USDHook(bpy_struct)¶
USD Hook Example¶
This example shows an implementation of USDHook
to extend USD
export and import functionality.
Callback Function API¶
One may optionally define any or all of the following callback functions
in the USDHook
subclass.
on_export¶
Called before the USD export finalizes, allowing modifications to the USD stage immediately before it is saved.
Args:
export_context
(USDSceneExportContext): Provides access to the stage and dependency graph
Returns:
True
on success orFalse
if the operation was bypassed or otherwise failed to complete
on_material_export¶
Called for each material that is exported, allowing modifications to the USD material, such as shader generation.
Args:
export_context
(USDMaterialExportContext): Provides access to the stage and a texture export utility functionbl_material
(bpy.types.Material
): The source Blender materialusd_material
(pxr.UsdShade.Material
): The target USD material to be exported
Returns:
True
on success orFalse
if the operation was bypassed or otherwise failed to complete
Note that the target USD material might already have connected shaders created by the USD exporter or by other material export hooks.
on_import¶
Called after the USD import finalizes.
Args:
import_context
(USDSceneImportContext): Provides access to the stage and a map associating USD prim paths and Blender IDs
Returns:
True
on success orFalse
if the operation was bypassed or otherwise failed to complete
material_import_poll¶
Called to determine if the USDHook
implementation can convert a given USD material.
Args:
import_context
(USDMaterialImportContext): Provides access to the stage and a texture import utility functionusd_material
(pxr.UsdShade.Material
): The source USD material to be exported
Returns:
True
if the hook can convert the material orFalse
otherwise
If any hook returns True
from material_import_poll
, the USD importer will skip standard USD Preview Surface
or MaterialX
import and invoke the hook’s on_material_import method to convert the material instead.
on_material_import¶
Called for each material that is imported, to allow converting the USD material to nodes on the Blender material.
To ensure that this function gets called, the hook must also implement the material_import_poll()
callback to return True
for the given USD material.
Args:
import_context
(USDMaterialImportContext): Provides access to the stage and a texture import utility functionbl_material
(bpy.types.Material
): The target Blender material with an empty node treeusd_material
(pxr.UsdShade.Material
): The source USD material to be imported
Returns:
True
on success orFalse
if the conversion failed or otherwise did not complete
Context Classes¶
Instances of the following built-in classes are provided as arguments to the callbacks.
USDSceneExportContext¶
Argument for on_export.
Methods:
get_stage()
: returns the USD stage to be savedget_depsgraph()
: returns the Blender scene dependency graph
USDMaterialExportContext¶
Argument for on_material_export.
Methods:
get_stage()
: returns the USD stage to be savedexport_texture(image: bpy.types.Image)
: Returns the USD asset path for the given texture image
The export_texture
function will save in-memory images and may copy texture assets,
depending on the current USD export options.
For example, by default calling export_texture(/foo/bar.png)
will copy the file to a textures
directory next to the exported USD and will return the relative path ./textures/bar.png
.
USDSceneImportContext¶
Argument for on_import.
Methods:
get_prim_map()
returns adict
where the key is an imported USD Prim path and the value alist
of the IDs created by the imported prim.get_stage()
returns the USD stage which was imported.
USDMaterialImportContext¶
Argument for material_import_poll and on_material_import.
Methods:
get_stage()
: returns the USD stage to be saved.import_texture(asset_path: str)
: for the given USD texture asset path, returns atuple[str, bool]
, containing the asset’s local path and a bool indicating whether the path references a temporary file.
The import_texture
function may copy the texture to the local file system if the given asset path is a
package-relative path for a USDZ archive, depending on the current USD Import Textures
options.
When the Import Textures
mode is Packed
, the texture is saved to a temporary location and the
second element of the returned tuple is True
, indicating that the file is temporary, in which
case it may be necessary to pack the image. The original asset path will be returned unchanged if it’s
already a local file or if it could not be copied to a local destination.
Errors¶
Exceptions raised by these functions will be reported in Blender with the exception details printed to the console.
Example Code¶
The USDHookExample
class in the example below implements the following functions:
on_export()
function to add custom data to the stage’s root layer.on_material_export()
function to create a simpleMaterialX
shader on the given USD material.on_import()
function to create a text object to display the stage’s custom layer data.material_import_poll()
returnsTrue
if the given USD material has anmtlx
context.on_material_import()
function to convert a simpleMaterialX
shader with abase_color
input.
bl_info = {
"name": "USD Hook Example",
"blender": (4, 4, 0),
}
import bpy
import bpy.types
import pxr.Gf as Gf
import pxr.Sdf as Sdf
import pxr.Usd as Usd
import pxr.UsdShade as UsdShade
import textwrap
class USDHookExample(bpy.types.USDHook):
"""Example implementation of USD IO hooks"""
bl_idname = "usd_hook_example"
bl_label = "Example"
@staticmethod
def on_export(export_context):
""" Include the Blender filepath in the root layer custom data.
