usdrt::UsdShadeMaterialBindingAPI
Defined in usdrt/scenegraph/usd/usdShade/materialBindingAPI.h
Functions
usdrt::UsdShadeMaterialBindingAPI::Apply: Applies this single-apply API schema to the given
prim
. This information is stored by adding "MaterialBindingAPI" to the token-valued, listOp metadata apiSchemas on the prim.usdrt::DestructionSchemaDestructibleBaseAPI::GetPath: Return the SdfPath to this schema object's held prim.
usdrt::DestructionSchemaDestructibleBaseAPI::GetPrim: Return this schema object's held prim.
usdrt::UsdShadeMaterialBindingAPI::UsdShadeMaterialBindingAPI: Construct a UsdShadeMaterialBindingAPI on UsdPrim
prim
. Equivalent to UsdShadeMaterialBindingAPI::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.usdrt::UsdShadeMaterialBindingAPI::UsdShadeMaterialBindingAPI: Construct a UsdShadeMaterialBindingAPI on the prim held by
schemaObj
. Should be preferred over UsdShadeMaterialBindingAPI (schemaObj.GetPrim()), as it preserves SchemaBase state.usdrt::DestructionSchemaDestructibleBaseAPI::_GetInstanceName: Returns the instance name of the API schema object belonging to a multiple-apply API schema.
usdrt::UsdShadeMaterialBindingAPI::operator bool: Boolean operator.
usdrt::UsdShadeMaterialBindingAPI::~UsdShadeMaterialBindingAPI: Destructor.
Variables
usdrt::UsdShadeMaterialBindingAPI::schemaType: Compile time constant representing what kind of schema this class is.
-
class UsdShadeMaterialBindingAPI : public usdrt::UsdAPISchemaBase
UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects).
In the USD shading model, each renderable gprim computes a single resolved Material that will be used to shade the gprim (exceptions, of course, for gprims that possess UsdGeomSubsets, as each subset can be shaded by a different Material). A gprim and each of its ancestor prims can possess, through the MaterialBindingAPI, both a direct binding to a Material, and any number of collection-based bindings to Materials; each binding can be generic or declared for a particular purpose, and given a specific binding strength. It is the process of “material resolution” (see UsdShadeMaterialBindingAPI_MaterialResolution) that examines all of these bindings, and selects the one Material that best matches the client’s needs.
The intent of purpose is that each gprim should be able to resolve a Material for any given purpose, which implies it can have differently bound materials for different purposes. There are two special values of purpose defined in UsdShade, although the API fully supports specifying arbitrary values for it, for the sake of extensibility:
UsdShadeTokens->full: to be used when the purpose of the render is entirely to visualize the truest representation of a scene, considering all lighting and material information, at highest fidelity.
UsdShadeTokens->preview: to be used when the render is in service of a goal other than a high fidelity “full” render (such as scene manipulation, modeling, or realtime playback). Latency and speed are generally of greater concern for preview renders, therefore preview materials are generally designed to be “lighterweight” compared to full materials.
The purpose of a material binding is encoded in the name of the binding relationship.
In the case of a direct binding, the allPurpose binding is represented by the relationship named “material:binding”. Special-purpose direct bindings are represented by relationships named
“material:binding:<i>purpose</i></b>. A direct binding relationship
must have a single target path that points to a <b>UsdShadeMaterial</b>.</li>
<li>
In the case of a collection-based binding, the <i>allPurpose</i> binding is
represented by a relationship named
”material:binding:collection:
”, where
<b>bindingName</b> establishes an identity for the binding that is unique
on the prim. Attempting to establish two collection bindings of the same
name on the same prim will result in the first binding simply being
overridden. A special-purpose collection-based binding is represented by a
relationship named “material:binding:collection:
”.
A collection-based binding relationship must have exacly two targets, one of
which should be a collection-path (see
ef UsdCollectionAPI::GetCollectionPath()) and the other should point to a
<b>UsdShadeMaterial</b>. In the future, we may allow a single collection
binding to target multiple collections, if we can establish a reasonable
round-tripping pattern for applications that only allow a single collection
to be associated with each Material.
</li>
</ul>
<b>Note:</b> Both <b>bindingName</b> and <b>purpose</b> must be
non-namespaced tokens. This allows us to know the role of a binding
relationship simply from the number of tokens in it.
<ul><li><b>Two tokens</b>: the fallback, “all purpose”, direct binding,
<i>material:binding</i></li>
<li><b>Three tokens</b>: a purpose-restricted, direct, fallback binding,
e.g. material:binding:preview</li>
<li><b>Four tokens</b>: an all-purpose, collection-based binding, e.g.
material:binding:collection:metalBits</li>
<li><b>Five tokens</b>: a purpose-restricted, collection-based binding,
e.g. material:binding:collection:full:metalBits</li>
</ul>
A <b>binding-strength</b> value is used to specify whether a binding
authored on a prim should be weaker or stronger than bindings that appear
lower in namespace. We encode the binding strength with as token-valued
metadata <b>’bindMaterialAs’</b> for future flexibility, even though for
now, there are only two possible values:
<i>UsdShadeTokens->weakerThanDescendants</i> and
<i>UsdShadeTokens->strongerThanDescendants</i>. When binding-strength is
not authored (i.e. empty) on a binding-relationship, the default behavior
matches UsdShadeTokens->weakerThanDescendants.
\note If a material binding relationship is a built-in property defined as
part of a typed prim’s schema, a fallback value should not be provided for
it. This is because the “material resolution” algorithm only conisders
properties.
Public Functions
-
inline explicit UsdShadeMaterialBindingAPI(const UsdPrim &prim = UsdPrim())
Construct a UsdShadeMaterialBindingAPI on UsdPrim
prim
. Equivalent to UsdShadeMaterialBindingAPI::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.
-
inline explicit UsdShadeMaterialBindingAPI(const UsdSchemaBase &schemaObj)
Construct a UsdShadeMaterialBindingAPI on the prim held by
schemaObj
. Should be preferred over UsdShadeMaterialBindingAPI(schemaObj.GetPrim()), as it preserves SchemaBase state.
-
inline virtual ~UsdShadeMaterialBindingAPI()
Destructor.
-
inline operator bool() const
Boolean operator.
- Returns
Return true if the contained prim is has this api schema applied using
HasAPI
, and false otherwise.
Public Static Functions
-
static inline UsdShadeMaterialBindingAPI Apply(const UsdPrim &prim)
Applies this single-apply API schema to the given
prim
. This information is stored by adding “MaterialBindingAPI” to the token-valued, listOp metadata apiSchemas on the prim.See also
UsdPrim::GetAppliedSchemas()
See also
UsdPrim::HasAPI()
See also
UsdPrim::ApplyAPI()
See also
UsdPrim::RemoveAPI()
- Returns
A valid UsdShadeMaterialBindingAPI object is returned upon success. An invalid (or empty) UsdShadeMaterialBindingAPI object is returned upon failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
Public Static Attributes
-
static const UsdSchemaType schemaType = UsdSchemaType::SingleApplyAPI
Compile time constant representing what kind of schema this class is.
See also
UsdSchemaType