This node renders a USD stage using Karma while managing output paths, versioning, frame ranges, wedges, and scheduling.
It supports both interactive preview rendering and disk-based rendering, with optional TOPs integration for scalable execution.
The node exposes commonly used Karma controls directly, while allowing advanced Karma, AOV, denoising, and color-management options to be configured in one place.
Parameters ¶
Primitive Path
USD primitive path defining the scope of the render.
File Method
Defines how output image paths are constructed.
Constructed: Builds paths automatically using base name, version, frame, and wedge tokens.
Explicit: Uses the explicitly specified output file path.
Time Dependent Render
Marks the render as time-dependent. Enable this when rendering animated sequences.
Create TOP File Cache
Creates a TOP File Cache setup for rendering.
Base Name
Base name used when constructing output paths.
File Type
Image format used for output files.
Image File
Explicit output image path when using Explicit file method.
Open Directory
Opens the directory containing the resolved output image file.
Base Folder
Base directory used for constructed output paths.
Open Directory
Opens the base output directory used for constructed paths.
Open Sequence
Opens the rendered image sequence in the system file browser.
Enable Version
Enables versioning and specifies the version number.
Version
Version number used when versioning is enabled.
Down Version
Decrements the current version number.
Up Version
Increments the current version number.
Clean Version
Removes unused or invalid version tokens from the output path.
Rendering ¶
Overwrite Existing Cache
Allows existing rendered images to be overwritten.
Overwrite Existing Render ¶
Render to Disk
Executes a render and writes images to disk.
Render to MPlay
Renders interactively to MPlay.
Generate Static
Generates static work items for TOPs-based execution.
Render in Background
Renders in the background without blocking the UI.
Cancel
Cancels the current render.
Sequence ¶
Evaluate As
Defines how frames are evaluated.
Start/End/Inc
Frame range used for rendering.
Override Frame
Overrides the evaluation frame.
Override Frame
Overrides the evaluation frame.
List of Frames
Explicit list of frames to render.
Wedging ¶
Enable Wedging
Enables wedge-based rendering.
Evaluate As
Defines which wedges are rendered.
Single Wedge
Index of the single wedge to render when evaluating a single wedge.
List of Wedges
Explicit list of wedge indices to render.
Wedge Range
Start and end indices defining a range of wedges to render.
Wedge Count
Total number of wedges.
Clean Wedges
Removes stale or invalid wedge data from previous renders.
Number of Attributes ¶
Attribute # ¶
Attribute Name
Name of the parameter or attribute to be wedged.
Wedge Type
Method used to generate values for this wedge.
Min Value
Minimum value used for ranged wedge generation.
Max Value
Maximum value used for ranged wedge generation.
Seed
Random seed used for stochastic wedge generation.
Batch Size
Number of values grouped together per wedge batch.
Period Size
Number of steps before repeating values in periodic sequences.
List of Values
Explicit list of values used for this wedge.
Geometry Path
USD or SOP path used when sampling values from geometry.
Create Geometry
Creates geometry representing wedge values for debugging or inspection.
Default Value
Fallback value used if the attribute cannot be evaluated.
Scheduling ¶
Scheduling ¶
Use Custom TOP Scheduler
Enables use of a custom TOP scheduler instead of the default.
Scheduler Override
Path to the TOP scheduler used for execution.
Local ¶
Frames per Batch
Number of frames processed per work item.
One Batch at a Time
Limits execution to one batch at a time.
local_is_CPU_number_set
Internal flag indicating whether CPU limits are explicitly set.
CPUs per Batch
Number of CPUs allocated to each work item.
CPU Count
Explicit number of CPUs to use.
Memory
Sets a minimum free-memory requirement for execution.
MB
Minimum free memory in megabytes.
Percent
Minimum free memory as a percentage of system memory.
Karma ¶
Karma ¶
Rendering Engine
Selects the Karma rendering engine (CPU or XPU).
Simplified Shading
Forces simplified shading using a headlight for preview renders.
Pixel Samples
Number of primary samples per pixel.
