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Getting Started About MoonRay Arras RDL Scene Format Documentation Images and Models What's Included Installation Building MoonRay Dependencies Test Scenes User Reference Execution Modes Scene Objects Cameras BakeCamera OrthographicCamera PerspectiveCamera SphericalCamera Displacement CombineDisplacement NormalDisplacement SwitchDisplacement VectorDisplacement Display Filters BlendDisplayFilter ClampDisplayFilter ColorCorrectDisplayFilter ConstantDisplayFilter ConvolutionDisplayFilter DiscretizeDisplayFilter DofDisplayFilter HalftoneDisplayFilter ImageDisplayFilter OpDisplayFilter OverDisplayFilter RampDisplayFilter RemapDisplayFilter RgbToFloatDisplayFilter RgbToHsvDisplayFilter ShadowDisplayFilter TangentSpaceDisplayFilter ToonDisplayFilter Geometry BoxGeometry RdlCurveGeometry RdlInstancerGeometry RdlMeshGeometry RdlPointGeometry SphereGeometry UsdGeometry UsdInstanceGeometry VdbGeometry Joint Layer Lights CylinderLight DiskLight DistantLight EnvLight MeshLight RectLight SphereLight SpotLight LightSet Light Filters BarnDoorLightFilter ColorRampLightFilter CombineLightFilter CookieLightFilter CookieLightFilter_v2 DecayLightFilter IntensityLightFilter RodLightFilter VdbLightFilter LightFilterSet Materials Dwa Materials DwaAdjustMaterial DwaBaseMaterial DwaColorCorrectMaterial DwaEmissiveMaterial DwaFabricMaterial DwaLayerMaterial DwaMetalMaterial DwaMixMaterial DwaRefractiveMaterial DwaSkinMaterial DwaSolidDielectricMaterial DwaSwitchMaterial DwaToonMaterial DwaTwoSidedMaterial DwaVelvetMaterial_v2 Hair Materials HairColorCorrectMaterial HairDiffuseMaterial HairLayerMaterial HairMaterial_v3 HairToonMaterial RaySwitchMaterial SwitchMaterial UsdPreviewSurface Maps AttributeMap AxisAngleMap BlendMap CheckerboardMap ClampMap ColorCorrectContrastMap ColorCorrectGainOffsetMap ColorCorrectGammaMap ColorCorrectHsvMap ColorCorrectHueShiftMap ColorCorrectLegacyMap ColorCorrectMap ColorCorrectNukeMap ColorCorrectSaturationMap ColorCorrectTMIMap ConstantColorMap ConstantScalarMap CurvatureMap DebugMap DeformationMap DirectionalMap ExtraAovMap FloatToRgbMap GradientMap HairColorPresetsMap HairColumnMap HairMap HsvToRgbMap ImageMap LayerMap LcToRgbMap ListMap LODMap NoiseMap NoiseMap_v2 NoiseWorleyMap NoiseWorleyMap_v2 NormalToRgbMap OpenVdbMap OpenVdbMap_v2 OpMap ProjectCameraMap ProjectCameraMap_v2 ProjectCylindricalMap ProjectPlanarMap ProjectSphericalMap ProjectTriplanarMap ProjectTriplanarMap_v2 ProjectTriplanarUdimMap RampMap RandomMap RemapMap RgbToFloatMap RgbToHsvMap RgbToLabMap SwitchColorMap SwitchFloatMap ToonMap TransformSpaceMap UsdPrimvarReader_float UsdPrimvarReader_float2 UsdPrimvarReader_float3 UsdPrimvarReader_int UsdPrimvarReader_normal UsdPrimvarReader_point UsdPrimvarReader_vector UsdTransform2d UsdUVTexture UVTransformMap WireframeMap Meta Data Normal Maps CombineNormalMap DistortNormalMap ImageNormalMap ProjectCameraNormalMap ProjectPlanarNormalMap ProjectTriplanarNormalMap ProjectTriplanarNormalMap_v2 RandomNormalMap RgbToNormalMap SwitchNormalMap TransformNormalMap Render Output Scene Variables Shadow Set Shadow Receiver Set Trace Set User Data Volumes BaseVolume CutoutVolume VdbVolume How-To Guides Adaptive Sampling Baking Textures Base Volume Ramp Checkpoint/Resume rendering Checkpoint Rendering How to use Checkpoint Rendering Optional checkpoint settings Post checkpoint LUA script Interrupting a rendering process with SIGINT Resume Rendering On-Resume LUA script Checkpoint/Resume Image File Output Logic Example RDLA for Checkpoint/Resume rendering EXR Header Metadata KJ Subpixel Sampling Sequence Displacement Instance-Level Transforms Light Normalization Look Dev Transparent Surfaces Motion Blur Overlapping Dielectrics Path Guiding PBR Validity Point Rendering Ray Depth Render Outputs Cryptomatte Extra AOVs Material AOVs Motion vectors Variance AOVs Visibility AOVs Render Inside a Medium Shadow Controls Textures Tools Arras Render Denoising Hydra Delegate HdMoonRay Features HdMoonRay Setup HdMoonRay Render Settings HdMoonRay Houdini Integration hd_render Command MoonRay MoonRay GUI Render Profile Viewer Maximizing Performance ALab Rendering Texture Cache Size Consideration Quality Settings Developer Reference Source Structure Scene RDL2 Library Writing Shaders Cameras Displacement Display Filters Geometry Procedurals Lights Light Filters Maps Materials Normal Maps Volume Shaders Arras Distributed Arras Arras Session Definitions Arras Client API Arras Doxygen Pages Coding Standards Math Library Scene RDL2 Attributes Formatting Naming Conventions File Names Header Files Body Files Include Statements Comments Primitive Types Macros Classes Conditional Statements Namespaces Exceptions Templates Singletons Asserts Meta Topics IDE Hooks C++ ISPC Python Miscellaneous Release Notes Legal/Licensing and Contributions

Installation Overview

Getting MoonRay

MoonRay is distributed in source form, via github.com. You can build MoonRay in a Docker container or directly on a Linux machine.

Cloning the MoonRay source Repository

Building MoonRay

Using MoonRay

Hydra Render Delegate

GUI application

Scene Format

Developing MoonRay

Source Structure

Shaders

RDL2

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