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Since | 21.0 |
Overview ¶
A render pass is a way of capturing the LOP’s parms (rather than its baked result) in USD. For example, you could have your scene branch at the end through four different Render Geometry Settings LOPs and bake out four different USD files. Then, you choose which one(s) to render. Alternatively, the render pass lets you embed four different “recipes” in a single USD file. At render time, you can tell
husk
which one to apply.
-
Specific renderers may support additional render pass settings, such as a set of matte objects, shadow catchers, and so on. These settings would be encoded in attributes following a renderer-specific Schema API applied to this prim.
-
Render pass prims must be somewhere under
/Render
in the scene graph tree. -
With the Solaris desktop, you can pick a render pass from the first dropdown menu in the upper right corner of the viewport (set to Persp by default). From the menu, open Render Pass and choose an entry.
-
The
USD Render ROP provides a Render Pass parameter, where you can add the Scene Graph Tree path to a
RenderPass
prim. Note that you can only use one prim at a time!
Creating vs. editing prims ¶
This node belongs to a class of nodes that create or edit USD prims directly. These nodes operate in Create mode_ or Edit mode_. This is controlled by a Create Primitives checkbox or an Action popup menu_. In Create mode, the node creates new prims. In Edit mode, the node changes the attributes on an existing prim. The Edit mode has two variations.
-
Edit will not modify primitives which have a
houdini:editable
attribute set tofalse
. -
Force Edit will modify a primitive regardless of the existence or value of this attribute. This attribute can be set on a primitive using the
Configure Primitives LOP.
Parameters that correspond to a USD attribute have a pop-up menu to the left that controls how the node authors the attribute. In addition to that, any connectable USD attributes (i.e., the ones in the inputs:
namespace) will have menu items that allow disconnecting them from their sources.
Parameters ¶
Sampling Behavior
Cooking this node can generate many USD time samples, rather than just a single time sample at the current time. This can be equivalent to having a Cache LOP following this node, but it will evaluate much faster, and does not cache data from any other nodes. This allows animated data to be authored to USD without introducing a node time dependency which would then cause all following nodes to also be time dependent. This can vastly improve playback performance of some LOP Networks.
In all sampling modes, if a parameter on this node does not vary with time, and does not rely on other time sampled data from the stage, only a single default value will be generated in USD for the corresponding attribute. USD time samples are only generated for parameters that may vary over time.
Sample Current Frame
A single time sample will be generated for the current time.
Sample Frame Range If Input Is Not Time Dependent
If the input to this node is time dependent, this node behaves as if it is in Sample Current Frame mode. Otherwise it behaves as if it is in Sample Frame Range mode.
Sample Frame Range
The Start/End/Inc parameter is used to generate multiple times at which this node’s parameters are evaluated, and a USD time sample is created for each attribute at each one of these times.
Start/End/Inc
When the Sampling behavior is Sample Frame Range, this parameter controls the number and spacing of base time samples to be generated by this node. The default values of this parameter are @fstart
, @fend
, and @finc
. These values correspond to the start, end, and step size of the global Houdini animation settings when interacting with Houdini. When using a ROP node to generate a range of frames, these values correspond to the start, end, and increment values specified on the ROP node being executed. This default ensures that a USD file written to disk will contain time samples for exactly the frame range requested by the ROP (regardless of the Houdini animation settings).
Subframe Sampling
For each primary sample generated by this node, these parameters can cause additional samples to be generated around that primary sample time. This is most often used to ensure that accurate data exists at exactly the camera shutter open and close times, as well as at the primary sample time.
Shutter
Controls the method used to specify the shutter open and close times relative to the primary sample times.
Specify Manually
The Shutter Open/Close parameter values provide exact offset values relative to the primary sample time.
Use Camera Prim
The Camera Prim parameter provides the scene graph path of a camera primitive from which the shutter open and close times are extracted to provide the offset values relative to the primary time sample.
Shutter Open/Close
When Shutter is set to Specify Manually, these two offset values are added to the primary sample time to indicate the shutter open and close times. The open time should be less than or equal to zero, and the close time should be greater than or equal to zero.
Camera Prim
When Shutter is set to Use Camera Prim, this is the scene graph path of a camera prim on the input node’s stage. The shutter open and close attribute values are read from this primitive.