Render Mode ¶
Image Mode
Controls how the image is rendered (final or progressive).
Progressive Passes
Number of passes used in progressive rendering mode.
Sampling ¶
Convergence Mode
Determines how sampling convergence is evaluated.
Min Ray Samples
The minimum number of secondary ray samples per pixel when using adaptive sampling.
Max Ray Samples
The maximum number of secondary ray samples per pixel when using adaptive sampling.
Diffuse Samples
The number of diffuse ray samples per shading evaluation.
Reflection Samples
The number of reflection ray samples per shading evaluation.
Refraction Samples
The number of refraction ray samples per shading evaluation.
Volume Samples
The number of volume scattering samples per shading evaluation.
SSS Samples
The number of subsurface scattering samples per shading evaluation.
Light Quality ¶
Light Sampling Mode
Controls how lights are sampled during rendering.
Light Sampling Quality
Quality multiplier for light sampling. Higher values reduce noise at the cost of render time.
Noise Level ¶
Noise Level
Target noise threshold for adaptive sampling.
Enable Indirect Guiding
Enables indirect guiding for sampling difficult lighting paths.
Indirect Samples
The number of guiding samples used when indirect guiding is enabled.
Pixel Oracle ¶
Pixel Oracle
Enables adaptive per-pixel sampling using the oracle system.
Minimum Samples
Minimum samples per pixel when oracle is enabled.
Plane
AOV used to evaluate convergence.
Variance Threshold
Variance threshold used to stop sampling.
Random Seed
Random seed used for sampling. Change this to vary the noise pattern.
OCIO Transform
Applies an OCIO transform when displaying oracle output.
Display
OCIO display used for the oracle transform.
View
OCIO view used for the oracle transform.
Color Space
OCIO color space used for the oracle transform.
Volume and Opacity ¶
Screendoor Samples
The number of samples used for stochastic transparency (screendoor opacity). Higher values reduce noise in semi-transparent surfaces.
Volume Step Rate
Step-size multiplier used for volume integration. Lower values increase quality at the cost of render time.
Limits ¶
Diffuse Limit
Maximum diffuse bounces per ray.
Reflection Limit
Maximum reflection bounces per ray.
Refraction Limit
Maximum refraction bounces per ray.
Volume Limit
Maximum volume scattering bounces per ray.
SSS Limit
Maximum subsurface scattering bounces per ray.
Color Limit
Clamps total ray contribution to this maximum value.
Shared Color Limit
Uses the same clamp value for multiple color limit controls.
Indirect Color Limit
Clamps indirect ray contribution to this maximum value.
Russian Roulette Cutoff Depth
Ray depth after which Russian roulette may terminate low-contribution paths to reduce render time.
Image ¶
Camera ¶
Camera
Camera used for rendering.
Resolution
Output image resolution in pixels.
Choose Resolution
Preset resolution options.
Pixel Filter ¶
Pixel Filter
Filter used for pixel reconstruction.
Pixel Filter Size
Size of the pixel filter kernel.
Aspect Ratio ¶
Conform Policy
Controls how mismatched aspect ratios are handled.
Data Window NDC
Normalized device coordinate window used to crop or window the rendered image.
Pixel Aspect Ratio
Pixel aspect ratio used when writing the output image.
Depth of Field ¶
Enable Depth of Field
Enables camera depth of field.
Per-Object Motion Blur ¶
Per-Object Motion Blur
Enables per-object transform motion blur.
Xform Time Samples
The number of transform time samples used for motion blur.
Geo Time Samples
The number of geometry time samples used for motion blur.
Velocity Blur ¶
Velocity Blur
Enables velocity-based motion blur.
Blur Type
Specifies how motion blur is computed.
Volume Velocity Scale
Scale applied to volume velocities when computing motion blur.
Instance Velocity Blur ¶
Blur Type
Enables velocity blur for instanced primitives.
Instance Velocity Blur
Controls how velocity blur is applied to instances.
Denoiser ¶
Denoiser
Enables image denoising.
Denoiser
Selects the denoising algorithm.
