UsdToKatana
This node lets you convert upstream USD data into Katana data for rendering or editing the scene using Katana’s range of Geolib nodes.
Note: The KatanaToUsd node converts Geolib data to USD data without the need to bake out layers, enabling you to handle multiple data types. Complete the USD “round-trip” alongside UsdToKatana node, so you can leverage Katana’s pre-existing artist tools and convert back to USD data afterwards if you so wish.
Inputs
Connection Type |
Connection Name |
Function |
input | in | The incoming scene graph data that the node will operate on or modify. |
Controls
Control (UI) |
Default Value |
Function |
---|---|---|
deactivatePrims |
enabled |
Specify the prim path(s) below which all USD data is loaded (including the specified paths). |
isolatePath |
n/a |
Load only the USD contents below this prim path. |
motionSampleTimes |
n/a |
Specifies the motion sample times to load. The default behavior is no motion samples, and load only the current time 0. |
instanceMode |
expanded |
When set to expanded, instances are loaded as though the children of parent primitives were there naturally. When set to sources and instances, parents of instanced primitives are created under a sibling of /world named /instances. |
usePurposeBasedMaterialBinding |
No |
When enabled, it allows you to specify material bindings to be loaded in for objects with a purpose tag from the USD stage. When disabled, Katana will load in the whole USD scene with all material bindings resolved. Note: For more information, see USD Glossary: Purpose. |
prePopulate |
enabled |
Enable to load all payloads and pre-populate the stage. (Assuming the entire stage will be needed). Enabling this is more efficient since USD can use its internal multithreading. |
verbose |
disabled |
When enabled, the information generated during USD scenegraph generation is output to the command line. |
evaluateUsdSkelBindings |
enabled |
Enable to apply skinning to each prim that is bound to a skeleton. |