Name | QuiltiX JSON |
Version |
0.7.0
JSON |
| download |
home_page | None |
Summary | MaterialX Graphical Node Editor |
upload_time | 2024-09-24 20:01:51 |
maintainer | None |
docs_url | None |
author | None |
requires_python | ~=3.11 |
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We also recommend that a file or class name and description of purpose be included on the same "printed page" as the copyright notice for easier identification within third-party archives. Copyright [yyyy] [name of copyright owner] Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. |
keywords |
openusd
materialx
|
VCS |
|
bugtrack_url |
|
requirements |
No requirements were recorded.
|
Travis-CI |
No Travis.
|
coveralls test coverage |
No coveralls.
|
<p align="center"><picture>
<source media="(prefers-color-scheme: dark)" srcset="https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full.svg" height="170">
<source media="(prefers-color-scheme: light)" srcset="https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full-light-mode.svg" height="200">
<img alt="QuiltiX" src="https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full-light-mode.svg">
</picture></p>
----
<div align="center">
[![License](https://img.shields.io/badge/License-Apache%202.0-blue.svg)](https://github.com/PrismPipeline/QuiltiX/LICENSE)
[![Version](https://img.shields.io/github/v/release/PrismPipeline/QuiltiX)](https://github.com/PrismPipeline/QuiltiX/releases/latest)
</div>
QuiltiX is a graphical node editor to edit, and author [MaterialX](https://materialx.org/) based materials of 3D assets. It includes a viewport based on [OpenUSD](https://www.openusd.org/release/index.html)'s [Hydra](https://openusd.org/release/glossary.html#hydra), which enables viewing your assets in any renderer supporting both Hydra & MaterialX.
<img align="center" padding=5 src="https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/QuiltiX.png">
## Table of Contents <!-- omit from toc -->
- [Requirements](#requirements)
- [Installation](#installation)
- [From PyPi](#from-pypi)
- [From Zip](#from-zip)
- [From Source](#from-source)
- [Running QuiltiX](#running-quiltix)
- [Running QuiltiX using hython](#running-quiltix-using-hython)
- [QuiltiX Plugins](#quiltix-plugins)
- [Creating a QuiltiX plugin](#creating-a-quiltix-plugin)
- [QuiltiX Plugin hooks](#quiltix-plugin-hooks)
- [Integrating with your environment](#integrating-with-your-environment)
- [Using your own compiled OpenUSD](#using-your-own-compiled-openusd)
- [Adding Hydra delegates](#adding-hydra-delegates)
- [Arnold](#arnold)
- [Karma](#karma)
- [Adding custom MaterialX Node definitions](#adding-custom-materialx-node-definitions)
- [Platform support](#platform-support)
- [Contributing](#contributing)
- [License](#license)
## Requirements
QuiltiX requires Python 3.11+ as well as compiled versions of USD and MaterialX.
## Installation
### From PyPi
```shell
pip install QuiltiX
```
If you additionally require pre-built binaries for MaterialX & USD we currently provide these for Windows.
On Linux/Mac you need to provide your own binaries for now. Here are linked instructions for [MaterialX](https://github.com/AcademySoftwareFoundation/MaterialX/tree/main#quick-start-for-developers) & [OpenUSD](https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md)
```shell
pip install QuiltiX
pip install git+https://github.com/PrismPipeline/OpenUSD_build.git@24.03-win-mtlx-1.38.9
```
### From Zip
For Windows a zip containing QuiltiX and all required dependencies can be downloaded from [here](https://prism-pipeline.com/quiltix/).
Just extract and execute the `QuiltiX.bat`
### From Source
1) Clone the repository
```
git clone https://github.com/PrismPipeline/QuiltiX.git
cd QuiltiX
```
2) Install the dependencies
This will install the base python dependencies, excluding any development dependencies, MaterialX & USD
```
pip install .
```
<details>
<summary>Additional install options</summary>
If you want want to contribute it is recommended to install QuiltiX in [development/editable mode](https://setuptools.pypa.io/en/latest/userguide/development_mode.html).
It is also recommended to also install QuiltiX's dev dependencies.
```
pip install -e .[dev]
```
For more information see [pyproject.toml](pyproject.toml)
</details>
## Running QuiltiX
```
python -m QuiltiX
```
Or if you installed QuiltiX via zip you can execute the `QuiltiX.bat` after extracting.
