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10 changes: 5 additions & 5 deletions README.md
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Expand Up @@ -12,8 +12,8 @@ Build Status

| | Linux | Windows | macOS |
|:-------:|:---------:|:---------:|:---------:|
| dev | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=dev&jobName=Linux)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=dev) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=dev&jobName=Windows)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=dev) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=dev&jobName=macOS)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=dev) |
| release | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=release&jobName=Linux)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=release) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=release&jobName=Windows)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=release) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/USD/_apis/build/status/PixarAnimationStudios.USD?branchName=release&jobName=macOS)](https://dev.azure.com/PixarAnimationStudios/USD/_build/latest?definitionId=2&branchName=release) |
| dev | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=dev&jobName=Linux)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=dev) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=dev&jobName=Windows)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=dev) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=dev&jobName=macOS)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=dev) |
| release | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=release&jobName=Linux)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=release) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=release&jobName=Windows)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=release) | [![Build Status](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_apis/build/status/PixarAnimationStudios.OpenUSD?branchName=release&jobName=macOS)](https://dev.azure.com/PixarAnimationStudios/OpenUSD/_build/latest?definitionId=2&branchName=release) |

Additional Documentation
------------------------
Expand All @@ -30,7 +30,7 @@ Need help understanding certain concepts in USD? See
visit our [forum](https://groups.google.com/forum/#!forum/usd-interest).

If you are experiencing undocumented problems with the software, please
[file a bug](https://github.com/PixarAnimationStudios/USD/issues/new).
[file a bug](https://github.com/PixarAnimationStudios/OpenUSD/issues/new).

Supported Platforms
-------------------
Expand Down Expand Up @@ -107,10 +107,10 @@ additional documentation for running cmake directly.

#### 2. Download the USD source code

You can download source code archives from [GitHub](https://www.github.com/PixarAnimationStudios/USD) or use `git` to clone the repository.
You can download source code archives from [GitHub](https://www.github.com/PixarAnimationStudios/OpenUSD) or use `git` to clone the repository.

```
> git clone https://github.com/PixarAnimationStudios/USD
> git clone https://github.com/PixarAnimationStudios/OpenUSD
Cloning into 'USD'...
```

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2 changes: 1 addition & 1 deletion build_scripts/pypi/package_files/setup.py
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Expand Up @@ -133,7 +133,7 @@ def windows():
project_urls={
"Documentation": "https://graphics.pixar.com/usd/docs/index.html",
"Developer Docs": "https://graphics.pixar.com/usd/docs/USD-Developer-API-Reference.html",
"Source": "https://github.com/PixarAnimationStudios/USD",
"Source": "https://github.com/PixarAnimationStudios/OpenUSD",
"Discussion Group": "https://groups.google.com/g/usd-interest"
},
packages=setuptools.find_packages(os.path.join(BUILD_DIR, 'lib/python')),
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12 changes: 6 additions & 6 deletions docs/contributing_to_usd.rst
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Expand Up @@ -12,15 +12,15 @@ Contributor License Agreement

Before contributing code to USD, we ask that you sign a Contributor License
Agreement (CLA). At the root of the `repository
<https://github.com/PixarAnimationStudios/USD>`_ you can find the two possible
<https://github.com/PixarAnimationStudios/OpenUSD>`_ you can find the two possible
CLAs:

#. `USD_CLA_Corporate.pdf
<https://github.com/PixarAnimationStudios/USD/blob/release/USD_CLA_Corporate.pdf>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/USD_CLA_Corporate.pdf>`_
: please sign this one for corporate use

#. `USD_CLA_Individual.pdf
<https://github.com/PixarAnimationStudios/USD/blob/release/USD_CLA_Individual.pdf>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/USD_CLA_Individual.pdf>`_
: please sign this one if you're an individual contributor

Once your CLA is signed, send it to `usd-cla@pixar.com
Expand Down Expand Up @@ -82,7 +82,7 @@ Here is the workflow we recommend for contributing changes to USD:
.. code-block:: sh
cd USD
git remote add upstream https://github.com/PixarAnimationStudios/USD.git
git remote add upstream https://github.com/PixarAnimationStudios/OpenUSD.git
Expand Down Expand Up @@ -144,6 +144,6 @@ requests, a single issue can be created and referenced from those PRs to
organize them.

Before sending your change in for consideration, search through the list of
`open issues on github <https://github.com/PixarAnimationStudios/USD/issues>`_
`open issues on github <https://github.com/PixarAnimationStudios/OpenUSD/issues>`_
and check if your change addresses any issue. If so, associate your pull
request with that issue.
request with that issue.
2 changes: 1 addition & 1 deletion docs/doxygen/externalOverview.dox
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Expand Up @@ -28,7 +28,7 @@ or jump directly into the core of the \ref usd_page_front "Usd API."

