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Getting Started About MoonRay Arras RDL Scene Format Documentation Images and Models What's Included Installation Building MoonRay General Build Instructions Building on Rocky Linux 9 Building in a Rocky Linux 9 Container Building on macOS Sonoma Source Repository List Dependencies Test Scenes User Reference Execution Modes Scene Objects Cameras BakeCamera FisheyeCamera 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 PortalLight 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 ListMap LODMap NoiseMap_v2 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 Light Sampling Adaptive Sampling Affinity Control 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 Dicing Camera Displacement Glitter Shader Instance-Level Transforms Iridescence Light Normalization Look Dev Transparent Surfaces Motion Blur Meshes Best Practices Overlapping Dielectrics Path Guiding PBR Validity Point Rendering Ray Depth Render Outputs Cryptomatte Extra AOVs Material AOVs Motion vectors Visibility AOVs Render Inside a Medium Shadow Controls Shadow Ray Manipulation Shadow Terminators Textures Writing Efficient LPEs Tools arras_render denoise Hydra Delegate HdMoonRay Features HdMoonRay Setup HdMoonRay Render Settings HdMoonRay Houdini Integration Command Line moonray moonray_gui rdla_filter rdl2_convert rdl2_print render_profile_viewer usd_mipmap_images Maximizing Performance Adaptive Tessellation Texture Cache Size Texture Format Sampling Settings ALab Rendering Benchmarking 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

Checkpoint and Resume rendering


  • Checkpoint
    • How to use Checkpoint Rendering
    • Optional checkpoint sceneVariables
    • Post checkpoint LUA script
    • Unexpected interruption by SIGINT
  • Resume
    • On-Resume LUA script
  • File output logic
  • Sample rdla
  • EXR Metadata
  • KJ Sequence

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