### Running QuiltiX using hython
QuiltiX can be run from `hython`, which is Houdini's python executable. This way you can use Houdini's built USD and MaterialX and don't have to worry about providing your own.
You will also be able to use Render delegates for Houdini like Karma. Read more in the [Karma](#karma) section.
<details>
<summary>Hython instructions</summary>
You will still need some additional libraries required by QuiltiX, so it is still necessary to install the dependencies mentioned in [Installation](#installation).
You can then execute QuiltiX while making sure that both QuiltiX and its python dependencies are in the `PYTHONPATH` environmenv variable:
```shell
cd QuiltiX_root
set PYTHONPATH=%PYTHONPATH%;./src;/path/to/python/dependencies
/path/to/hython.exe -c "from QuiltiX import quiltix;quiltix.launch()"
```
Or if you have a virtual environment
```shell
cd QuiltiX_root
/path/to/venv/Scripts/activate
set PYTHONPATH=%PYTHONPATH%;%VIRTUAL_ENV%/Lib/site-packages;./src
/path/to/hython.exe -c "from QuiltiX import quiltix;quiltix.launch()"
```
> Note that currently both the Storm as well as HoudiniGL render delegates do not seem to work in QuiltiX when being launched from hython.
</details>
## QuiltiX Plugins
QuiltiX supports adding Plugins via the environment variable `QUILTIX_PLUGIN_PATHS`. We are using [pluggy](https://pluggy.readthedocs.io/en/stable/) in the backend to load them.
### Creating a QuiltiX plugin
To create a QuiltiX plugin you need to create a `plugin.py` file. In this file you need implement one or multiple `hooks` that QuiltiX provides. Example:
```python
@qx_plugin.hookimpl
def after_ui_init(editor: "quiltix.QuiltiXWindow"):
# I am printing the QuiltiXWindow
print(editor)
```
You also need to implement a `plugin_name` function returning the name of your plugin. Example:
```python
def plugin_name() -> str:
return "QuiltiXWindow printer"
```
If your plugin has the possibility to not be valid (due to missing dependencies or similar) you can implement a `is_valid` function returning `False` to avoid it loading entirely. Example:
```python
def is_valid() -> bool:
if 1==1:
return False
else:
return True
```
For further reference please take a look at the `sample_plugins` dir and the tests in `tests/test_plugins.py`
### QuiltiX Plugin hooks
These are the hooks that are currently supported, but there is no harm in adding more. If you would like to add hooks in other parts of QuiltiX to support your features, please open an Issue/PR.
The hook specifications live in `src/QuiltiX/qx_plugin.py`
| hook | Purpose |
|-|-|
| before_ui_init | Building UI funcionality on top of the QuiltiX UI |
| after_ui_init | Adjusting parts of the internals before the QuiltiX UI startup |
| before_mx_import | Adjusting things like environment variables before MaterialX gets initialized |
| after_mx_import | Adjusting MaterialX specific functionality right after it gets imported |
| before_pxr_import | Adjusting things like environment variables before pxr (OpenUSD) gets initialized |
| after_pxr_import | Adjusting pxr (OpenUSD) specific functionality right after it gets imported |
## Integrating with your environment
QuiltiX tries to rely as much as possible on pre-existing environment variables from MaterialX/USD to extend its systems.
Overview over the most important Environment Variables:
| Environment Variable | Purpose | Variable Type | Example |
|-|-|-|-|
| PXR_PLUGINPATH_NAME | Paths to Hydra delegate plugins | Paths | |
| PXR_MTLX_STDLIB_SEARCH_PATHS | Paths to standard MaterialX node definition locations | Paths | |
| PXR_MTLX_PLUGIN_SEARCH_PATHS | Paths to custom MaterialX node definition locations | Paths | |
| HD_DEFAULT_RENDERER | Name of the default Hydra delegate for the viewport | String | GL |
### Using your own compiled OpenUSD
To be able to use your own version of OpenUSD for QuiltiX instead of relying on our [provided version](https://github.com/PrismPipeline/OpenUSD_build), you will need to provide some environment variables. Make sure that you append to them!
