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[Hydra] Reading Render Settings from the scene delegate #910
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We agree! We’re trying to polish up a spec for this to publish for
siggraph... it’s close but we’re also slammed 😁
On Fri, Jul 19, 2019 at 2:27 AM Pal Mezei ***@***.***> wrote:
Description of Issue
As of the latest dev, Hydra can not read render settings from the scene
delegate. Storing the render settings in the scene delegate could be a
powerful feature, for example: shot specific sampling settings stored in
USD files and passed to the renderer.
To get this working in USD/usdview with the current system, we need a
custom schema type, a custom adapter for USD imaging which either passes
settings to the render delegate or creates a custom hydra primitive. Having
a standard way to read render settings from the scene delegate (and some
USD primitive or layer metadata) would make this significantly simpler.
Package Versions
latest dev
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--spiffiPhone
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Filed as internal issue #USD-5454. |
pixar-oss
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Sep 20, 2019
See #910 (Internal change: 2003731) (Internal change: 2003793) (Internal change: 2003876) (Internal change: 2003979)
pixar-oss
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existence proof that we can use UsdRenderSettings to configure Renderman, as a step towards Hydra integration. See #910 (Internal change: 2003794) (Internal change: 2003979)
pixar-oss
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it seems better-suited for render-specific schemas (i.e. display driver schemas in the Renderman case). See #910 (Internal change: 2004971)
pixar-oss
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See #910 (Internal change: 2004981) (Internal change: 2005061) (Internal change: 2005086)
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Description of Issue
As of the latest dev, Hydra can not read render settings from the scene delegate. Storing the render settings in the scene delegate could be a powerful feature, for example: shot specific sampling settings stored in USD files and passed to the renderer.
To get this working in USD/usdview with the current system, we need a custom schema type, a custom adapter for USD imaging which either passes settings to the render delegate or creates a custom hydra primitive. Having a standard way to read render settings from the scene delegate (and some USD primitive or layer metadata) would make this significantly simpler.
Package Versions
latest dev
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