"""
stage = export_context.get_stage()
if stage is None:
return False
data = bpy.data
if data is None:
return False
# Set the custom data.
rootLayer = stage.GetRootLayer()
customData = rootLayer.customLayerData
customData["blenderFilepath"] = data.filepath
rootLayer.customLayerData = customData
return True
@staticmethod
def on_material_export(export_context, bl_material, usd_material):
""" Create a simple MaterialX shader on the exported material.
"""
stage = export_context.get_stage()
# Create a MaterialX standard surface shader
mtl_path = usd_material.GetPrim().GetPath()
shader = UsdShade.Shader.Define(stage, mtl_path.AppendPath("mtlxstandard_surface"))
shader.CreateIdAttr("ND_standard_surface_surfaceshader")
# Connect the shader. MaterialX materials use "mtlx" renderContext
usd_material.CreateSurfaceOutput("mtlx").ConnectToSource(shader.ConnectableAPI(), "out")
# Set the color to the Blender material's viewport display color.
col = bl_material.diffuse_color
shader.CreateInput("base_color", Sdf.ValueTypeNames.Color3f).Set(Gf.Vec3f(col[0], col[1], col[2]))
return True
@staticmethod
def on_import(import_context):
""" Create a text object to display the stage's custom data.
"""
stage = import_context.get_stage()
if stage is None:
return False
# Get the custom data.
rootLayer = stage.GetRootLayer()
customData = rootLayer.customLayerData
# Create a text object to display the stage path
# and custom data dictionary entries.
bpy.ops.object.text_add()
ob = bpy.context.view_layer.objects.active
if (ob is None) or (ob.data is None):
return False
ob.name = "layer_data"
ob.data.name = "layer_data"
# The stage root path is the first line.
text = rootLayer.realPath
# Append key/value strings, enforcing text wrapping.
for item in customData.items():
print(item)
text += '\n'
line = str(item[0]) + ': ' + str(item[1])
text += textwrap.fill(line, width=80)
ob.data.body = text
return True
@staticmethod
def material_import_poll(import_context, usd_material):
"""
Return True if the given USD material can be converted.
Return False otherwise.
"""
# We can convert MaterialX.
surf_output = usd_material.GetSurfaceOutput("mtlx")
return bool(surf_output)
@staticmethod
def on_material_import(import_context, bl_material, usd_material):
"""
Import a simple mtlx material. Just handle the base_color input
of a ND_standard_surface_surfaceshader.
"""
# We must confirm that we can handle this material.
surf_output = usd_material.GetSurfaceOutput("mtlx")
if not surf_output:
return False
if not surf_output.HasConnectedSource():
return False
# Get the connected surface output source.
source = surf_output.GetConnectedSource()
# Get the shader prim from the source
shader = UsdShade.Shader(source[0])
shader_id = shader.GetShaderId()
if shader_id != "ND_standard_surface_surfaceshader":
return False
color_attr = shader.GetInput("base_color")
if color_attr is None:
return False
# Create the node tree
bl_material.use_nodes = True
node_tree = bl_material.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
assert bsdf
bsdf_base_color_input = bsdf.inputs['Base Color']
# Try to set the default color value.
# Get the authored default value
color = color_attr.Get()
if color is None:
return False
bsdf_base_color_input.default_value = (color[0], color[1], color[2], 1)
return True
def register():
bpy.utils.register_class(USDHookExample)
def unregister():
bpy.utils.unregister_class(USDHookExample)
if __name__ == "__main__":
register()
base class — bpy_struct
- class bpy.types.USDHook(bpy_struct)¶
Defines callback functions to extend USD IO
- bl_description¶
A short description of the USD hook
- Type:
string, default “”, (never None)
- bl_idname¶
- Type:
string, default “”, (never None)
- bl_label¶
- Type:
string, default “”, (never None)
- classmethod bl_rna_get_subclass(id, default=None)¶
- Parameters:
id (str) – The RNA type identifier.
- Returns:
The RNA type or default when not found.
- Return type:
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)¶
- Parameters:
id (str) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type