Overview
uRenderer takes a complete USD scene (usually coming from a uMerge) and renders it with Hydra. Hydra is the USD rendering architecture: it hands the work to a render delegate, which can be Storm (real-time OpenGL), Cycles (path tracing), Karma (Houdini), etc.
The benefit: a complete USD workflow, from import to render, without exporting to another app. For quick previews or the final render, depending on the available delegate.
Where to find this node
- Effects Library:
Tools > USD > uRenderer - Quick add: right-click in the Node Editor →
Add Tool > USD > uRenderer
Hydra and delegates
- Hydra
- The USD architecture that decouples scene and rendering. It lets any Hydra-compatible renderer consume a USD scene.
- Storm (GL)
- The default Hydra delegate. Real-time rasterized OpenGL rendering. Excellent for quick previews and scrubbing.
- Cycles
- The Blender path tracer, available through Hydra. Photoreal rendering. Slower but higher quality.
- Karma (Houdini)
- The SideFX Karma renderer through Hydra. Houdini studio pipeline.
- Installable render delegates
- Depending on the Hydra plugins installed on the machine, more delegates are available (Arnold, Renderman, V-Ray Hydra, etc.).
Inputs
- SceneInput (green) - the USD scene to render.
- Camera (green) - optional, a USD camera for the render. If not connected, it uses the scene's default camera.
- Output (orange) - the rendered image, RGBA + AOVs depending on the delegate.
Setup
Complete USD render:
uLoader → uMerge → uRenderer (Delegate = Storm) → MediaOut
Render with an explicit camera:
uLoader (camera.usd) ───┐
├── uRenderer (Storm)
uLoader (scene.usd) ────┘ ↓
MediaOut
Preview vs final pipeline:
uMerge ──┬── uRenderer (Delegate = Storm) → quick preview
│
└── uRenderer (Delegate = Cycles) → final quality
With a Fusion Camera 3D:
uMerge → uRenderer (Use Custom Camera, link Camera 3D)
→ MediaOutControls tab
- Render Delegate (default: Storm)
- The renderer used. Storm = preview, other delegates for final quality if installed.
- Output Width / Height (defaults: 1920 × 1080)
- Output resolution. The project standard or higher.
- Camera (default: default)
- The camera used for the render. From the USD scene or a linked Fusion Camera 3D.
- Lighting Mode (default: USD)
- USD = the scene's lights, Headlight = the default camera light, Custom.
- Quality (default: Medium)
- Quality preset. Depending on the delegate: samples, GI bounces, etc.
- AOVs (depending on the delegate)
- Auxiliary channels (Z-depth, normals, position, IDs) depending on what the delegate supports.
Use cases
- Quick USD preview - Storm for an immediate view while compositing, without going into an external renderer.
- Final render through a quality delegate - Cycles or Karma for a photoreal render directly from Fusion.
- USD pipeline workflow - a USD scene assembled in Fusion + render = a compact alternative to multi-app pipelines.
- Asset preview library - a library of USD assets with previews generated through the uRenderer.
- 3D-aware compositing - uRenderer with AOVs (Z, normals) = the base for deep compositing downstream.
Tips
- Storm for iteration - Storm is very fast, ideal for scrubbing and compositing iterations. Switch to Cycles only for the final render.
- Cache the output - USD rendering can be heavy. Cache the frames to avoid recomputing downstream.
- Check the available delegates - the menu lists the delegates installed on the machine. Cycles / Karma need a separate install.
- USD vs Fusion camera - prefer the USD camera if the scene has one, otherwise a Fusion Camera 3D. Avoid coordinate mismatches.
- AOVs vary by delegate - Storm supports limited AOVs, Cycles more complete ones, Karma even more. Check compatibility.
- USD lighting for quality - the USD scene's lights are often better than Headlight. Keep Lighting Mode = USD.
- Resolve Studio required - full USD needs the Studio version. The free version has limitations.
- For pro renders (film, broadcast), use Houdini / Maya / Blender in parallel for dedicated Karma / Cycles rendering, then re-import the images into Fusion.
