rtx#
Fully qualified name: usdex::rtx
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namespace rtx#
usdex::rtx provides utility functions for creating, editing, and querying UsdShade data models which represent MDL Materials and Shaders for use with the RTX Renderer.
Functions#
- bool addDiffuseTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds a diffuse texture to the PBR material.
- bool addMetallicTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds a metallic texture to the PBR material.
- bool addNormalTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds a normal texture to the PBR material.
- bool addOpacityTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds an opacity texture to the PBR material.
- bool addOrmTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds an ORM (occlusion, roughness, metallic) texture to the PBR material.
- bool addRoughnessTextureToPbrMaterial(pxr::UsdShadeMaterial &material, const pxr::SdfAssetPath &texturePath)
Adds a roughness texture to the PBR material.
- pxr::UsdShadeShader computeEffectiveMdlSurfaceShader(const pxr::UsdShadeMaterial &material)
Get the effective surface Shader of a Material for the MDL render context.
- pxr::UsdShadeShader createMdlShader(pxr::UsdShadeMaterial &material, const std::string &name, const pxr::SdfAssetPath &mdlPath, const pxr::TfToken &module, bool connectMaterialOutputs=true)
Create a UsdShadeShader as a child of the UsdShadeMaterial argument with the specified MDL.
- pxr::UsdShadeInput createMdlShaderInput(pxr::UsdShadeMaterial &material, const pxr::TfToken &name, const pxr::VtValue &value, const pxr::SdfValueTypeName &typeName, std::optional< const usdex::core::ColorSpace > colorSpace=std::nullopt)
Create an MDL shader input.
- pxr::UsdShadeMaterial defineGlassMaterial(pxr::UsdPrim parent, const std::string &name, const pxr::GfVec3f &color, const float indexOfRefraction=1.491f)
Defines a Glass
UsdShadeMaterial
interface that drives both an RTX render context and the universal render context.- pxr::UsdShadeMaterial defineGlassMaterial(pxr::UsdStagePtr stage, const pxr::SdfPath &path, const pxr::GfVec3f &color, const float indexOfRefraction=1.491f)
Defines a Glass
UsdShadeMaterial
interface that drives both an RTX render context and the universal render context.- pxr::UsdShadeMaterial definePbrMaterial(pxr::UsdStagePtr stage, const pxr::SdfPath &path, const pxr::GfVec3f &color, const float opacity=1.0f, const float roughness=0.5f, const float metallic=0.0f)
Defines a PBR
UsdShadeMaterial
interface that drives both an RTX render context and the universal render context.- pxr::UsdShadeMaterial definePbrMaterial(pxr::UsdPrim parent, const std::string &name, const pxr::GfVec3f &color, const float opacity=1.0f, const float roughness=0.5f, const float metallic=0.0f)
Defines a PBR
UsdShadeMaterial
interface that drives both an RTX render context and the universal render context.