<HR>

USD is distributed under a <a href="https://github.com/PixarAnimationStudios/USD/blob/master/LICENSE.txt"> modified Apache 2.0 license</a>
USD is distributed under a <a href="https://github.com/PixarAnimationStudios/OpenUSD/blob/release/LICENSE.txt"> modified Apache 2.0 license</a>
*/

/*!
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6 changes: 3 additions & 3 deletions docs/index_body.rst
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Expand Up @@ -49,9 +49,9 @@ USD Home

:fa:`download` Download
^^^^^^^^
- `Get and Build USD <https://github.com/PixarAnimationStudios/USD/blob/release/README.md#getting-and-building-the-code>`_
- Source: `Release <https://github.com/PixarAnimationStudios/USD/tree/release>`_ (`Changes <https://github.com/PixarAnimationStudios/USD/blob/release/CHANGELOG.md#change-log>`__)
- Source: `Dev <https://github.com/PixarAnimationStudios/USD/tree/dev>`_ (`Changes <https://github.com/PixarAnimationStudios/USD/blob/dev/CHANGELOG.md#change-log>`__)
- `Get and Build USD <https://github.com/PixarAnimationStudios/OpenUSD/blob/release/README.md#getting-and-building-the-code>`_
- Source: `Release <https://github.com/PixarAnimationStudios/OpenUSD/tree/release>`_ (`Changes <https://github.com/PixarAnimationStudios/OpenUSD/blob/release/CHANGELOG.md#change-log>`__)
- Source: `Dev <https://github.com/PixarAnimationStudios/OpenUSD/tree/dev>`_ (`Changes <https://github.com/PixarAnimationStudios/OpenUSD/blob/dev/CHANGELOG.md#change-log>`__)
- :ref:`Demo Assets <dl_downloads:Assets>`

-----------------------------------
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4 changes: 2 additions & 2 deletions docs/intro.rst
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Expand Up @@ -33,9 +33,9 @@ In addition, because USD's core scenegraph and :ref:`composition engine
extended in a maintainable way to encode and compose data in other domains.

Concretely, USD is an `open source project
<https://github.com/PixarAnimationStudios/USD>`_ released under a `modified
<https://github.com/PixarAnimationStudios/OpenUSD>`_ released under a `modified
Apache license
<https://github.com/PixarAnimationStudios/USD/blob/release/LICENSE.txt>`_.
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/LICENSE.txt>`_.

Why use USD?
============
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4 changes: 2 additions & 2 deletions docs/maxperf.rst
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Expand Up @@ -39,7 +39,7 @@ which has the following virtues:
* Does an outstanding job of returning freed memory to the kernel

In the `Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_
document, you can find instructions for how to build USD linked against a
third-party malloc package such as jemalloc. If you are using USD in a third
party application as an embedded plugin, you can force the application to use a
Expand Down Expand Up @@ -131,7 +131,7 @@ seconds or minutes to open, but typically the Model Hierarchy view can be opened
in under a second, or a small number of seconds.

The USD distribution includes an `example python script
<https://github.com/PixarAnimationStudios/USD/blob/release/extras/usd/examples/usdMakeFileVariantModelAsset/usdMakeFileVariantModelAsset.py>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/extras/usd/examples/usdMakeFileVariantModelAsset/usdMakeFileVariantModelAsset.py>`_
that demonstrates one simple kind of asset packaging using payloads.

What makes a USD scene heavy/expensive?
Expand Down
4 changes: 2 additions & 2 deletions docs/plugins_alembic.rst
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Expand Up @@ -8,10 +8,10 @@ Alembic USD Plugin

The Alembic USD plugin is not built by default. To enable it,
the :makevar:`PXR_BUILD_ALEMBIC_PLUGIN` option must be specified when running CMake.
Check the `3rd Party Library and Application Versions <https://github.com/PixarAnimationStudios/USD/blob/release/VERSIONS.md>`_
Check the `3rd Party Library and Application Versions <https://github.com/PixarAnimationStudios/OpenUSD/blob/release/VERSIONS.md>`_
document for the Alembic library versions that have been used for testing.

For more information see our page on `Advanced Build Configuration <https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_.
For more information see our page on `Advanced Build Configuration <https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_.

As shipped, USD supports its own text (usda) and binary (usdc) file
formats. However, it is possible for USD to support additional formats by
Expand Down
2 changes: 1 addition & 1 deletion docs/plugins_renderman.rst
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Expand Up @@ -52,7 +52,7 @@ RenderMan installation and will be built when :makevar:`PXR_ENABLE_OSL_SUPPORT`
OFF. Users should only build one of these plugins.