Essentially you need to add all `.dll`s to `PATH` and the `pxr` python library to `PYTHONPATH`.
| Environment Variable | Path relative to compiled ${USD_ROOT} |
|-|-|
| PATH | ${USD_ROOT}/bin |
| PATH | ${USD_ROOT}/lib |
| PYTHONPATH | ${USD_ROOT}/lib/python |
### Adding [Hydra delegates](https://openusd.org/release/glossary.html#hydra)
> **_NOTE_**
> The Hydra renderer needs to support MaterialX for it to work in QuiltiX.
**_What is a Hdyra Delegate?_**
"Hydra Render Delegates are bridges between the Hydra viewport and a renderer. [...] The Hydra Render Delegate system allows the ability to switch out the backend renderer for the viewport data in Hydra. [...]"<sup>[[src]](https://learn.foundry.com/katana/dev-guide/Plugins/HydraRenderDelegates/Introduction.html#what-is-a-hydra-render-delegate)</sup>
The [Storm Hydra Delegate](https://openusd.org/dev/api/hd_storm_page_front.html) by Pixar is both shipped with USD and enabled per default in QuiltiX.
> Adding additional Hydra delegates can, depending on the renderer, be a non-trivial task due to the need of matching USD (and potentially MaterialX) versions for the compiled binaries. Some renderers also need additional configuration for additional features like renderer specific procedurals or shaders.
To register a Hydra renderer plugin the Hydra plugin directory of the renderer needs to be added to the `PXR_PLUGINPATH_NAME` environment variable. Generally renderers also need their binaries added to the `PATH` environment variable, but there might be additional variables for licensing or additional features.
Below is a non-exhaustive list of install instructions for Hydra renderers.
#### Arnold
To use Arnold in QuiltiX you need the following:
* Arnold SDK
* A compiled version of [arnold-usd](https://github.com/Autodesk/arnold-usd)
<details>
<summary>Full Arnold install instructions</summary>
Arnold SDK download instructions can be found [here](https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_download_arnold_html#download-arnold-sdk).
To install arnold-usd one can build from source [here](https://github.com/Autodesk/arnold-usd).
For Windows you can find a compiled version of `hdArnold` and the Arnold SDK [here](https://github.com/PrismPipeline/arnold-usd/releases/tag/v7.2.5.2) with [install instructions](https://github.com/PrismPipeline/arnold-usd/blob/0d97fa0af15600217036e32985ee0b7fe7a34051/README.md).
> This plugin can be used in USD applications, like QuiltiX, to add the Arnold Hydra delegate.
>
> Download and extract the archive and then add the following paths to the environment:
> `Arnold/hdArnold/plugin` to `PXR_PLUGINPATH_NAME`
> `Arnold/Arnold-7.2.5.2-windows/bin` to `PATH`
</details>
#### Karma
To run Karma you need to execute QuiltiX from hython. See [here](#running-quiltix-using-hython) for more information.
It is possible to use additional Hydra delegates, which are available in the Houdini environment.
#### Changing the active Hydra delegate <!-- omit from toc -->
The default Hydra delegate can be changed by setting the `HD_DEFAULT_RENDERER` environment variable to the preferred renderer.
```shell
set HD_DEFAULT_RENDERER="GL"
```
After opening QuiltiX the active Hydra delegate can be changed in the "View" -> "Set Renderer" menu.
### Adding custom MaterialX Node definitions
To add custom MaterialX node defintions they can be added by adding the location of the node definition files to the `PXR_MTLX_PLUGIN_SEARCH_PATHS` environment variable.
## Platform support
QuiltiX has been developed with all platforms in mind, but has been developed on Windows. If you see any issues on another platform please open up an issue.
## Contributing
We welcome contributions to the QuiltiX! If you'd like to contribute, please follow these steps:
1. Fork the repository.
2. Create a feature branch.
3. Commit your changes.
4. Submit a pull request.
## License
QuiltiX is licensed under the Apache License. See [LICENSE](LICENSE) for more information.
