UsdGeometry generates geometry loaded from a USD file.
Multiplier for the radius of the base of curves
Multiplier for the radius of points and curves
Number of segments to split curve spans into
Multiplier for the radius of the tip of curves
enable to reverse the normals in the geometry
0 = “force two-sided” (default)
1 = “force single-sided”
2 = “use mesh sidedness”
set single sidedness of the mesh, will affect the visibility of the mesh based on normal direction
label used in material aov expresssions
Label used to associate Geometry objects into ShadowReceiverSets. Using this in combination with the ["shadow_exclusion_mappings"] attribute, shadows from specified geometries or their parts can be suppressed from casting shadows onto one or more specified sets.
The maximum allowable difference in pixels for subdivison mesh adaptive tessellation (each final tessellated edge won't be longer than n pixels if adaptive error is set to n).A value of 0 disables adaptive tessellation, reverting to uniform tessellation, which sometimes is more stable in animation.Adaptive tessellation is not supported for instances.
The maximum resolution to tessellate a mesh. An edge on input face will be tessellated to at most n segments when "mesh resolution" is set to n. If "adaptive error" is set to 0, every edge on input face will be uniformly tessellated to "mesh resolution". Otherwise renderer will adaptively tessellate mesh based on camera information
Generates smooth shading normals on a PolygonMesh when the mesh doesn't provide shading normals
0 = “use mesh type” (default)
1 = “force polygon mesh”
2 = “force subdivision mesh”
PolygonMesh/SubdivisionMesh prim type to create.
"use mesh type" will use the type the Mesh prim specifies.
"force polygon mesh" will always resolve to PolygonMesh.
"force subdivision mesh" will always resolve to SubdivisionMesh.
Motion Blur attributes
Number of time samples generated along each curve when using curved motion blur
-1 = “best” (default)
0 = “static”
1 = “velocity”
2 = “frame delta”
3 = “acceleration”
4 = “hermite”
Motion blur type for PolygonMesh/Points/Curves.
"static" will treat the mesh as static.
"velocity" will blur using the supplied vertex positions and velocities.
"frame delta" will interpolate between the two supplied vertex positions.
"acceleration" will blur using the supplied vertex positions, velocities and accelerations.
"hermite" will use supplied pair of positions and pair of velocities to interpolate along a cubic Hermite curve.
"best" will use choose the method which provides the highest quality given the available data.
0 = “first motion step”
1 = “second motion step”
2 = “both motion steps” (default)
Which frame(s) do we take the primitive attributes from?
O : first motion step
1 : second motion step
2 : both motion steps
If "xform" is time varying and motion blur is enabled, enabling this feature can produce a curved rotation trail. Enabling this feature will disable adaptive tessellation for this mesh
Ray Tracing attributes
When a secondary ray is fired, anything within this distance of the intersection point will be ignored. Instead, it is considered part of the current intersection's geometry. If zero, an automatically calculated epsilon will be used.
When a shadow ray is fired, anything within this distance of the intersection point will be ignored. If this value is less than "ray_epsilon", then it has no additional effect.
Evaluates geometry at the specified frame instead of SceneVariables frame
Uses "evaluation frame" instead of SceneVariables frame
The geometry Prim to load from the USD Stage
USD Stage to load
If the prim is an instance proxy, use the xform from the master Prim during geometry creation
Include the xform from the Prim during geometry creation
Load the entire stage and use StageCache to share it among all UsdGeometry objects.
If this is false, load a stage masked to the prim path just for this UsdGeometry.
For large stages with thousands of unique assets, it is faster to enable the stage cache
User Data attributes
List of part names. The length of the
list should match the length of any "part" rate primitive attribute
A list of UserData scene objects specifying arbitrary primitive attributes
whether the geometry is visible in diffuse reflection
whether the geometry is visible in diffuse transmission
whether the geometry is visible in glossy reflection.
whether the geometry is visible in glossy transmission (refraction).
whether the geometry is visible to camera rays
whether the geometry is visible in miror reflection.
whether the geometry is visible in miror transmission (refraction).
whether the geometry casts shadows
whether the geometry is visible in indirect volume rays
Specifies whether the geometry contains the camera and should be used for IOR tracking. This should not be changed by the user -- they should instead attach the relevant geometry to the camera, which will then flag this geometry.
0 = “ray_facing” (default)
1 = “round”
2 = “normal_oriented”
Selects the style the curves are rendered
Alternate camera that is used for adaptive tessellation. This is useful if you want adaptive tessellation to behave consistently in a sequence, regardless of what the main camera is doing
default: [ [ 1, 0, 0, 0 ], [ 0, 1, 0, 0 ], [ 0, 0, 1, 0 ], [ 0, 0, 0, 1 ] ]
The 4x4 matrix describing the transformation from local space to world space.
list of geometries that geometry procedural can reference during procedural generate/update stages. For example, an instancer geometry procedural can instance primitives generated by the reference geometry procedural.
A space-separated list of mappings of the form A:B where:
A is a comma-separated list of names of parts of this Geometry, or an asterisk to specify the whole geometry;
B is a comma-separated list of shadow receiver set labels established using the ["shadow_receiver_label"] attribute, or an asterisk to specify to all such sets in the scene.
For each of the listed mappings, shadows from the parts specified in A will be suppressed from casting onto any geometries in the ShadowReceiverSets specified in B.
**Note: no part name should appear more than once in the string, otherwise the behavior is undefined.**
disable if the geometry will be updated between frames
Enable the use of explicit shading attributes (N, dPds, dPdt) if they are present
Enables experimental feature that also attempts to remove the camera blur in the local regions
Enables the local motion blur feature, which makes the geometry procedural responsible for handling all of the geometry's motion and allows for custom effects