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A RenderProduct combines one or more RenderVars into a file (or interactive buffer).
A render product prim (
UsdRenderProduct) is referenced by a render settings prim (
UsdRenderSettings). The render settings prim holds the general configuration for rendering the scene. The render product prim may override any of the attributes on the settings prim for this particular product.
Specific renderers may support additional settings, such as a way to configure compression settings, filetype metadata, and so on. These settings would be encoded in attributes following a renderer-specific Schema API.
Render product prims must be somewhere under
/Renderin the scene graph tree.
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 a Create/Edit 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 to
false. 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.
Pop-up menu item
Set or Create
Sets the attribute to the given value, whether it previously existed or not.
Set If Exists
Only set the attribute to the given value if it previously existed.
Use this mode to make sure an attribute is only set on primitives of the correct type. For example, only
Makes the attribute appear to not exist, so it takes on its default value. (If the attribute doesn’t already exist on the prim, this does nothing.)
Deletes the attribute input connection to its source. Input connections take precedence over attribute values, so disconnecting an input allows the attribute value to take effect.
Ignore this parameter, don’t create or change the attribute in any way.
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
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
The “Create primitives” section contains basic controls for how to create the new prim(s).
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 For Edit
In edit mode, 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.
This section only appears when the node is creating primitives.
If you want to create a new cube primitive at
/world/objects/cube1on 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.
The number of primitives to create.
Set all created prims to have this kind.
The USD operator to use when creating the new prims.
Authors a completely new prim. Use this if you want to create a brand new prim or replace an existing prim.
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.
Define a primitive class. This is usually not necessary unless you are doing deep USD magic.
If the Specifier is
Over, this parameter will cause some ancestor primitives to be authored with a specifier of
Class. This makes it easy to create an
Define within a
Class without having to use two separate nodes. When the Specifier is
Class, this parameter is disabled because the entire primitive hierarchy is already authored as
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.
Ordered Render Vars
Specifies the RenderVars that should be consumed and combined into the final product. If ordering is relevant to the output driver, then the ordering of targets in this relationship provides the order to use. However, only explicitly named RenderVars will appear in the specified order. RenderVars specified using wildcard matching or VEX evaluation will appear in alphabetical order after any explicitly named RenderVars.
The name of the render product. The use of this string is specific to the delegate, but it usually represents and output filename or a device name. When rendering with Karma, you can set this value to an output image filename (usually an
.exr file), or
ip which renders the image in MPlay.
$F in the file name to insert the frame number. This is necessary when rendering animation. See expressions in file names for more information.
The type of output to produce. The default, “raster”, indicates a 2D image.
In the future, UsdRender may define additional product types.
Path to a USD camera (
UsdGeomCamera) prim to render the scene from.
The horizontal and vertical size of the output image, in pixels.
Override the camera’s Shutter close parameter to be equal to its Shutter open time, to produce a zero-width shutter interval. This is a convenient way to disable motion blur.
Aspect Ratio Conform Policy
What to do if the aspect ratio of the output image (Resolution width divided by height) doesn’t match the aspect ratio of the camera aperture (controlled by attributes on the camera). This allows a standard renderer to do something reasonable when you switch between cameras.
If necessary, expand the camera aperture to match the image.
If necessary, crop the camera aperture to match the image.
Adjust Aperture Width
If necessary, change the camera aperture width to match the image.
Adjust Aperture Height
If necessary, change the camera aperture height to match the image.
Adjust Pixel Aspect Ratio
Change the aspect ratio of the image to match the camera.
Data Window NDC
Directs the renderer to only render within this window of the entire output image. You specify the window as
minX, minY, maxX, maxY, where each number is a normalized value from
0, 0 is the bottom left,
1, 1 is the top right,
0.5, 0.5 is the center, and so on. The default is
0, 0, 1, 1 (no cropping). Note that you can use negative values. For example,
-0.1, -0.1, 1.1, 1.1 will give you 10% overscan on each side.
You can use this window to temporarily crop the render to a smaller region, for testing purposes.
Pixels are only rendered if they are fully inside the window.
The normalized coordinates map to the image after any adjustments by the Aspect ratio conform policy.
Pixel Aspect Ratio
The aspect ratio (width/height) of image pixels (not the image itself).
The default is
1.0, indicating square pixels.
The name of the person, department, or studio that created the image file. The node will set this field on the output image if the image format supports metadata (for example,
An arbitrary comment, for example a description of the purpose of the output image. The node will set this field on the output image if the image format supports metadata (for example,
The name of the computer that generated this the output file. The node will set this field on the output image if the image format supports metadata (for example,
The type of compression to apply to
.exr output files.
The level of compression to use on Deep Camera Map images.
DCM Of Size
Opacity is usually computed as a full-color value and stored as such. To cut down on file size, if full color is not needed, this settings can be used to store a monochromatic version of the full color value.