Raw data
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"name": "QuiltiX",
"maintainer": null,
"docs_url": null,
"requires_python": "~=3.11",
"maintainer_email": null,
"keywords": "openusd, materialx",
"author": null,
"author_email": "Manuel K\u00f6ster <manuelkoestercg@gmail.com>, Richard Frangenberg <richard@prism-pipeline.com>",
"download_url": "https://files.pythonhosted.org/packages/f7/fa/6f48ab74d8a27c72db6ca427acc9e67ff8994fe2e58cd82c0ea98245e8f6/quiltix-0.7.0.tar.gz",
"platform": null,
"description": "<p align=\"center\"><picture>\n <source media=\"(prefers-color-scheme: dark)\" srcset=\"https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full.svg\" height=\"170\">\n <source media=\"(prefers-color-scheme: light)\" srcset=\"https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full-light-mode.svg\" height=\"200\">\n <img alt=\"QuiltiX\" src=\"https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/quiltix-logo-full-light-mode.svg\">\n</picture></p>\n\n---- \n\n<div align=\"center\">\n\n[![License](https://img.shields.io/badge/License-Apache%202.0-blue.svg)](https://github.com/PrismPipeline/QuiltiX/LICENSE)\n[![Version](https://img.shields.io/github/v/release/PrismPipeline/QuiltiX)](https://github.com/PrismPipeline/QuiltiX/releases/latest)\n</div>\n\nQuiltiX is a graphical node editor to edit, and author [MaterialX](https://materialx.org/) based materials of 3D assets. It includes a viewport based on [OpenUSD](https://www.openusd.org/release/index.html)'s [Hydra](https://openusd.org/release/glossary.html#hydra), which enables viewing your assets in any renderer supporting both Hydra & MaterialX.\n\n<img align=\"center\" padding=5 src=\"https://raw.githubusercontent.com/PrismPipeline/QuiltiX/main/media/QuiltiX.png\"> \n\n## Table of Contents <!-- omit from toc -->\n\n- [Requirements](#requirements)\n- [Installation](#installation)\n - [From PyPi](#from-pypi)\n - [From Zip](#from-zip)\n - [From Source](#from-source)\n- [Running QuiltiX](#running-quiltix)\n - [Running QuiltiX using hython](#running-quiltix-using-hython)\n- [QuiltiX Plugins](#quiltix-plugins)\n - [Creating a QuiltiX plugin](#creating-a-quiltix-plugin)\n - [QuiltiX Plugin hooks](#quiltix-plugin-hooks)\n- [Integrating with your environment](#integrating-with-your-environment)\n - [Using your own compiled OpenUSD](#using-your-own-compiled-openusd)\n - [Adding Hydra delegates](#adding-hydra-delegates)\n - [Arnold](#arnold)\n - [Karma](#karma)\n - [Adding custom MaterialX Node definitions](#adding-custom-materialx-node-definitions)\n- [Platform support](#platform-support)\n- [Contributing](#contributing)\n- [License](#license)\n\n## Requirements\nQuiltiX requires Python 3.11+ as well as compiled versions of USD and MaterialX.\n\n## Installation\n### From PyPi\n\n```shell\npip install QuiltiX\n```\n\nIf you additionally require pre-built binaries for MaterialX & USD we currently provide these for Windows.\nOn Linux/Mac you need to provide your own binaries for now. Here are linked instructions for [MaterialX](https://github.com/AcademySoftwareFoundation/MaterialX/tree/main#quick-start-for-developers) & [OpenUSD](https://github.com/PixarAnimationStudios/OpenUSD/blob/release/BUILDING.md)\n```shell\npip install QuiltiX\npip install git+https://github.com/PrismPipeline/OpenUSD_build.git@24.03-win-mtlx-1.38.9\n```\n\n### From Zip\nFor Windows a zip containing QuiltiX and all required dependencies can be downloaded from [here](https://prism-pipeline.com/quiltix/). \nJust extract and execute the `QuiltiX.bat`\n\n### From Source\n1) Clone the repository\n\n```\ngit clone https://github.com/PrismPipeline/QuiltiX.git\ncd QuiltiX\n```\n\n2) Install the dependencies\n\nThis will install the base python dependencies, excluding any development dependencies, MaterialX & USD\n\n```\npip install . \n```\n\n<details>\n <summary>Additional install options</summary>\n\nIf you want want to contribute it is recommended to install QuiltiX in [development/editable mode](https://setuptools.pypa.io/en/latest/userguide/development_mode.html). \nIt is also recommended to also install QuiltiX's dev dependencies.\n```\npip install -e .