Use Albedo
Controls which auxiliary buffers are used during denoising.
Use N Input
Controls which auxiliary buffers are used during denoising.
Use Gl Output
Controls which auxiliary buffers are used during denoising.
AOVs
Specifies which AOVs are denoised.
Deep Camera Map ¶
Ouput Deep Camera Map
Outputs a deep camera map (DCM).
DCM File
Output file path for the deep camera map.
DCM Render Vars
Render variables written into the deep camera map.
Shading ¶
Shading ¶
Ray Bias
Ray origin bias used to reduce self-intersections.
Constrain by Maximum Roughness
Limits shading effects based on surface roughness to reduce noise.
Automatic Headlight Creation
Creates a headlight automatically when no lights are present.
Geometry ¶
Render Points as
Specifies how point primitives are rendered.
Render Curves As
Specifies how curve primitives are rendered.
Override Curves Basis
Overrides the curve basis used for rendering.
Cull Backface
Enables backface culling.
Dicing ¶
usedicingcamera
Uses a dedicated camera for dicing calculations.
Dicing Camera
Camera used for dicing when dicing camera is enabled.
Offscreen Quality
Quality used for offscreen dicing.
Dicing Quality Scale
Multiplier applied to dicing quality.
Caustics ¶
Enable Caustics
Enables caustic effects.
Roughness Clamp
Clamps roughness for caustic calculations to control noise.
Ambient Occlusion ¶
Samples
Number of ambient occlusion samples.
Ray Distance
Maximum distance used for ambient occlusion rays.
Add Distance Fog
Adds depth-based fog for preview shading.
Fog Distance
Distance at which fog reaches full intensity.
Fog Color
Fog color used for preview shading.
Fog Alpha
Fog opacity used for preview shading.
AOVs ¶
Beauty ¶
Beauty
Enables the beauty AOV.
Split per LPE Tag
Splits the beauty AOV into separate outputs per LPE tag.
Beauty Unshadowed
Enables an unshadowed beauty AOV.
Split per LPE Tag
Splits the unshadowed beauty AOV into separate outputs per LPE tag.
Diffuse ¶
Combined Diffuse
Enables the combined diffuse AOV.
Split per LPE Tag
Splits the combined diffuse AOV into separate outputs per LPE tag.
Direct Diffuse
Enables the direct diffuse AOV.
Split per LPE Tag
Splits the direct diffuse AOV into separate outputs per LPE tag.
Indirect Diffuse
Enables the indirect diffuse AOV.
Split per LPE Tag
Splits the indirect diffuse AOV into separate outputs per LPE tag.
Combined Diffuse Unshadowed
Enables an unshadowed combined diffuse AOV.
Split per LPE Tag
Splits the unshadowed combined diffuse AOV into separate outputs per LPE tag.
Direct Diffuse Unshadowed
Enables an unshadowed direct diffuse AOV.
Split per LPE Tag
Splits the unshadowed direct diffuse AOV into separate outputs per LPE tag.
Indirect Diffuse Unshadowed
Enables an unshadowed indirect diffuse AOV.
Split per LPE Tag
Splits the unshadowed indirect diffuse AOV into separate outputs per LPE tag.
Reflections and Refractions ¶
Combined Glossy Reflection
Enables the combined glossy reflection AOV.
Split per LPE Tag
Splits the combined glossy reflection AOV into separate outputs per LPE tag.
Direct Glossy Reflection
Enables the direct glossy reflection AOV.
Split per LPE Tag
Splits the direct glossy reflection AOV into separate outputs per LPE tag.
Indirect Glossy Reflection
Enables the indirect glossy reflection AOV.
Split per LPE Tag
Splits the indirect glossy reflection AOV into separate outputs per LPE tag.
Glossy Transmission
Enables the glossy transmission AOV.
Split per LPE Tag
Splits the glossy transmission AOV into separate outputs per LPE tag.
BSDF Labelled 'coat'
Enables the coat component AOV.
Split per LPE Tag
Splits the coat component AOV into separate outputs per LPE tag.
