Awesome
AMD Radeon ProRender USD Hydra delegate
This plugin allows fast GPU or CPU accelerated viewport rendering on all OpenCL 1.2 hardware for the open source USD and Hydra system
You can build this plugin as usdview plugin or as houdini plugin.
For more details on USD, please visit the web site here.
Getting and Building the Code
1. Install prerequisites
- Required:
- C++ compiler:
- gcc
- Xcode
- Microsoft Visual Studio
- CMake
- Python
- C++ compiler:
- Optional:
- git
2. Download the hdRpr source code
You can use git
to clone the repository.
For modern, SMT or multi-threaded systems use:
> git clone --recurse-submodules -j4 https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderUSD
Cloning into 'RadeonProRenderUSD'...
For legacy or low-power devices use:
> git clone https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderUSD
Cloning into 'RadeonProRenderUSD'...
> cd RadeonProRenderUSD
> git submodule update --init
3. Configure project using cmake
Required Components
USD Component
Provide USD in one of two ways:
- An installation of USD. Define pxr_DIR to point to it when running cmake, if required. You can download USD to build yourself from GitHub. It should be built with OpenEXR libraries and usdGenSchema tool.
- The USD which is provided with Houdini. The HFS environment variable should point to the Houdini installation (the correct way is to run cmake from Houdini's
Command Line Tools
or by sourcinghoudini_setup
). You can download Houdini installer from Downloads | SideFX. Providing correctHFS
environment variable should also supply the Python version according to the Houdini engine.
MaterialX Component
By default, MaterialX library will be compiled from the sources located under a MaterialX submodule deps/MaterialX
.
You can override this behavior by providing a complete build of MaterialX to cmake. Please note, on Linux for Houdini plugin, MaterialX should be compiled with -D_GLIBCXX_USE_CXX11_ABI=0
definition as it is required by Houdini.
Optional Components
OpenVDB
Following dependency required only for usdview plugin, houdini is shipped with own build of openvdb
Dependency Name | Description | Version |
---|---|---|
OPENVDB_LOCATION | OpenVDB directory with include and lib dirs |
Utility cmake options
RPR_SDK_PLATFORM
- Forcing build against specific platform libraries
Let's say you are on centos 7 and want to force it to use the centos6 build,
then you need to specify RPR_SDK_PLATFORM=centos6
cmake flag
Example
mkdir build
cd build
cmake -Dpxr_DIR=/data/usd_build -DCMAKE_INSTALL_PREFIX=/data/usd_build ..
cmake --build . --config Release --target install
Supported Platforms
- Windows
- linux(experimental)
- macOS(experimental)
Automatic Houdini build on Windows
Run pxr\imaging\plugin\hdRpr\package\buildPackageWin.bat
with the target version of Houdini
Example
pxr\imaging\plugin\hdRpr\package\buildPackageWin.bat 19.5.805
Try it out
Follow instruction from INSTALL.md to activate the plugin. Launch either usdview or Houdini's Solaris viewport and select RPR as the render delegate.
Environment Variables
-
HDRPR_ENABLE_TRACING
Instruct Radeon ProRender to generate trace files for debugging purposes. The tracing will record all RPR commands with a memory dump of the data used. By default, RPR tracing is disabled. To enable it set
HDRPR_ENABLE_TRACING
to 1.When tracing is enabled, the trace files are recorded by default in the following directory depending on the OS (In the case of multiple directories first existing will be used):
C:\ProgramData\hdRPR
for Windows$TMPDIR/hdRPR
,$P_tmpdir/hdRPR
,/tmp/hdRPR
for Linux and macOS
-
HDRPR_TRACING_DIR
To change the default directory, add the environment variable
HDRPR_TRACING_DIR
pointing to the location in which you wish the trace files to be recorded. For example, setHDRPR_TRACING_DIR=C:\folder\
to activate the tracing inC:\folder\
.
Houdini
RPR Material Library
-
Download .mtlx version of RPR Material Library.
-
Follow instructions from INSTALL.md shipped with the material library.