Writing a 3D Plugin¶
Writing a plugin for the new 3D system is quite similar to the old way, but there are some important differences. We find that plugins can be ported from the old to the new system fairly easily though.
We said earlier that an op passes a USD stage down the graph, but this was a simplification and isn’t actually true. In fact, what actually happens is that 3D ops make USD layers and these get composed to a stage on request. The current layer stack is what is passed between ops. If we have a chain of 3D ops, each op makes a new layer and these are all stacked up and composed into a stage. Each layer defines new prims or overrides existing prims. Composing a stage can be expensive, and so we only do it when necessary.
Time in Plugins¶
The treatment of time in USD is the biggest thing that needs to be taken into account when writing a plugin. The challenge is that Nuke works frame by frame, but a USD layer contains time samples for the whole duration of its existence and these samples need not coincide with Nuke frames. A mesh which is animated would need to produce a new time sample for each frame, but one that is not animated would only need to produce the mesh once, for the “default” time. To accommodate this, a 3D plugin in the new system is split into two parts, the Nuke Op and a GeometryEngine. The Op does all the work of creating knobs and so on, while the GeometryEngine does all the geometry work. Unlike an Op, a GeometryEngine has access to all the time samples for the Op’s knobs and can make decisions based on that information in order to make suitable time samples for the requested frames.
This is similar to the old mechanism of geometry hashes, but can be as finely-grained as the op requires. As an example, consider a primitive op such as Sphere. Changing the radius of the sphere affects the point locations but not the number of faces, while changing the number of rows changes both. The op might therefore decide that if the only animated knob is the radius knob, it can create time samples for points, but not for faceVertexCounts and faceVertexIndices.
SourceGeo Plugins¶
The equivalent of SourceGeo
in the new system is SourceGeomOp
. Porting a
SourceGeo
plugin to SourceGeomOp
is relatively straightforward. Here’s a
quick overview:
Change the superclass to
SourceGeomOp
Define an engine class which inherits
SourceEngine
Add a call to the constructor to build the engine
Remove the
geometry_hash
method and in the knobs method for every knob which affects the output geometry add a call toKnobDefinesGeometry
.Also in the knobs method, add a call to
makeTransformKnob
if you want one.Move geometry validation code from
_validate
toappendGeomState
.Remove the
create_geometry
method and move all the geometry creation code into the engine class.For every knob that affects the output, retrieve its
KnobBinding
.Loop through all the requested time samples, fetch the
KnobBinding
values at those times and create prims in the op’s edit layer.
See the sample code GeoTriangle.cpp
for an example of an op which creates geometry.
ModifyGeo Plugins Plugins¶
The porting procedure here is very similar. The superclass, ModifyGeomOp
,
will take care of handling the mask knob and will provide the geometry engine
with a list of prim paths which you should operate on.
Change the superclass to
ModifyGeomOp
Define an engine class which inherits
ModifyEngine
Add a call to the constructor to build the engine
Move geometry validation code from
_validate
toappendGeomState
.Remove the
geometry_hash
method and in the knobs method for every knob which affects the output geometry add a call toKnobModifiesAttribValues
.Remove the
modify_geometry
method and move all the geometry creation code into thecreatePrims
method in the engine class.For every knob that affects the output, retrieve its
KnobBinding
.Loop through the supplied prim paths. Fetch the existing prim for each path and any attributes you need, create an override of the prim and set its attributes.
See the sample code GeoTwist.cpp
for an example of an op which modifies geometry.
Material and Shader Plugins¶
Material nodes have also been changed for Nuke 14 and, therefore, there are now different aspects to consider when writing Material node plugins. As previously mentioned, Nuke supports different materials for different renderers. In practice this is achieved by generating different shader networks for different render targets (for example, ScanlineRender2 and Arnold).
The Ndk API provides classes to describe Material Networks and Shaders:
ShaderDescGroup
ShaderDesc
ShaderConnection
ShaderProperty
The ShaderDescGroup
provides the notion of a shader graph which consists of
a collection of individual shaders represented by ShaderDesc
objects. In
turn, ShaderDesc
objects can have multiple inputs with default values and
can be connected to the output of other ShaderDesc
objects through a
ShaderConnection
, overriding its default value. These inputs and outputs
are generally referred to as properties and are implemented by
ShaderProperty
objects.