For more information see our page on `Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_.
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_.

Running hdPrman
***************
Expand Down
18 changes: 14 additions & 4 deletions docs/spec_usdpreviewsurface.rst
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Expand Up @@ -5,7 +5,7 @@ UsdPreviewSurface Specification
.. include:: rolesAndUtils.rst
.. include:: <isonum.txt>

Copyright |copy| 2019, Pixar Animation Studios, *version 2.4*
Copyright |copy| 2019, Pixar Animation Studios, *version 2.5*

.. contents:: :local:

Expand Down Expand Up @@ -347,13 +347,15 @@ Texture Reader
Node that can be used to read UV textures, including tiled textures such as Mari
UDIM's.

.. _updateudim:

.. note:: UDIM Tiling Constraints

To keep interchange simple(r) and to aid in efficient processing of UDIM
textures:

* **We stipulate a maximum of ten tiles in the U direction**
* **We stipulate that the tiles must be within the range [1001, 1099]**
* **We stipulate that the tiles must be within the range [1001, 1100]**


**Node Id**:
Expand Down Expand Up @@ -1054,12 +1056,20 @@ From version 2.2...
:usda:`UsdPreviewSurface.opacityThreshold` acts as a binary cutoff for
determining at what :usda:`opacity` values the surface will be rendered.

Version 2.4 - Current Head
##########################
Version 2.4
###########

From version 2.3...

* :ref:`Updates description of UsdPreviewSurface. ior input.<updateior>`
Clarifies that the :usda:`ior` input can also be used in the calculation
of specular components, including the clearcoat when
:math:`UsdPreviewSurface.clearcoat > 0`.

Version 2.5 - Current Head
##########################

From version 2.4...
* :ref:`Updates UDIM specification to include tile 1100.<updateudim>`
Changes the baseline UDIM tile support from 1001-1099, inclusive, to
1001-1100. This allows for a 10x10 grid of UDIM tiles.
2 changes: 1 addition & 1 deletion docs/toc.rst
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Expand Up @@ -41,7 +41,7 @@
:hidden:
:caption: Collaborate

Source Code @ GitHub <https://github.com/PixarAnimationStudios/USD>
Source Code @ GitHub <https://github.com/PixarAnimationStudios/OpenUSD>
OpenUSD Forum <https://forum.openusd.org>
Contributing <contributing_to_usd>
Contributors <contributors>
Expand Down
2 changes: 1 addition & 1 deletion docs/tut_generating_new_schema.rst
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Expand Up @@ -31,7 +31,7 @@ Generating New Schema Classes
- This is a path list which Python uses to find modules.
- $PYTHONPATH:**USD_INSTALL_ROOT/lib/python/**

For more information see our page on `Advanced Build Configuration <https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_ .
For more information see our page on `Advanced Build Configuration <https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_ .

The files used in this tutorial are available in
USD/extras/usd/examples/usdSchemaExamples/. The objective of this tutorial is
Expand Down
2 changes: 1 addition & 1 deletion docs/tut_setup_version_badge.rst
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Expand Up @@ -2,4 +2,4 @@

:fa:`cogs` :ref:`Configure your Environment <tut_usd_tutorials:Environment Setup>`

:fa:`check` Tested with `USD 23.08 <https://github.com/PixarAnimationStudios/USD/tree/v23.08>`_
:fa:`check` Tested with `USD 23.08 <https://github.com/PixarAnimationStudios/OpenUSD/tree/v23.08>`_
8 changes: 4 additions & 4 deletions docs/tut_usd_tutorials.rst
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Expand Up @@ -6,11 +6,11 @@ USD Tutorials
.. include:: rolesAndUtils.rst

USD provides a set of tutorials in the `Github repository
<https://github.com/PixarAnimationStudios/USD>`_. The tutorial code is located
<https://github.com/PixarAnimationStudios/OpenUSD>`_. The tutorial code is located
in the :filename:`extras/usd/tutorials` directory unless otherwise noted. Each
tutorial indicates which version of USD it was tested with. These versions
correspond to releases on `Github
<https://github.com/PixarAnimationStudios/USD/releases>`_.
<https://github.com/PixarAnimationStudios/OpenUSD/releases>`_.

Environment Setup
*****************
Expand All @@ -20,7 +20,7 @@ programs in the :doc:`toolset` rely on one another. So please set the following
environment variables to successfully complete the tutorials. Make sure to use
the Python interpreter corresponding to the version used to build USD (for
supported Python versions see `3rd Party Library and Application Versions
<https://github.com/PixarAnimationStudios/USD/blob/release/VERSIONS.md>`_,
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/VERSIONS.md>`_,
note that Python 2.x is not supported). These tutorials assume the interpreter
is named "python".

