Build against OpenUSD 25.11 built from source with Python 3.12, OCIO 2.2.1,
OpenVDB, Ptex and Embree, replacing the 25.05/py311 mix.
Build system:
- CMAKE_PREFIX_PATH -> third_party/OpenUSD-v25.11; HDARNOLD_ROOT ->
hdArnold-v25.11. hdEmbree is bundled in the USD build now, so
HDEMBREE_USD_ROOT is no longer needed.
- FindOpenUSD: drop usd_ndr (ndr was merged into sdr in 25.11).
- hdArnold plugin renames: ndrArnold -> nodeRegistryArnold, plus the new
usdImagingArnold plugin.
- Glob the version-suffixed OpenColorIO_*.dll instead of hardcoding 2_1.
- Drop the python311.dll workaround; USD and Cycles now share Python 3.12.
- Cycles: deploy OpenColorIO_2_5.dll (needed by its bundled OpenImageIO) and
stop the debug-DLL filter from eating IlmThread.dll -- the regex `d[.]dll$`
also matched legitimate Release DLLs.
Runtime fixes:
- cullStyle now defaults to Nothing, matching usdview (viewSettingsDataModel
cullBackfaces=False). BackUnlessDoubleSided drops back faces on geometry
that isn't authored doubleSided, which hdEmbree applies to occlusion rays
too, so interiors shaded as single-sided.
- Set HDARNOLD_osl_includepath (and PXR_MTLX_STDLIB_SEARCH_PATHS) in main.cpp
before the plugin DLL pre-load. hdArnold compiles MaterialX via generated
OSL that begins with #include "mx_funcs.h"; without an include path Arnold
fails with "fatal error: 'mx_funcs.h' file not found". It must be set before
any plugin loads because TF_DEFINE_ENV_SETTING caches the value when
hdArnold.dll registers its settings.
- Deploy the MaterialX standard library next to the executable.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move the imgui-node-editor subset the build actually compiles from
third_party/imgui-node-editor to src/ui/NodeEditor (version-controlled,
MIT LICENSE included). FindImguiNodeEditor.cmake points at the new
location; CMakeLists excludes src/ui/NodeEditor from UI_SOURCES so it
isn't compiled twice.
Material editor presets: a Presets menu (disabled with no open material)
builds a UsdPreviewSurface + UsdUVTexture graph fed by an st primvar
reader, or a MaterialX standard_surface + image graph fed by a texcoord
node. Each is one idempotent, undoable command that re-normalizes layout.
Create Material becomes an icon button. New nodes route through
FindFreeCanvasSpot so a creation never lands on top of an existing node
(overlapping nodes fight over the editor hit test and become undraggable).
Shader-ball preview: pick a previewable output (terminal or 3/4-component
color-like) instead of always the first output, so scalar-only nodes keep
the whole-material preview rather than failing Storm codegen. Per-shape
camera frame-fit margins and auto-clip framing.
Fixes: DeletePrimCommand::Undo recreates missing destination ancestors
before SdfCopySpec (parent material may have been deleted after the
command ran). ConfigWindowsMoveFromTitleBarOnly stops a content-area drag
in the node canvas from moving the whole Material Editor window.
Temporary (marked for removal once the node-editor drag regression is
diagnosed): main.cpp mirrors LOG_INFO to %APPDATA%\UsdLayerManager\
debug.log; a g_AxNodeEditorDebugLog hook in the vendored editor plus a
[NodeGraph] event-trace block in RenderNodeGraphCanvas dump click/drag/
selection/position-save state.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Preview geometry dropdown: Sphere / Cube / Cylinder (native prims),
Teapot and Hair (bundled resources/preview/*.usdc - teapot tessellated
from the Newell patch data with the Blinn 1.3x height correction, hair
as 220 procedural B-spline strands), and Cloud Volume (UsdVolVolume
over the OpenVDB bunny_cloud sample, downloaded at CMake configure and
gitignored like the HDRIs). Shapes live under one scope with the
material bound on it; switching activates one shape and reframes the
camera. Missing assets drop out of the dropdown. usdVol added to the
USD link set. The camera starts in a Maya-style 3/4 view.
Node property values switch from Input* fields back to draggable
controls (Ctrl+click to type): live-apply while dragging, one undo
command on release.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Browser column lists all scene materials plus a searchable create-node
list; Show Graph (or double-click) loads a material into the node-graph
work area. The graph shows the entire network including MaterialX
(.mtlx) node graphs, resolving connections through NodeGraph boundaries
via UsdShadeUtils::GetValueProducingAttributes, with layered auto-layout
for nodes lacking authored uiPosition. Canvas navigates viewport-style
(Alt+MMB pan / Alt+RMB zoom) and TAB opens a Nuke-style search popup.
Selecting a node shows a typed property editor (live-apply, one undo
command per edit) and previews that node's output on the shader ball.
The preview renders through its own Hydra engine into a scratch stage
that composes the material via a reference to the source root layer (so
referenced .mtlx materials work), re-renders until progressive delegates
(Arnold/Cycles/Embree) converge, and lights with HDR dome presets
(External/Room/Interior/Sunset; CC0 Poly Haven EXRs fetched at CMake
configure). texture:format is authored latlong explicitly - left
automatic, hdArnold falls back to Arnold's angular fisheye default -
and hdCycles gets a -90 X pole rotation to match Storm's +Y-pole
sampling.
Mutations go through new ICommand subclasses (create shader node,
connect/disconnect attrs). imgui-node-editor is vendored (gitignored)
with a local one-line patch: c_ScrollButtonIndex 1->2 for MMB pan.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- TimelinePanel: Playblast button opens modal with output dir (native
folder picker via IFileOpenDialog), custom resolution (HD/FHD/4K
presets), frame range, and movie export toggle
- UsdSceneRenderer: CaptureFrame() reads pixels from resolved MSAA FBO;
Render() stores last dimensions for off-screen re-render at capture res
- MovieEncoder: streams RGBA frames directly into MP4 using libavcodec/
libswscale (H.264, tries libx264 → nvenc → qsv → amf → openh264)
- Application: CapturePlayblastFrame() re-renders at capture resolution
each frame; opens/writes/closes MovieEncoder inline with the render loop
- FileDialog: BrowseFolder() using Vista-style IFileOpenDialog (COM)
- CMake: FindFFmpeg.cmake locates prebuilt BtbN GPL shared package in
third_party/ffmpeg; links and copies DLLs for main and test targets
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>