application-flow
High-level overview of a typical ovrtx application lifecycle. Use when user asks how to structure an ovrtx program, what the main…
Writing render settings to control rendering behavior. Use when user asks to change render settings, set max bounces, configure path tracing, change render quality, enable DLSS frame generation, or modify RTX settings on a RenderProduct.
$ npx -y skills add nvidia-omniverse/ovrtx --skill render-settings --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/render-settingsContext preview
The summary Claude sees to decide when to auto-load this skill.
Writing render settings to control rendering behavior. Use when user asks to change render settings, set max bounces, configure path tracing, change render quality, enable DLSS frame generation, or modify RTX settings on a RenderProduct.
# SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. # SPDX-License-Identifier: LicenseRef-NvidiaProprietary # # NVIDIA CORPORATION, its affiliates and licensors retain all intellectual # property and proprietary rights in and to this material, related # documentation and any modifications thereto. Any use, reproduction, # disclosure or distribution of this material and related documentation # without an express license agreement from NVIDIA CORPORATION or # its affiliates is strictly prohibited. name: render-settings description: > Writing render settings to control rendering behavior. Use when user asks to change render settings, set max bounces, configure path tracing, change render quality, enable DLSS frame generation, or modify RTX settings on a RenderProduct. license: LicenseRef-NvidiaProprietary author: NVIDIA ovrtx tags: - ovrtx - rendering - settings tools: - Read - Grep
Use this skill when the user asks to change render settings, set max bounces, configure path tracing, change render quality, enable DLSS frame generation, or modify RTX settings on a RenderProduct.
Resolve inputs in this order: existing repository files and referenced snippets, explicit user request, then broader agent context.
1. Identify the RenderProduct path and the exact RTX setting attribute to change. 2. Write settings on the RenderProduct prim, not on the Camera or RenderVar prim. 3. Match the value type to the USD attribute schema and preserve existing authored settings that are unrelated to the request. 4. Apply the writing-attributes skill when setting values through runtime APIs rather than static USD. 5. When changing code, run the render-settings docs test that owns the setting snippet whenever practical.
This skill has no scripts.
Render settings in ovrtx are written as attributes on the **RenderProduct** prim. To change a setting, use `write_attribute()` in Python or `ovrtx_write_attribute()` in C, targeting the RenderProduct prim path (e.g., `/Render/Camera`) with the setting's attribute name.
Settings use the `omni:rtx:` namespace prefix. For example, to set the maximum number of path tracing bounces, write `omni:rtx:rtpt:maxBounces` as a `uint32` attribute.
After changing a render setting, call `reset()` and run warm-up frames to allow the renderer to converge with the new setting.
> **Source:** `tests/docs/python/test_base.py` snippet `doc-set-render-setting`
> **Source:** `tests/docs/c/test_base.cpp` snippet `doc-set-render-setting-c`
| Python | C | |--------|---| | `renderer.write_attribute(prim_paths=["/Render/Camera"], attribute_name="omni:rtx:rtpt:maxBounces", tensor=np.array([value], dtype=np.uint32))` | `ovrtx_write_attribute(renderer, &binding, &buffer, OVRTX_DATA_ACCESS_SYNC)` with `uint32` DLTensor |
| Setting | Type | Default | Description | |---------|------|---------|-------------| | `omni:rtx:rendermode` | `token` | `"RealTimePathTracing"` | Render mode: `"RealTimePathTracing"`, `"PathTracing"`, or `"MinimalRendering"` |
DLSS Frame Generation inserts interpolated frames between rendered ones. It is off by default and is enabled per RenderProduct, like any other render setting.
> **Source:** `examples/c/vulkan-interop/src/main.cpp` snippet `enable-dlssg`
| Setting | Type | