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GeometryUsdPointInstancer

GeometryUsdPointInstancer#

(Geometry Usd Point Instancer)

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Description#

USD point instancer reference.

Public Attributes#

Type Name Visual Hint Description
string prim_path VISUAL_HINT_DEFAULT Prim path in the USD stage.
string purpose VISUAL_HINT_DEFAULT Purpose of this prim.
long frame VISUAL_HINT_FRAME Define the frame value used to evaluate the geometry.
long frame_offset VISUAL_HINT_FRAME Define the frame offset. Example: if the frame offset is 50 while the animation starts at frame 10, then it will start at frame 60.
long animation_behavior VISUAL_HINT_DEFAULT Define the animation loop behavior.
bool force_animation_range VISUAL_HINT_DEFAULT Enable the defined animation range, used to override the object's original animation range.
long[2] animation_range VISUAL_HINT_FRAME Start and end frames for the animation.
long decimation_seed VISUAL_HINT_DEFAULT Decimation random generator seed.
double decimation_value VISUAL_HINT_PERCENTAGE Decimation threshold. When not textured, it's the probability for each instance to be decimated.

Inherited Public Attributes#

Type Name Visual Hint Description
double[3] translate VISUAL_HINT_DISTANCE Set the XYZ position of the item relative to its parent item.
double[3] rotate VISUAL_HINT_ANGLE Set the XYZ rotation of the item relative to its parent item.
double[3] scale VISUAL_HINT_SCALE Set the XYZ scaling of the item relative to its parent item.
double[3] shear VISUAL_HINT_SCALE Set the XYZ shear of the item relative to its parent item.
long rotation_order VISUAL_HINT_DEFAULT Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
reference (SceneItem) parent VISUAL_HINT_DEFAULT Set the parent item of the item.
bool inherit_transform VISUAL_HINT_DEFAULT Does the current object inherits its parent transformation ?
long reference_frame VISUAL_HINT_FRAME Set the reference frame that defines the base transform and deformation state of the item. This reference is used when computing texture projections or when generating point cloud (in Global Base) on the base geometry.
object[] (Constraint) constraints VISUAL_HINT_DEFAULT Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
double[3] scale_pivot VISUAL_HINT_DISTANCE Set the coordinates of the scale pivot.
double[3] rotate_pivot VISUAL_HINT_DISTANCE Set the coordinates of the rotation pivot.
double[3] translate_offset VISUAL_HINT_DISTANCE Set the XYZ position of the pivot point of the item.
double[3] rotate_offset VISUAL_HINT_ANGLE Set the XYZ rotation of the pivot point of the item.
double[3] scale_offset VISUAL_HINT_SCALE Set the XYZ scaling of the pivot point of the item.
long rotation_offset_order VISUAL_HINT_DEFAULT Set the rotation axis mode.
bool display_visible VISUAL_HINT_DEFAULT Set whether the item is shown in the 3D View or not.
bool display_pickable VISUAL_HINT_DEFAULT Set whether the item is pickable in the 3D View or in the Image View.
long visibility_mode VISUAL_HINT_DEFAULT Set how visibility attributes 'Display Visible' and 'Unseen By Renderer' are driven. In Use Project Preferences mode, the mode uses the project preference value. In Override mode, the attributes are set manually. In Use Property mode, the attributes are driven by a property (e.g. Alembic visibility property).
bool enable_motion_blur VISUAL_HINT_DEFAULT Set whether the renderer will do motion blur on the item or not.
long highlight_mode VISUAL_HINT_DEFAULT Define how the object is highlighted in the 3D View when selected.
reference (Material) override_material VISUAL_HINT_DEFAULT Setting a material here will set the specified material to all elements of the scene object. Ex: all shading groups of a geometry will have the same material. Ex: all elements of a combiner or a scatterer will have the same material.
bool matte_object VISUAL_HINT_DEFAULT Switch the object to 2D matte mode.
double[3] matte_color VISUAL_HINT_COLOR Set the color of the object in matte mode.
double matte_alpha VISUAL_HINT_PERCENTAGE Set the opacity of the object in matte mode. When the matte alpha is less than 100%, the object creates a hole in the layer as no transparency is evaluated.
long custom_id VISUAL_HINT_DEFAULT
double raytrace_offset VISUAL_HINT_DISTANCE Set the minimum distance for raytracing visibility. If the ray hit point distance from the ray source position is smaller than this value, then the geometry is not seen. Note: this attribute is used to prevent self intersection artifacts.
string shading_variables VISUAL_HINT_SCRIPT
bool unseen_by_renderer VISUAL_HINT_DEFAULT Set whether the object is hidden from the renderer or not.
bool unseen_by_camera VISUAL_HINT_DEFAULT Set whether the object is hidden from the camera (primary rays) or not.
bool unseen_by_rays VISUAL_HINT_DEFAULT Set whether the object is hidden from the raytraced shading effects like reflection/refraction (secondary rays) or not.
bool unseen_by_reflections VISUAL_HINT_DEFAULT Set whether the object is hidden from reflections or not.
bool unseen_by_refractions VISUAL_HINT_DEFAULT Set whether the object is hidden from refractions or not.
bool unseen_by_gi VISUAL_HINT_DEFAULT Set whether the object is hidden from global illumination or not.
bool unseen_by_sss VISUAL_HINT_DEFAULT Set whether the object is hidden from sub-surface scattering or not.
bool cast_shadows VISUAL_HINT_DEFAULT Set whether the object casts shadows or not.
bool receive_shadows VISUAL_HINT_DEFAULT Set whether the object receives cast shadows or not.
bool receive_self_shadows VISUAL_HINT_DEFAULT Set whether the object receives self shadows or not.
reference (Group) lights VISUAL_HINT_GROUP Specify the group of lights that illuminate this object. By default, scene objects are lit using the lights gathered by the 3D layer.
long emission_sample_count VISUAL_HINT_SAMPLE_PER_PIXEL Override the number of emission samples allocated by the renderer when sampling the scene object.
long sub_items_rendering_mode VISUAL_HINT_DEFAULT Set whether item should override or not sub-items visibility flags.
long emission_importance_sampling_mode VISUAL_HINT_DEFAULT When Use Sub Items, it samples instances according to the value of the Enable Emission Importance Sampling attribute defined on the sources. If the sources have their Emission Importance Sampling disabled then they are traditionally sampled, otherwise they are importance sampled. When Force Importance Sampling, it forces each instance to be emission importance sampled when instantiated by the combiner/scatterer. When Disable Importance Sampling, it forces each instance to be traditionally sampled when instantiated by the combiner/scatterer.

CID#

class "GeometryUsdPointInstancer" "SceneObjectTree" {
    abstract yes
    #version 1
    icon "./icons/geometry_point_instancer_usd.iconrc"
    doc "USD point instancer reference."
    bool "purpose_selected" {
        output "geometry"
        private yes
        saveable no
        value yes
    }
    string "session_layer" {
        private yes
        value ""
    }
    long "topology_hash" {
        private yes
        saveable no
        dg_active no
        value 0
    }
    attribute_group "USD" {
        list<filename_open> "filename" {
            doc "The filename that were used to create the stage from which this object is referenced."
            private yes
            dg_active no
            read_only yes
            value <empty>
        }
        string "prim_path" {
            doc "Prim path in the USD stage."
            dg_active no
            read_only yes
            value ""
        }
        string "purpose" {
            doc "Purpose of this prim."
            saveable no
            dg_active no
            read_only yes
            value "default"
        }
        long "stage_id" {
            private yes
            saveable no
            dg_active no
            read_only yes
            value -1
        }
    }
    attribute_group "USD>playback" {
        collapsed yes
        frame "frame" {
            doc "Define the frame value used to evaluate the geometry."
            animatable yes
            value[] 0
            expression "F"
        }
        frame "frame_offset" {
            doc "Define the frame offset. Example: if the frame offset is 50 while the animation starts at frame 10, then it will start at frame 60."
            animatable yes
            value 0
        }
        long "animation_behavior" {
            doc "Define the animation loop behavior."
            preset "Hold" "0"
            preset "Repeat" "1"
            value 0
        }
        bool "force_animation_range" {
            doc "Enable the defined animation range, used to override the object\'s original animation range."
            value no
        }
        frame[2] "animation_range" {
            doc "Start and end frames for the animation."
            read_only yes
            value 0 50
        }
    }
    attribute_group "point_instancer" {
        reference[] "sub_objects" {
            doc "List of scene objects that are instanciated. This list can be overriden and modified to replace some instances\' sources."
            filter "SceneObject"
            output "geometry"
            private yes
            hidden yes
            value <empty>
        }
        reference "support_geometry" {
            doc "The support geometry. This is dynamically created and is solely used for per-instance properties."
            filter "GeometryUsdPointInstancerSupportGeometry"
            output "geometry"
            private yes
            saveable no
            value ""
        }
    }
    attribute_group "point_instancer>decimation" {
        long "decimation_seed" {
            doc "Decimation random generator seed."
            numeric_range yes 0.0 10000000
            ui_range yes 0.0 10000000
            value 0
        }
        percentage "decimation_value" {
            doc "Decimation threshold. When not textured, it\'s the probability for each instance to be decimated."
            texturable yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
    }
    attribute_group "USD>variant_sets" {
        collapsed yes
    }
}