usdrt::UsdLuxLightFilter
Defined in usdrt/scenegraph/usd/usdLux/lightFilter.h
Functions
usdrt::UsdLuxLightFilter::CreateCollectionFilterLinkIncludeRootAttr: See GetCollectionFilterLinkIncludeRootAttr() , 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::UsdLuxLightFilter::CreateShaderIdAttr: See GetShaderIdAttr() , 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::UsdLuxLightFilter::Define: Attempt to ensure a UsdPrim adhering to this schema at
path
is defined (according to UsdPrim::IsDefined()) on this stage.usdrt::UsdLuxLightFilter::GetCollectionFilterLinkIncludeRootAttr
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::UsdLuxLightFilter::GetShaderIdAttr: Default ID for the light filter's shader. This defines the shader ID for this light filter when a render context specific shader ID is not available.
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::UsdLuxLightFilter::UsdLuxLightFilter: Construct a UsdLuxLightFilter on UsdPrim
prim
. Equivalent to UsdLuxLightFilter::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.usdrt::UsdLuxLightFilter::UsdLuxLightFilter: Construct a UsdLuxLightFilter on the prim held by
schemaObj
. Should be preferred over UsdLuxLightFilter (schemaObj.GetPrim()), as it preserves SchemaBase state.usdrt::UsdLuxLightFilter::operator bool: Boolean operator.
usdrt::UsdLuxLightFilter::~UsdLuxLightFilter: Destructor.
Variables
usdrt::UsdLuxLightFilter::schemaType: Compile time constant representing what kind of schema this class is.
-
class UsdLuxLightFilter : public usdrt::UsdGeomXformable
A light filter modifies the effect of a light. Lights refer to filters via relationships so that filters may be shared.
Linking
Filters can be linked to geometry. Linking controls which geometry a light-filter affects, when considering the light filters attached to a light illuminating the geometry.
Linking is specified as a collection (UsdCollectionAPI) which can be accessed via GetFilterLinkCollection().
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.
Subclassed by usdrt::UsdLuxPluginLightFilter
Public Functions
-
inline explicit UsdLuxLightFilter(const UsdPrim &prim = UsdPrim())
Construct a UsdLuxLightFilter on UsdPrim
prim
. Equivalent to UsdLuxLightFilter::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.
-
inline explicit UsdLuxLightFilter(const UsdSchemaBase &schemaObj)
Construct a UsdLuxLightFilter on the prim held by
schemaObj
. Should be preferred over UsdLuxLightFilter(schemaObj.GetPrim()), as it preserves SchemaBase state.
-
inline virtual ~UsdLuxLightFilter()
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 GetCollectionFilterLinkIncludeRootAttr() const
Declaration
uniform bool collection:filterLink:includeRoot = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateCollectionFilterLinkIncludeRootAttr() const
See GetCollectionFilterLinkIncludeRootAttr(), 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 GetShaderIdAttr() const
Default ID for the light filter’s shader. This defines the shader ID for this light filter when a render context specific shader ID is not available.
Declaration
uniform token lightFilter:shaderId = ""
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
See also
GetShaderId
See also
GetShaderIdAttrForRenderContext
See also
SdrRegistry::GetShaderNodeByIdentifier
See also
SdrRegistry::GetShaderNodeByIdentifierAndType
-
inline UsdAttribute CreateShaderIdAttr() const
See GetShaderIdAttr(), 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 UsdLuxLightFilter 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 UsdLuxLightFilter(const UsdPrim &prim = UsdPrim())