[dev]\n```\n\nFor more information see [pyproject.toml](pyproject.toml)\n</details>\n\n\n## Running QuiltiX\n\n```\npython -m QuiltiX\n```\n\nOr if you installed QuiltiX via zip you can execute the `QuiltiX.bat` after extracting.\n\n### Running QuiltiX using hython\n\nQuiltiX can be run from `hython`, which is Houdini's python executable. This way you can use Houdini's built USD and MaterialX and don't have to worry about providing your own. \nYou will also be able to use Render delegates for Houdini like Karma. Read more in the [Karma](#karma) section.\n\n<details>\n <summary>Hython instructions</summary>\n\nYou will still need some additional libraries required by QuiltiX, so it is still necessary to install the dependencies mentioned in [Installation](#installation). \nYou can then execute QuiltiX while making sure that both QuiltiX and its python dependencies are in the `PYTHONPATH` environmenv variable:\n```shell\ncd QuiltiX_root\nset PYTHONPATH=%PYTHONPATH%;./src;/path/to/python/dependencies\n/path/to/hython.exe -c \"from QuiltiX import quiltix;quiltix.launch()\"\n```\n\nOr if you have a virtual environment\n```shell\ncd QuiltiX_root\n/path/to/venv/Scripts/activate\nset PYTHONPATH=%PYTHONPATH%;%VIRTUAL_ENV%/Lib/site-packages;./src\n/path/to/hython.exe -c \"from QuiltiX import quiltix;quiltix.launch()\"\n```\n> Note that currently both the Storm as well as HoudiniGL render delegates do not seem to work in QuiltiX when being launched from hython.\n</details>\n\n## QuiltiX Plugins\n\nQuiltiX supports adding Plugins via the environment variable `QUILTIX_PLUGIN_PATHS`. We are using [pluggy](https://pluggy.readthedocs.io/en/stable/) in the backend to load them.\n\n### Creating a QuiltiX plugin\nTo create a QuiltiX plugin you need to create a `plugin.py` file. In this file you need implement one or multiple `hooks` that QuiltiX provides. Example:\n\n```python\n@qx_plugin.hookimpl\ndef after_ui_init(editor: \"quiltix.QuiltiXWindow\"):\n # I am printing the QuiltiXWindow\n print(editor)\n```\n\nYou also need to implement a `plugin_name` function returning the name of your plugin. Example:\n```python\ndef plugin_name() -> str:\n return \"QuiltiXWindow printer\"\n```\n\nIf your plugin has the possibility to not be valid (due to missing dependencies or similar) you can implement a `is_valid` function returning `False` to avoid it loading entirely. Example:\n```python\ndef is_valid() -> bool:\n if 1==1:\n return False\n else:\n return True\n ```\n\nFor further reference please take a look at the `sample_plugins` dir and the tests in `tests/test_plugins.py`\n\n### QuiltiX Plugin hooks\nThese are the hooks that are currently supported, but there is no harm in adding more. If you would like to add hooks in other parts of QuiltiX to support your features, please open an Issue/PR. \nThe hook specifications live in `src/QuiltiX/qx_plugin.py`\n| hook | Purpose |\n|-|-|\n| before_ui_init | Building UI funcionality on top of the QuiltiX UI |\n| after_ui_init | Adjusting parts of the internals before the QuiltiX UI startup |\n| before_mx_import | Adjusting things like environment variables before MaterialX gets initialized |\n| after_mx_import | Adjusting MaterialX specific functionality right after it gets imported |\n| before_pxr_import | Adjusting things like environment variables before pxr (OpenUSD) gets initialized |\n| after_pxr_import | Adjusting pxr (OpenUSD) specific functionality right after it gets imported |\n\n\n## Integrating with your environment\nQuiltiX tries to rely as much as possible on pre-existing environment variables from MaterialX/USD to extend its systems.\n\nOverview over the most important Environment Variables:\n| Environment Variable | Purpose | Variable Type | Example |\n|-|-|-|-|\n| PXR_PLUGINPATH_NAME | Paths to Hydra delegate plugins | Paths | |\n| PXR_MTLX_STDLIB_SEARCH_PATHS | Paths to standard MaterialX node definition locations | Paths | |\n| PXR_MTLX_PLUGIN_SEARCH_PATHS | Paths to custom MaterialX node definition locations | Paths | |\n| HD_DEFAULT_RENDERER | Name of the default Hydra delegate for the viewport | String | GL |\n\n### Using your own compiled OpenUSD\n\nTo be able to use your own version of OpenUSD for QuiltiX instead of relying on our [provided version](https://github.com/PrismPipeline/OpenUSD_build), you will need to provide some environment variables. Make sure that you append to them! \nEssentially you need to add all `.dll`s to `PATH` and the `pxr` python library to `PYTHONPATH`.