Samples
The number of subframe samples to create for each primary sample. These samples are evenly distributed between the shutter open and close times. Note that such an even distribution may or may not create a sample at exactly the primary sample time.
Always Include Frame Sample
When turned on, forces a sample to be created at exactly the primary sample time. If the Samples value, together with the shutter open and close times, already place a sample at the primary sample time, turning on this option has no effect. Otherwise, this option causes an addition sample to be added. This means that the actual number of samples per primary sample may in fact be one more than the number specified in the Samples parameter.
Action
Whether this node should create new prims, or edit existing prims. In addition, the Force Edit
option can be chosen to cause this node to ignore the houdini:editable
attribute on prims, and always edit the specified attributes. This is in contrast to the Edit
mode which will trigger a warning and not set attributes on prims with the houdini:editable
attribute set to false
.
Primitive Path
In Create mode, this lets you control where in the scene graph to create the prim(s).
The default is usually /$OS
. This creates a primitive at the root level with the same name as the node (for example, /tube1
). This is a useful default for preventing naming conflicts, but terrible for organization. You should try to remember to change the Primitive Path to a better value when you create prims.
For example, instead of naming models after the node that created them, you might want to name them after the geometry inside, and organize them under a /Models
branch.
The Create Primitives section contains basic controls for how to create the new prim(s).
Primitives
In Edit mode, the node has a Primitive Pattern parameter. This lets you specify the prim(s) the node should operate on. You can click the select button beside the text box to select the primitives from the scene graph tree. You can also use primitive patterns for advanced matching, including matching all prims in a collection.
Initialize Parameters
Changes the state of all control menu parameters to Do Nothing, so that this node will not apply any changes. Also grabs the current values of each property from the first Primitives match, and sets the values of the corresponding parameters to match. This means that changing any parameter’s control menu to Set or Create mode will set the property to its current value, making it easier to apply changes to an existing value rather than setting a brand new value. With Rebuild Render-Specific Parameters you reset all parameters from render-specific tabs to their default values for the specific node. If you want to reset the parameters for the entire scene, you can also open the top-level Render menu and choose Rebuild All Render-Specific LOP Parameters.
This section only appears when the node is creating primitives.
For example:
-
If you want to create a new cube primitive at
/world/objects/cube1
on an empty stage: Set Primitive Specifier to Define, and the Parent Primitive Type to Xform. -
If you want to override the radius of a sphere at
/world/objects/sphere1
: Set Primitive Specifier to Over, and the Parent Primitive Type to None. This makes sure the primitive types of any existing ancestor prims are not be modified by this node.
Primitive Count
The number of primitives to create.
Primitive Type
Set all created prims to have this type.
Primitive Kind
Set all created prims to have this kind.
Primitive Specifier
The USD operator to use when creating the new prims.
Define
Authors a completely new prim. Use this if you want to create a brand new prim or replace an existing prim.
Over
Authors an override of an existing prim. Attributes not explicitly authored on this prim will get their values from the existing prim on the lower layer.
Class
Define a primitive class. This is usually not necessary unless you are doing deep USD magic.
Class Ancestor
If Primitive Specifier is Define or Over, this parameter will cause some ancestor primitives to be authored with a specifier of Class. This makes it easy to create an Over or Define within a Class without having to use two separate nodes. When Primitive Specifier is Class, this parameter is disabled because the entire primitive hierarchy is already authored as Class primitives.
Parent Primitive Type
If any parents of a path in Primitive Paths do not exist, this node will automatically create them. In this case, it will create parent nodes of this type.
Standard ¶
Render Visibility Collection
Specifies a USD collection of primitives that should be visible in this render pass. This collection includes all primitives in the scene by default. To have only some prims visible, two options are available. One option is to leave the option to include the root prim on, but then specify prims in the Exclude relationship. Another option is to disable Include Root and provide an explicit list of visible prims in the Include relationship.
Camera Visibility Collection
Specifies a USD collection of primitives that should be visible directly visible to the camera in this render pass. Objects that are not in this collection should still participate in other light paths such as shadowing, reflections, and refraction. This collection includes all primitives in the scene by default. To have only some prims visible, two options are available. One option is to leave the option to include the root prim on, but then specify prims in the Exclude relationship. Another option is to disable Include Root and provide an explicit list of visible prims in the Include relationship.