Lights and Emission ¶
Combined Emission
Enables the combined emission AOV.
Direct Emission
Enables the direct emission AOV.
Indirect Emission
Enables the indirect emission AOV.
Visible Lights
Enables an AOV for visible light contributions.
Split per LPE Tag
Splits visible light contributions into separate outputs per LPE tag.
Volume ¶
Combined Volume
Enables the combined volume AOV.
Split per LPE Tag
Splits the combined volume AOV into separate outputs per LPE tag.
Direct Volume
Enables the direct volume AOV.
Split per LPE Tag
Splits the direct volume AOV into separate outputs per LPE tag.
Indirect Volume
Enables the indirect volume AOV.
Split per LPE Tag
Splits the indirect volume AOV into separate outputs per LPE tag.
SSS ¶
BSDF Labelled 'sss'
Enables the subsurface scattering component AOV.
Split per LPE Tag
Splits the subsurface scattering component AOV into separate outputs per LPE tag.
Albedo ¶
Albedo
Enables the albedo AOV.
Ray Level ¶
Ray Origin (P)
Outputs the ray origin position.
Ray Direction (D)
Outputs the ray direction vector.
Time (Shutter Time)
Outputs the ray time within the shutter interval.
Near (Near Bias)
Outputs the ray near bias value.
Far (Max Distance)
Outputs the ray maximum distance.
Mask (Intersection Mask)
Outputs the intersection mask for the ray hit.
Contribution
Outputs the contribution weight for the ray hit.
P (World Space)
Outputs the hit position in world space.
Depth (Camera Space)
Outputs the hit depth in camera space.
Hit Stack
Outputs hit stack information for layered intersections.
Element (Raw Id)
Outputs the raw element identifier.
Prim Id
Outputs the primitive identifier.
UV
Outputs the hit UV coordinates.
Hit Dist
Outputs the hit distance along the ray.
dPdz
Outputs the depth derivative used for filtering.
N (Smooth Normal)
Outputs the smooth shading normal at the hit.
Ng (Geometric Normal)
Outputs the geometric normal at the hit.
Flags
Outputs hit flags describing the intersection state.
Extra AOVs ¶
Number of AOVs ¶
Render Variable # ¶
Enable
Enables this render variable.
Name
Name of the render variable.
Format
Pixel format used for the AOV.
Multi Sampled
Enables multi-sampling for this render variable.
Clear Value
Clear value written for pixels with no contribution.
Data Type
Data type used when writing this render variable.
Source Name
Name of the source variable in Karma.
Source Type
Type of data used as the AOV source.
Karma ¶
Pixel Filter
Pixel filter used for this render variable.
Cryptomatte
Outputs cryptomatte data for this render variable.
Overlap Limit
Maximum number of overlapping IDs stored per pixel.
Manifest File
Writes a sidecar manifest file for cryptomatte metadata.
LPE tags ¶
Imports ¶
Import Render Vars From Second Input
Imports render variables from the second input.
Import Render Products From Second Input
Imports render products from the second input.
Advanced ¶
Save ¶
Harden Base Name on Save
Writes the current Base Name into the node so it no longer updates automatically.
Create Intermediate Directories
Creates missing directories when writing output files.
Initialize Simulation OPs
Initializes simulation operators before rendering.
Alfred Style Progress
Outputs progress in Alfred-style format for external monitoring.
Scripts ¶
Pre-Render Script
Enables a script that runs before rendering starts.
Pre-Render Script
Script that runs before rendering starts.
Pre-Render Script Language
Language used for the pre-render script.
Pre-Frame Script
Enables a script that runs before each frame is rendered.
Pre-Frame Script
Script that runs before each frame is rendered.
Pre-Frame Script Language
Language used for the pre-frame script.
Post-Frame Script
Enables a script that runs after each frame is rendered.
Post-Frame Script
Script that runs after each frame is rendered.
Post-Frame Script Language
Language used for the post-frame script.
Post-Render Script
Enables a script that runs after rendering completes.
Post-Render Script
Script that runs after rendering completes.
Post-Render Script Language
Language used for the post-render script.