The first step to write shader plugins is to create a subclass of
ShaderSchema
or CoShaderSchema
which informs Nuke of the properties,
source types (e.g. glslfx
) and metadata the shader plugin provides. An
instance of the ShaderSchema
subclass needs to be registered with Nuke and
the subclass constructor needs to pass the properties and metadata to the
ShaderSchema
constructor. This can be done like in the following example.
using namespace fdk;
using namespace usg;
static const ShaderPropertyArray properties = {
{ InputProp, Value::Float4, "A", Value(Vec4f(0,0,0,1)) },
{ InputProp, Value::Float4, "B", Value(Vec4f(0,0,0,1)) },
{ InputProp, Value::Int, "operation", Value(1) },
{ OutputProp, Value::Token, "surface", KeyValueMap{{ "renderType", "terminal surface" }} }}
};
static const KeyValueMap metadata = {};
class MyShaderPlugin : public SurfaceShaderSchema
{
public:
static const SchemaDescription description;
MyShaderPlugin() : SurfaceShaderSchema(description, properties, metadata) {}
};
static Schema* schemaBuilder() { return new MyShaderPlugin(); }
/*static*/ const SchemaDescription MyShaderPlugin::description("MyShaderPlugin", schemaBuilder);
The network of Nuke material nodes that is applied to a geometry is translated
to a shader graph using the classes described above, where each individual Nuke
material node usually corresponds to a single ShaderDesc
object. Similarly,
inputs to Nuke nodes correspond to ShaderConnection
objects marked as
InputProp
. The other type of inputs are LocalInput
which can be used
for non connectable input properties, namespaced to inputs:
and
LocalProp
which are similar to LocalInputs
but are not namespaced.
Finally, OutputProp
indicates an output property namespaced to
outputs:
. OutputProp
can be connected to InputProp
of other
Shader Schemas.
To achieve this (and as a second step) material plugins should subclass
DDImage::ShaderOp
class and override its createShaderGraph
method to
create a ShaderDesc
. This class provides a static method to create an
instance based on the SurfaceShaderSchema
created in the first step. The
returned object has all the input and output properties initialised to the
default values. This greatly simplifies the process of creating the shader
graph and makes the code easy to read. From the createShaderGraph
method it
is possible to call createShaderGraphFromOp
with the input material op to
create the shader graph for the upstream nodes. It is, then, easy to connect
the output of the upstream ShaderDesc
to the current one. To support
different renderers (e.g. ScanlineRenderer and USD’s HdStorm), it is possible
to generate different shader graphs. The following example puts together all of
these concepts.
usg::ShaderDesc* createShaderGraph(int32_t output_type,
const usg::RenderContext& rtx,
usg::ShaderDescGroup& shader_group) override
{
// Build the shader name and check if it already exists.
// This can happen if another MaterialOpI in the graph has the same input connection
const std::string shader_name = getShaderNodeName(rtx.target);
usg::ShaderDesc* shader_desc = shader_group.getShaderNode(shader_name);
if (!shader_desc) {
shader_desc = usg::ShaderDesc::createFromSchema(getOutputSchema());
if (shader_desc) {
usg::ShaderDesc* Bin = createShaderGraphFromOp(input(0), rtx, shader_group);
usg::ShaderDesc* Ain = createShaderGraphFromOp(input(1), rtx, shader_group);
// shader graph for ScanlineRenderer
if (rtx.target == usg::GeomTokens.slrRenderContext) {
// Connect Node/Op inputs to shader properties:
shader_desc->connectInput("B", Bin, "pixel");
shader_desc->connectInput("A", Ain, "pixel");
}
// shader graph for HdStorm
else if (rtx.target == usg::GeomTokens.glslfxRenderContext) {
// Connect Node/Op inputs to shader properties:
shader_desc->connectInput("B", Bin, "surface");
shader_desc->connectInput("A", Ain, "surface");
}
shader_group.addShaderDesc(shader_desc, shader_name);
}
}
return shader_desc;
}
Certainly, to have a useful material plugin, some of the ShaderDesc
input
properties will need to have their values set from knobs. This is achieved by
overriding the SurfaceMaterial
updateShaderGraphOverrides
method. This
is easily achieved as the following example illustrates.
void updateShaderGraphOverrides(int32_t output_type,
const usg::RenderContext& rtx,
usg::ShaderDescGroup& shader_group) override
{
// Update inputs first:
updateShaderGraphFromOp(input(0), rtx, shader_group);
updateShaderGraphFromOp(input(1), rtx, shader_group);
// Copy local knob values to schema instance:
const std::string shader_name = getShaderNodeName(rtx.target);
usg::ShaderDesc* shader_desc = shader_group.getShaderNode(shader_name);
if (shader_desc) {
overrideShaderDescInput("operation", // local knob name
*shader_desc, // our ShaderDesc
"operation"); // ShaderDesc property name
}
}
Finally, once a material plugin has created the shader graph and updated its overrides, Nuke 14 is able to generate and insert Material and Shader prims in a layer that will be composed into the final stage ready to be rendered.
Rendering with Material Plugins¶
So far, we have described how a material plugin is converted into a ShaderDesc
and inserted as a component of a larger shader graph but we haven’t mentioned
how material plugins can perform their work. Supporting different render
targets means that material plugins will have to provide different
implementations. In this document we describe how material plugins can provide
implementations for the Scanline Renderer and for HdStorm.
