Hi,
I've written a simple usd file that renders fine via husk but by in the viewport doesn't match the camera focal length to HoudiniGL/VK or Karma.
The stage is set to `metersPerUnit=0.1` and I wonder if that could be the cause of this.
File in usda format here:
Cheers!
I've written a simple usd file that renders fine via husk but by in the viewport doesn't match the camera focal length to HoudiniGL/VK or Karma.
The stage is set to `metersPerUnit=0.1` and I wonder if that could be the cause of this.
File in usda format here:
Code:
#usda 1.0 ( metersPerUnit = 0.1 ) def Scope "World" { def Mesh "room_mesh" ( apiSchemas = ["MaterialBindingAPI"] ) { float3[] extent = [(-50, 0, 0), (0, 30, 30)] int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4] int[] faceVertexIndices = [0, 1, 6, 7, 1, 2, 5, 6, 2, 3, 4, 5, 27, 26, 29, 28, 26, 25, 30, 29, 25, 24, 31, 30, 0, 1, 9, 8, 1, 2, 10, 9, 2, 3, 11, 10, 3, 4, 12, 11, 4, 5, 13, 12, 5, 6, 14, 13, 6, 7, 15, 14, 7, 0, 8, 15, 8, 9, 17, 16, 10, 11, 19, 18, 11, 12, 20, 19, 12, 13, 21, 20, 13, 14, 22, 21, 14, 15, 23, 22, 15, 8, 16, 23, 16, 17, 25, 24, 17, 18, 26, 25, 18, 19, 27, 26, 19, 20, 28, 27, 20, 21, 29, 28, 21, 22, 30, 29, 22, 23, 31, 30, 23, 16, 24, 31] rel material:binding = </materials/defaultMaterial> uniform token orientation = "rightHanded" point3f[] points = [(0, 0, 0), (0, 0, 10), (0, 0, 20), (0, 0, 30), (-50, 0, 30), (-50, 0, 20), (-50, 0, 10), (-50, 0, 0), (0, 10, 0), (0, 10, 10), (0, 10, 20), (0, 10, 30), (-50, 10, 30), (-50, 10, 20), (-50, 10, 10), (-50, 10, 0), (0, 20, 0), (0, 20, 10), (0, 20, 20), (0, 20, 30), (-50, 20, 30), (-50, 20, 20), (-50, 20, 10), (-50, 20, 0), (0, 30, 0), (0, 30, 10), (0, 30, 20), (0, 30, 30), (-50, 30, 30), (-50, 30, 20), (-50, 30, 10), (-50, 30, 0)] uniform token subdivisionScheme = "none" } } def Camera "camera" { float2 clippingRange = (0.1, 10000000) float focalLength = 5 float focusDistance = 5 float horizontalAperture = 19.2 float verticalAperture = 10.8 matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 15, 30, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } def "materials" { def Material "defaultMaterial" { token outputs:surface.connect = </materials/defaultMaterial/default_usdpreviewsurface.outputs:surface> def Shader "default_usdpreviewsurface" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoatRoughness = 0.1 color3f inputs:diffuseColor = (0.8, 0.8, 0.8) float inputs:roughness = 0.2 color3f inputs:specularColor = (1, 1, 1) token outputs:surface } } } def RectLight "area01" { float inputs:exposure = 1 float inputs:height = 1 float inputs:intensity = 1 float inputs:width = 5 float xformOp:rotateX = -90 double3 xformOp:translate = (-10, 20, 1) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateX"] } def RectLight "area02" { float inputs:exposure = 1 float inputs:height = 1 float inputs:intensity = 1 float inputs:width = 5 float xformOp:rotateX = -90 double3 xformOp:translate = (-20, 20, 1) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateX"] } def RectLight "area03" { float inputs:exposure = 1 float inputs:height = 1 float inputs:intensity = 1 float inputs:width = 5 float xformOp:rotateX = -90 double3 xformOp:translate = (-30, 20, 1) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateX"] } def DomeLight "light_dome" { float inputs:exposure = 1 float inputs:intensity = 1 } def DistantLight "light_distant" { custom float houdini:guidescale = 10 float inputs:exposure = 1 float inputs:intensity = 1 bool inputs:normalize = 1 float xformOp:rotateY = 90 float xformOp:rotateZ = 45 uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:rotateY"] } def "Render" { def RenderVar "var" { uniform token dataType = "color4f" custom string driver:parameters:aov:channel_prefix = "" custom int driver:parameters:aov:clearValue = 0 custom token driver:parameters:aov:format = "color4f" custom bool driver:parameters:aov:multiSampled = 0 custom string driver:parameters:aov:name = "Beauty" custom bool driver:parameters:aov:vray:color:color_mapping = 1 custom bool driver:parameters:aov:vray:color:consider_for_aa = 0 custom bool driver:parameters:aov:vray:color:denoise = 0 custom bool driver:parameters:aov:vray:color:derive_raw_channels = 1 custom bool driver:parameters:aov:vray:color:enableDeepOutput = 0 custom bool driver:parameters:aov:vray:color:filtering = 1 uniform string sourceName = "C.*" uniform token sourceType = "lpe" } def RenderProduct "product" { uniform token aspectRatioConformPolicy = "expandAperture" rel camera = </camera> uniform float4 dataWindowNDC = (0, 0, 1, 1) custom bool includeAovs = 1 uniform bool instantaneousShutter = 0 rel orderedVars = </Render/var> uniform float pixelAspectRatio = 1 uniform token productType = "raster" uniform int2 resolution = (1920, 1080) } def RenderSettings "rendersettings" { uniform token aspectRatioConformPolicy = "expandAperture" rel camera = </camera> uniform float4 dataWindowNDC = (0, 0, 1, 1) uniform token[] includedPurposes = ["default"] uniform bool instantaneousShutter = 0 uniform float pixelAspectRatio = 1 rel products = </Render/product> uniform int2 resolution = (1920, 1080) custom float vray:SettingsImageSampler_progressive_maxTime = 1 } }
Cheers!
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