Node Generation ¶
Top Karma In
Path to a TOP network input used for node generation or automation.
Path Construction ¶
Frame
Frame token used when constructing output paths.
Frame String
Formatted frame string used when constructing output paths.
Version String
Formatted version string used when constructing output paths.
Wedge String
Formatted wedge string used when constructing output paths.
Image Folder
Resolved output directory for rendered images.
Image Name
Resolved base file name for rendered images.
Descriptive Label
Human-readable label used for generated outputs.
Output Image
Resolved output image path.
Checkpoint Name
Base name used for checkpoint files.
Output Checkpoint
Resolved output checkpoint product name.
DCM Name
Base name used for deep camera map output.
Output DCM
Resolved deep camera map output path.
Checkpointing ¶
Checkpoint File
Checkpoint file used for saving or resuming renders.
Output Checkpoint Files
Writes checkpoint files during rendering.
Save Frequency
How often checkpoint files are written.
Resume From Checkpoint
Resumes rendering from an existing checkpoint file.
Tiles and Caching ¶
Bucket Size
Render bucket size in pixels.
Bucket Order
Order in which buckets are rendered.
Cache Limit
Enables limiting render cache usage.
Cache Memory Ratio
Fraction of available memory used for caching.
Cache Size (MB)
Maximum cache size in megabytes.
Threads
Number of threads used for rendering.
Add Time Limit
Enables a maximum render time limit.
Time Limit
Maximum render time before the render is stopped.
USD ¶
Complexity
Controls USD scene complexity during rendering.
Purpose
Specifies which USD purpose (render, proxy, guide) is rendered.
Resolver Context Asset Path
Asset resolution context for USD file paths.
USD Output Directory
Directory used when exporting USD output.
Context ¶
Number of Options ¶
Option Type
Type of USD context option to set.
Option Name
Name of the USD context option.
Option Value
String value assigned to the option.
Option Value
Numeric value assigned to the option.
Color Management ¶
Number of Planes ¶
Plane # ¶
Enable
Enables this OCIO output transform.
Planes
Planes the OCIO transform applies to.
Input Space
OCIO input color space.
Output Space
OCIO output color space.
Looks
OCIO looks applied during output transform.
Color Limits ¶
Number of Limits ¶
Plane # ¶
Enable
Enables clamping for the specified image planes.
Planes
Planes to clamp.
Limit
Clamp value for the selected planes.
Driver ¶
Cancel Render if Missing Texture is Discovered
Cancels the render if a missing texture is encountered.
Run Command
Command executed to launch the render.
Strip Layers Above Layer Breaks
Removes layers above layer breaks when writing multilayer images.
Report Network Use
Reports network usage during rendering.
Wait for Render to Complete
Blocks execution until rendering finishes.
MPlay ¶
Enable MPlay Monitor
Enables monitoring in MPlay.
Session Name
MPlay session name used for monitoring.
Preview Channels
Image planes shown in MPlay.
Preview Scale
Scale applied to the MPlay preview.
Profiling ¶
Verbose Level
Controls logging verbosity.
VEX Profiling
Enables VEX profiling during rendering.
Add Message Time Stamps
Adds timestamps to log messages.
Windows Console
None:
Wait:
No Wait:
USD Trace
Enables USD tracing for debugging.
Log Output
Path for the standard output log.
Append to Log Instead of Overwriting
Appends to the log file instead of overwriting it.
Output Log
Path for the standard output log.
Error Log
Path for the error log.
Component Labels ¶
Export Components
Exports component labels as separate outputs.
Diffuse Components
Enables diffuse component labeling.
Refract Components
Enables refraction component labeling.
Volume Components
Enables volume component labeling.
SSS Components
Enables subsurface scattering component labeling.
EXR Image ¶
EXR Compression
Compression method used for EXR output.
DWA Compression Level
Compression level used for DWA compression.
Meta Data ¶
Artist
Artist name embedded in the output image metadata.
Comment
Custom comment stored in image metadata.
Hostname
Stores the render machine hostname in metadata.