Expand All @@ -38,7 +38,7 @@ is named "python".
+---------------------+------------+----------------------------------------+

For more information see `Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_.
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_.

.. toctree::
:titlesonly:
Expand Down
8 changes: 4 additions & 4 deletions docs/usdfaq.rst
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Expand Up @@ -678,15 +678,15 @@ the directory containing the USD Python modules:
Where :file:`<inst>` represents the :makevar:`CMAKE_INSTALL_PREFIX` set in your
build configuration. See `Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_ for
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_ for
more information.

Why Isn't This Plugin Being Built?
##################################

The plugins included in the USD distribution are disabled by default.
See `Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_ for
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_ for
instructions on how to enable these plugins.

Why Isn't My App Finding USD DLLs and Plugins on Windows?
Expand Down Expand Up @@ -721,6 +721,6 @@ for more details on how Windows searches for DLLs at runtime.
If you prefer not to have to install a large number of DLLs, you can build a
single monolithic USD DLL using the :code:`PXR_BUILD_MONOLITHIC` cmake flag. See
`Advanced Build Configuration
<https://github.com/PixarAnimationStudios/USD/blob/release/BUILDING.md>`_ for
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md>`_ for
more information. Note that you will still need to install the USD plugins
directory along with the monolithic USD DLL.
directory along with the monolithic USD DLL.
4 changes: 2 additions & 2 deletions docs/wp_schema_versioning.rst
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Expand Up @@ -207,7 +207,7 @@ Explicit Built-in API Schemas (not auto-apply)

As with schema inheritance, built-in API schemas are included in other
schemas by schema identifier (e.g. as `LightAPI is a built-in of MeshLightAPI
<https://github.com/PixarAnimationStudios/USD/blob/release/pxr/usd/usdLux/schema.usda#L223-L235>`_)
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/pxr/usd/usdLux/schema.usda#L223-L235>`_)
so they will always be built-in with a specific version. If an API schema
that is included as built-in API schema for one or more other schemas is
upgraded to a new version, then all of those schemas that include the API
Expand Down Expand Up @@ -529,7 +529,7 @@ API schemas are best explained through an example. Right now, we have an API sch
called PxrMeshLightAPI, which exists in the USD RenderMan plugin, to extend
RenderMan properties to MeshLightAPI and VolumeLightAPI in usdLux. Thus
`PxrMeshLightAPI is set to auto-apply to MeshLightAPI and VolumeLightAPI
<https://github.com/PixarAnimationStudios/USD/blob/v22.05/third_party/renderman-24/plugin/usdRiPxr/schema.usda#L1649-L1651>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/v22.05/third_party/renderman-24/plugin/usdRiPxr/schema.usda#L1649-L1651>`_
and becomes a built-in API of those schemas at runtime. Here, we run this
schema, PxrMeshLIghtAPI, through a hypothetical versioning scenario to
explain the behaviors we need to support.
Expand Down
2 changes: 1 addition & 1 deletion docs/wp_usdlux_for_geometry_lights.rst
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Expand Up @@ -415,7 +415,7 @@ Continuing the analogy of Lights to Material networks, we address this
identification problem by additionally looking for :usda:`light:shaderId`
attributes on the light prim whose name is prefixed with one of the renderer's
registered `MaterialRenderContexts
<https://github.com/PixarAnimationStudios/USD/blob/7a5f8c4311fed3ef2271d5e4b51025fb0f513730/pxr/imaging/hd/renderDelegate.h#L393-L399>`_
<https://github.com/PixarAnimationStudios/OpenUSD/blob/7a5f8c4311fed3ef2271d5e4b51025fb0f513730/pxr/imaging/hd/renderDelegate.h#L393-L399>`_
. So, using RenderMan and its "ri" context as an example, usdImaging would use
the following logic to determine the shader to assign to a particular light.

Expand Down
2 changes: 1 addition & 1 deletion docs/wp_usdlux_for_renderers.rst
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Expand Up @@ -428,7 +428,7 @@ these definitions should adhere to the following rules:

* The *source type* each renderer queries is the same string it already uses
as a "`material network selector
<https://github.com/PixarAnimationStudios/USD/blob/release/pxr/imaging/hd/renderDelegate.h>`_",
<https://github.com/PixarAnimationStudios/OpenUSD/blob/release/pxr/imaging/hd/renderDelegate.h>`_",
for simplicity (for RenderMan and hdPrman, this is "ri")

* The :usdcpp:`context <NdrNode::GetContext>` provided for each definition
Expand Down

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