++ Type
float
Usd Type
SdfValueTypeNames->Float
-
inline UsdAttribute CreateIntensityAttr() const
See GetIntensityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetXformOpOrderAttr() const
Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage’s prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims.
You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().
Declaration
uniform token[] xformOpOrder
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateXformOpOrderAttr() const
See GetXformOpOrderAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetVisibilityAttr() const
Visibility is meant to be the simplest form of “pruning” visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.
Declaration
token visibility = "inherited"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Allowed Values
inherited, invisible
-
inline UsdAttribute CreateVisibilityAttr() const
See GetVisibilityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetPurposeAttr() const
Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals.
See UsdGeom_ImageablePurpose for more detail about how purpose is computed and used.
Declaration
uniform token purpose = "default"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
default, render, proxy, guide
-
inline UsdAttribute CreatePurposeAttr() const
See GetPurposeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdRelationship GetProxyPrimRel() const
The proxyPrim relationship allows us to link a prim whose purpose is “render” to its (single target) purpose=”proxy” prim. This is entirely optional, but can be useful in several scenarios:
In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose=”render” prim, we will be able to discover and additionally deactivate its associated purpose=”proxy” prim, so that preview renders reflect the pruning accurately.
DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim.
With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection.
Note
It is only valid to author the proxyPrim relationship on prims whose purpose is “render”.
-
inline UsdRelationship CreateProxyPrimRel() const
See GetProxyPrimRel(), and also Create vs Get Property Methods for when to use Get vs Create.
Public Static Functions
-
static inline UsdLuxDistantLight Define(const UsdStageRefPtr &stage, const SdfPath &path)
Attempt to ensure a UsdPrim adhering to this schema at
path
is defined (according to UsdPrim::IsDefined()) on this stage.
Public Static Attributes
-
static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped
Compile time constant representing what kind of schema this class is.
See also
UsdSchemaType
-
inline explicit UsdLuxDistantLight(const UsdPrim &prim = UsdPrim())