Scanline Renderer¶
ScanlineRender has been versioned-up to ScanlineRender2, updated to be
compatible with USD material networks and render the standard USD preview
shader networks. It no longer relies on the Iop
and Material
classes in
DDImage
as part of the shading infrastructure and now uses the dedicated
SlrShader class. SlrShader
plugins are usually the concrete implementations
of defined ShaderSchemas
, and ScanlineRender2 uses the USD ShaderPrim
info:id
attribute to search for the matching named ‘slr’-prefixed
SlrShader
plugin. For example if a ShaderPrim
info:id
name is
UsdPreviewSurface
then ScanlineRender2 will prepend slr
to the name and
search for a shader plugin named slrUsdPreviewSurface
. After the
SlrShader
plugin has been loaded and a local instance created, the
ShaderPrim property connections and overrides are translated to the instance.
SlrShader
is further specialised to SlrCoShader
, SlrSurfaceShader
,
SlrGeometryShader
and SlrLightShader
which have the specific interfaces
for those shader types. Currently SlrCoShader
and SlrSurfaceShader
are
the most functional and the following example illustrates the basics of a
simple shader that combines the results of two upstream shaders:
namespace slr {
class MyShaderPlugin : public SlrSurfaceShader
{
public:
SlrSurfaceShader* inputB;
SlrSurfaceShader* inputA;
int32_t operation;
public:
static const PluginDescription description;
static const InputKnobList input_defs;
static const OutputPortList output_defs;
const char* shaderClass() const override { return description.shaderClass(); }
const InputKnobList& getInputKnobDefinitions() const override { return input_defs; }
const OutputPortList& getOutputPortDefinitions() const override { return output_defs; }
public:
MyShaderPlugin();
void updateProperties(const SlrRenderContext& slrtx,
const usg::ShaderDesc& shader_desc) override;
void surfaceShader(SlrShadingContext& stx,
DD::Image::Pixel& out) override;
};
static SlrShader* shaderBuilder() { return new MyShaderPlugin(); }
/*static*/ const SlrShader::PluginDescription MyShaderPlugin::description("MyShaderPlugin", shaderBuilder);
/*static*/ const SlrShader::InputKnobList MyShaderPlugin::input_defs =
{
{ "B" , PIXEL_KNOB },
{ "A" , PIXEL_KNOB },
{ "operation" , INT_KNOB },
};
/*static*/ const SlrShader::OutputPortList MyShaderPlugin::output_defs =
{
{ "pixel", PIXEL_KNOB },
};
MyShaderPlugin::MyShaderPlugin() : SlrSurfaceShader(input_defs, output_defs) {}
void
MyShaderPlugin::updateProperties(const SlrRenderContext& slrtx,
const usg::ShaderDesc& shader_desc)
{
// Bind input connections or assign fallback defaults from ShaderDesc:
shader_desc.getInputValue("operation").get(operation, 0/*default fallback*/);
}
/*virtual*/ void
MyShaderPlugin::surfaceShader(SlrShadingContext& stx,
DD::Image::Pixel& out)
{
// Note that we're ignoring the 'operation' parameter to simplify example
if (!inputB)
{
out.erase();
}
else
{
inputB->surfaceShader(stx, out); // copy B shading results to output
DD::Image::Pixel A(out.channels); // fyi creating Pixels in shader call is currently very expensive
inputA->surfaceShader(stx, A);
// Add A shading results to output:
foreach(z, out.channels) {
out[z] += A[z];
}
}
}
}
Hydra and HdStorm¶
To be able to visualise materials in the Hydra Viewer, and more specifically
using HdStorm, we need to provide glslfx
code with which HdStorm can render
the objects. This brings us back to the SurfaceShaderSchema
subclass. The
first step is to override the getSourceTypes
method to declare that the
plugin provides glslfx
code. The sourceCode
method should use the
ShaderSource
interface to generate a glsl
function that will be part of
a larger glslfx
shader and called at the appropriate point and with the
correct inputs. The ShaderSource
interface provides methods that help in
generating shader source code. All of this can be done like the following
example.
class shdMergeLayers : public SurfaceShaderSchema
{
public:
static const SchemaDescription description;
shdMergeLayers() : SurfaceShaderSchema(description, properties, metadata) {}
//! Declare our intention to provide glslfx source code.
void getSourceTypes(TokenSet& types) const override
{
types.insert(GeomTokens.glslfxSourceType);
types.insert(GeomTokens.customGlslfxSourceType);
}
const bool sourceCode(ShaderSource& shaderSource) const override
{
if (shaderSource.sourceType() == GeomTokens.customGlslfxSourceType) {
shaderSource.startFunction();
shaderSource.emitLine("vec4 A = vec4(" + shaderSource.input("Argb") + ", " + shaderSource.input("A_opacity") + ");");
shaderSource.emitLine("vec4 B = vec4(" + shaderSource.input("Brgb") + ", " + shaderSource.input("B_opacity") + ");");
shaderSource.emitLine("vec4 surfaceColor = A + B;");
shaderSource.output("rgba", "surfaceColor");
shaderSource.endFunction();
return true;
}
return SurfaceShaderSchema::sourceCode(shaderSource);
}
const ShaderPropertyArray& shaderProperties() const override { return properties; }
};