\n\n| Environment Variable | Path relative to compiled ${USD_ROOT} |\n|-|-|\n| PATH | ${USD_ROOT}/bin | \n| PATH | ${USD_ROOT}/lib | \n| PYTHONPATH | ${USD_ROOT}/lib/python |\n\n\n### Adding [Hydra delegates](https://openusd.org/release/glossary.html#hydra)\n> **_NOTE_** \n> The Hydra renderer needs to support MaterialX for it to work in QuiltiX. \n\n\n**_What is a Hdyra Delegate?_** \n\"Hydra Render Delegates are bridges between the Hydra viewport and a renderer. [...] The Hydra Render Delegate system allows the ability to switch out the backend renderer for the viewport data in Hydra. [...]\"<sup>[[src]](https://learn.foundry.com/katana/dev-guide/Plugins/HydraRenderDelegates/Introduction.html#what-is-a-hydra-render-delegate)</sup>\n\nThe [Storm Hydra Delegate](https://openusd.org/dev/api/hd_storm_page_front.html) by Pixar is both shipped with USD and enabled per default in QuiltiX. \n\n> Adding additional Hydra delegates can, depending on the renderer, be a non-trivial task due to the need of matching USD (and potentially MaterialX) versions for the compiled binaries. Some renderers also need additional configuration for additional features like renderer specific procedurals or shaders.\n\nTo register a Hydra renderer plugin the Hydra plugin directory of the renderer needs to be added to the `PXR_PLUGINPATH_NAME` environment variable. Generally renderers also need their binaries added to the `PATH` environment variable, but there might be additional variables for licensing or additional features. \n\nBelow is a non-exhaustive list of install instructions for Hydra renderers.\n\n#### Arnold\n\nTo use Arnold in QuiltiX you need the following:\n* Arnold SDK\n* A compiled version of [arnold-usd](https://github.com/Autodesk/arnold-usd)\n\n\n<details>\n <summary>Full Arnold install instructions</summary>\n\nArnold SDK download instructions can be found [here](https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_download_arnold_html#download-arnold-sdk).\nTo install arnold-usd one can build from source [here](https://github.com/Autodesk/arnold-usd).\n\nFor Windows you can find a compiled version of `hdArnold` and the Arnold SDK [here](https://github.com/PrismPipeline/arnold-usd/releases/tag/v7.2.5.2) with [install instructions](https://github.com/PrismPipeline/arnold-usd/blob/0d97fa0af15600217036e32985ee0b7fe7a34051/README.md). \n> This plugin can be used in USD applications, like QuiltiX, to add the Arnold Hydra delegate.\n> \n> Download and extract the archive and then add the following paths to the environment: \n> `Arnold/hdArnold/plugin` to `PXR_PLUGINPATH_NAME` \n> `Arnold/Arnold-7.2.5.2-windows/bin` to `PATH` \n\n</details>\n\n#### Karma\nTo run Karma you need to execute QuiltiX from hython. See [here](#running-quiltix-using-hython) for more information.\n\nIt is possible to use additional Hydra delegates, which are available in the Houdini environment.\n\n#### Changing the active Hydra delegate <!-- omit from toc -->\nThe default Hydra delegate can be changed by setting the `HD_DEFAULT_RENDERER` environment variable to the preferred renderer.\n\n```shell\nset HD_DEFAULT_RENDERER=\"GL\"\n```\n\nAfter opening QuiltiX the active Hydra delegate can be changed in the \"View\" -> \"Set Renderer\" menu.\n\n\n\n### Adding custom MaterialX Node definitions\n\nTo add custom MaterialX node defintions they can be added by adding the location of the node definition files to the `PXR_MTLX_PLUGIN_SEARCH_PATHS` environment variable.\n\n## Platform support\nQuiltiX has been developed with all platforms in mind, but has been developed on Windows. If you see any issues on another platform please open up an issue.\n\n## Contributing\n\nWe welcome contributions to the QuiltiX! If you'd like to contribute, please follow these steps:\n\n1. Fork the repository.\n2. Create a feature branch.\n3. Commit your changes.\n4. Submit a pull request.\n\n## License\n\nQuiltiX is licensed under the Apache License. See [LICENSE](LICENSE) for more information.\n",
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