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