usdrt::UsdLuxDomeLight

Defined in usdrt/scenegraph/usd/usdLux/domeLight.h

Functions

Variables

class UsdLuxDomeLight : public usdrt::UsdLuxNonboundableLightBase

Light emitted inward from a distant external environment, such as a sky or IBL light probe. The orientation of a dome light with a latlong texture is expected to match the OpenEXR specification for latlong environment maps. From the OpenEXR documentation:

Latitude-Longitude Map:

The environment is projected onto the image using polar coordinates (latitude and longitude). A pixel’s x coordinate corresponds to its longitude, and the y coordinate corresponds to its latitude. Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has latitude -pi/2 and longitude -pi.

In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and positive y direction. Latitude 0, longitude 0 points into positive z direction; and latitude 0, longitude pi/2 points into positive x direction.

The size of the data window should be 2*N by N pixels (width by height),

Public Functions

inline explicit UsdLuxDomeLight(const UsdPrim &prim = UsdPrim())

Construct a UsdLuxDomeLight on UsdPrim prim. Equivalent to UsdLuxDomeLight::Get(prim.GetStage(), prim.GetPath()) for a valid prim , but will not immediately throw an error for an invalid prim.

inline explicit UsdLuxDomeLight(const UsdSchemaBase &schemaObj)

Construct a UsdLuxDomeLight on the prim held by schemaObj . Should be preferred over UsdLuxDomeLight(schemaObj.GetPrim()), as it preserves SchemaBase state.

inline virtual ~UsdLuxDomeLight()

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 = "DomeLight"

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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetTextureFileAttr() const

A color texture to use on the dome, such as an HDR (high dynamic range) texture intended for IBL (image based lighting).

Declaration

asset inputs:texture:file

C++ Type

SdfAssetPath

Usd Type

SdfValueTypeNames->Asset

inline UsdAttribute CreateTextureFileAttr() const

See GetTextureFileAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetTextureFormatAttr() const

Specifies the parameterization of the color map file. Valid values are:

  • automatic: Tries to determine the layout from the file itself. For example, Renderman texture files embed an explicit parameterization.

  • latlong: Latitude as X, longitude as Y.

  • mirroredBall: An image of the environment reflected in a sphere, using an implicitly orthogonal projection.

  • angular: Similar to mirroredBall but the radial dimension is mapped linearly to the angle, providing better sampling at the edges.

  • cubeMapVerticalCross: A cube map with faces laid out as a vertical cross.

Declaration

token inputs:texture:format = "automatic"

C++ Type

TfToken

Usd Type

SdfValueTypeNames->Token

Allowed Values

automatic, latlong, mirroredBall, angular, cubeMapVerticalCross

inline UsdAttribute CreateTextureFormatAttr() const

See GetTextureFormatAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetGuideRadiusAttr() const

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).

Declaration

float guideRadius = 100000

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateGuideRadiusAttr() const

See GetGuideRadiusAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author defaultValue as the attribute’s default, sparsely (when it makes sense to do so) if writeSparsely is true - the default for writeSparsely is false.

inline UsdRelationship GetPortalsRel() const

Optional portals to guide light sampling.

inline UsdRelationship CreatePortalsRel() const

See GetPortalsRel(), and also Create vs Get Property Methods for when to use Get vs Create.

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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.

UsdPrim GetPrim() const

Return this schema object’s held prim.

SdfPath GetPath() const

Return the SdfPath to this schema object’s held prim.

Public Static Functions

static inline UsdLuxDomeLight 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