Minimal#

Minimal mode uses lightweight rasterization with minimal GPU cost. Use this when you need maximum throughput and do not require path-traced lighting – for example, segmentation masks, bounding-box visualization, or high-FPS reinforcement learning loops.

token omni:rtx:rendermode = "Minimal"

Lighting Behavior#

Minimal mode only respects the first DistantLight found in the scene, and shadows from that light are hard shadows. This restriction keeps Minimal mode fast and stable for speed-of-light rendering workloads.

Other light types, such as DomeLight, are not used for Minimal mode lighting. If the scene has no DistantLight, Minimal mode falls back to a single camera light.

For improved visibility without adding scene lights, use ambient lighting through the omni:rtx:rt:ambientLight:color and omni:rtx:rt:ambientLight:intensity attributes listed below, or disable shadows with omni:rtx:minimal:castShadows.

Settings#

USD Attribute

Type

Default

omni:rtx:minimal:mode

Selects the shading mode.

0: No Rendering – no path tracing is performed and LdrColor is black; use when only data outputs such as depth and albedo are required.
1: Constant Diffuse – uses a single constant color for all surfaces.
2: Texture Diffuse – uses diffuse texture colors.
3: Diffuse/Glossy/Emission – full material evaluation with diffuse, glossy, and emission.

int

omni:rtx:minimal:constantColor

The color to use in Constant Diffuse shading mode.

float3

omni:rtx:minimal:castShadows

Global toggle to cast hard shadows from the first DistantLight in Minimal render mode.

bool

omni:rtx:rt:ambientLight:color

Color of the global ambient environment lighting.

float3

omni:rtx:rt:ambientLight:intensity

Brightness of the global ambient environment lighting. A value of 0 disables ambient lighting.

float