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Geometry Bundle#

A Geometry Bundle is a scene object which embeds the geometries of an entire scene in a single item. There are two types of Geometry Bundles: Alembic Bundles and USD Bundles. They can be use to bring Alembic or USD Archives archives as a single item.

Geometry Bundles provide a whole set of attributes to control smoothing, subdivision surfaces, displacements and curves. Attributes are applied to items when applicable. However, attributes specific to a certain type of geometries such as curves or subdivision surfaces are only applied to their corresponding set of geometries.


Subdivision Surfaces settings are applied to geometries that are tagged as SubDs in the archive.

Geometry Bundles automatically de-duplicate data to ensure geometries are only loaded once in memory. Please note that data is also shared between multiple files when possible.

Why use a Geometry Bundle object?#

Unlike using file referencing, Geometry Bundles only create a single item in Clarisse. As a consequence, Geometry Bundles are a lot faster to load and they use way less memory specially when dealing with scenes containing a lot of items. However, this comes at the cost of flexibility since it is not possible to access to the attributes of each individual node.


The Geometry Bundle may perform slower than references in some cases when dealing with caches/files containing a lot of deformed geometries.

Shading Groups#

As you know a typical geometry may define many shading groups. Since a Geometry Bundle may define thousands of items, each defining several shading groups, special attention is given to shading group names in Clarisse to avoid name clashing.

To resolve this clashing issue, Geometry Bundles append the name of the item to the name of the shading group in the geometry.

For example, let's say we have a Geometry Bundle that defines a box named Box and a sphere named Sphere where the box defines two shading groups ~ and glass, and the sphere only one called glass. The following shading group names is then created:


Merging Shading Groups#

By default, the Geometry Bundle defines shading groups for every single item in the archive. The Merge Shading Groups attribute is a special attribute to regroup duplicate items into a single shading group name. For example, let's say the box from our previous example was duplicated in our archive so that we get three items: Box1, Box2 and Sphere.

Items Without Merge Shading Groups (default) With Merge Shading Groups
Box1 defining matte and glass shading groups
Box2 a duplicate of Box1
Sphere defining glass


When Merge Shading Groups is enabled, the name of the shading group is using the item name of the first source geometry defined in the file. Every duplicates then inherit from this unique shading group name. /Box1/matte and /Box1/glass in the previous example.

Smoothing Options#

Like a PolyMesh, it is possible to control the way objects are smoothed during rendering.

Attribute Description
Smoothing Mode Defines whether the geometry uses normals stored in the mesh or an arbitrary angle.
Smoothing Angle Smoothing angle applied when the smoothing mode is Use Smoothing Angle


It is possible to globally control how curves are generated file.

Attribute Description
Radius Values Use internal radius defined in the archive file or use custom ones.
Base Radius The size of the curve at its root.
Tip Radius The size of the curve at its tip.
Radius Multiplier Multiplies all radius.
Flatness Control the flatness of the segment. 0% is considered as a cylinder while 100% as a flat ribbon.
Decimate Reduces the number of curves that are used to generate fur.

Subdivision Surfaces#

For more information about Subdivision Surfaces please refer to the Subdivision Surfaces section of the documentation.


It is possible to have different subdivision level per object in the bundle using a scalar property set in the Subdivision Level Property attribute


Displacement options are the same as with geometries, please refer to the Displacement section.