usdrt::UsdLuxDomeLight
Defined in usdrt/scenegraph/usd/usdLux/domeLight.h
Functions
usdrt::UsdLuxDomeLight::CreateGuideRadiusAttr: 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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::UsdLuxDomeLight::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::UsdLuxDomeLight::CreatePortalsRel: See GetPortalsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
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::UsdLuxDomeLight::CreateTextureFileAttr: 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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.usdrt::UsdLuxDomeLight::CreateTextureFormatAttr: 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) 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::UsdLuxDomeLight::Define: Attempt to ensure a UsdPrim adhering to this schema at
path
is defined (according to UsdPrim::IsDefined()) on this stage.usdrt::UsdLuxDomeLight::GetGuideRadiusAttr: 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).
usdrt::DestructionSchemaDestructibleBaseAPI::GetPath: Return the SdfPath to this schema object's held prim.
usdrt::UsdLuxDomeLight::GetPortalsRel: Optional portals to guide light sampling.
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::UsdLuxDomeLight::GetTextureFileAttr: A color texture to use on the dome, such as an HDR (high dynamic range) texture intended for IBL (image based lighting).
usdrt::UsdLuxDomeLight::GetTextureFormatAttr: Specifies the parameterization of the color map file. Valid values are:
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::UsdLuxDomeLight::UsdLuxDomeLight: Construct a UsdLuxDomeLight on the prim held by
schemaObj
. Should be preferred over UsdLuxDomeLight (schemaObj.GetPrim()), as it preserves SchemaBase state.usdrt::UsdLuxDomeLight::UsdLuxDomeLight: Construct a UsdLuxDomeLight on UsdPrim
prim
. Equivalent to UsdLuxDomeLight::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.usdrt::UsdLuxDomeLight::operator bool: Boolean operator.
usdrt::UsdLuxDomeLight::~UsdLuxDomeLight: Destructor.
Variables
usdrt::UsdLuxDomeLight::schemaType: Compile time constant representing what kind of schema this class is.
-
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 validprim
, but will not immediately throw an error for an invalidprim
.
-
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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
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) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
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) 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 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
-
inline explicit UsdLuxDomeLight(const UsdPrim &prim = UsdPrim())