#usda 1.0 ( "WARNING: THIS FILE IS GENERATED BY usdGenSchema. DO NOT EDIT." ) class "StatementsAPI" ( doc = """Container namespace schema for all renderman statements. \\note The longer term goal is for clients to go directly to primvar or render-attribute API's, instead of using UsdRi StatementsAPI for inherited attributes. Anticpating this, StatementsAPI can smooth the way via a few environment variables: * USDRI_STATEMENTS_READ_OLD_ENCODING: Causes StatementsAPI to read old-style attributes instead of primvars in the \"ri:\" namespace. """ ) { } class "RiMaterialAPI" ( doc = """ \\deprecated Materials should use UsdShadeMaterial instead. This schema will be removed in a future release. This API provides outputs that connect a material prim to prman shaders and RIS objects.""" ) { token outputs:ri:displacement ( displayGroup = "Outputs" ) token outputs:ri:surface ( displayGroup = "Outputs" ) token outputs:ri:volume ( displayGroup = "Outputs" ) } class "RiSplineAPI" ( doc = ''' \\deprecated This API schema will be removed in a future release. RiSplineAPI is a general purpose API schema used to describe a named spline stored as a set of attributes on a prim. It is an add-on schema that can be applied many times to a prim with different spline names. All the attributes authored by the schema are namespaced under "$NAME:spline:", with the name of the spline providing a namespace for the attributes. The spline describes a 2D piecewise cubic curve with a position and value for each knot. This is chosen to give straightforward artistic control over the shape. The supported basis types are: - linear (UsdRiTokens->linear) - bspline (UsdRiTokens->bspline) - Catmull-Rom (UsdRiTokens->catmullRom) ''' ) { } class "RiTextureAPI" ( doc = """ \\deprecated This API schema will be removed in a future release. RiTextureAPI is an API schema that provides an interface to add Renderman-specific attributes to adjust textures.""" ) { float ri:texture:gamma ( doc = "Gamma-correct the texture" ) float ri:texture:saturation ( doc = "Adjust the texture's saturation" ) }