Prune Collection
Defines a USD collection of primitives that should be completely excluded from the render. For some renderers this may result in a more complete removal of the prim from the scene. This can be more efficient for rendering, but modifying the prune state of a prim is often more expensive than simply changing its render visibility.
Matte Collection
Defines a USD collection of primitives that should render as matte objects. Matte objects render with zero alpha. By default, everything in the scene should render normally, so this collection is empty.
Collection Options ¶
For each of the above collections, in addition to the primary pattern parameter, the following parameters are available to configure the collection:
Primitives
The primitive(s) the node should operate on. You can drag primitives from the scene graph tree pane into this textbox to add their paths, or click the Reselect button beside the text box to select the primitives in the viewer, or ⌃ Ctrl-click the Reselect button to choose prims from a pop-up tree window. You can also use primitive patterns for advanced matching, including matching all prims in a collection (using
/path/to/prim.collection:‹name›
).
You can drag and drop a specific (or multiple specific) USD prim(s) from the Scene Graph Tree into the window to run validation on only these USD primitives.
Note
This parameter needs to be exposed in order for the transform handles to be context-aware. Without it, the handles may not be positioned properly.
Pattern Is USD Path Expression
Authors the collection as a USD path expression instead of a hard coded list of includes and excludes. USD path expressions are evaluated as needed by comparing the expression to the prims on the composed stage. This approach is slower than an explicit list of includes and excludes, but allows for more dynamic collection contents. For example, the path expression //chair
will find all prims named chair
in the composed stage, even if the prims didn’t exist when the collection was authored.
When using a path expression, the Exclude Primitives parameter is disabled as it has no effect. USD collection must either use the includes/excludes form, or the path expression form. The equivalent of excludes can be encoded in a path expression using the -
operator (e.g. //mountain - /root/mountain
will match all prims named mountain
except /root/mountain
).
Add Exclusions
Show another primitive pattern parameter for specifying primitives for the collection’s exclusion relationship. During composition, USD removes primitives from the exclude relationship from the list of prims in the include relationship to get the final collection contents. If this option is off, the exclude relationship for the collection is unchanged by this node.
Exclude Primitives
Using the same format as the primary collection parameter, specify a set of primitives that should be explicitly excluded from the collection.
Icon
A path to an icon or image file that should be associated with the collection in the Scene Graph Tree’s collections panel. This icon path is stored in a the custom data dictionary of the collection’s include relationship.
Expansion Rule
Whether to include descendants of selected prims in the collection.
No Expansion
Only paths in the includes (and not in the excludes) belong to the collection. (explicitOnly
)
Expand Primitives
All the prims at or below the includes (and not under the excludes) belong to the collection. (expandPrims
)
Expand Primitives and Properties
Like Expand Primitives, but also includes all properties on all matched prims.
According to the Pixar documentation: “We're still not quite sure what the use cases are for this, but you can use it to capture a whole lot of UsdObjects very concisely.”
Allow Instance Proxies in Collection
Instance proxies are prims under instanceable primitives. Some renderers (such as Karma) may support targeting instance proxy primitives in the render pass collections. Other renderers may not support this feature (such as Houdini VK), in which case instance proxy primitives specified in these collections will have no effect on the rendering of this pass.
Other Parameters ¶
Input Passes
A list of Render Pass prims that need to be rendered before this pass. For example, a Pass A may generate a texture, which is then used to render Pass B.
Pass Type
A string that can be used within a custom pipeline to differentiate between categories of render passes.
Command
The command to run to generate renders for this pass. In a custom pipeline, job submission code can use this attribute to launch the renders. This attribute is specified as an array of strings which are the individual command line arguments. The command can contain variables that will be substituted appropriately during submission, such as using {fileName}
to indicate the value of the File Name attribute.
File Name
The asset that contains the rendering prims or other information needed to render this pass. This field is useful if the USD file that describes the render pass is not the same file that is actually generating the render.
Render Source
The RenderSettings
prim that should be rendered to generate this pass. If a File Name is set, the render source primitive should be found in that file. Otherwise the render source prim should be on the same stage that defines this RenderPass
prim.
Denoise
Indicates that this render pass should be denoised.