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I wrote the RDL2 library for Moonray when I worked at DWA about 8-9 years ago. At the time, USD was still very nascent, and we already had RDL (v1) as an internal reference point, so that’s ultimately why Moonray uses something “non-standard” by modern conventions.

RDL has two on-disk formats, RDLA (for “Ascii”) and RDLB (for “Binary”). The text format is literally just a Lua script which uses various function calls to instantiate scene objects and set their parameters. It’s great for spinning up test scenes and doing development work on shaders or the renderer itself.

The binary format (which at the time used Protobuf to serialize scene objects, not sure if that’s still true) is more suited to production workflows where you don’t want to deal with things like floating point to text precision issues and a more space efficient representation is preferred.

I found some documentation and examples of the RDL format here: https://docs.openmoonray.org/getting-started/about/rdl-scene...

And it looks like the user documentation has some examples of how to do things, including instantiating various types of scene objects: https://docs.openmoonray.org/user-reference/



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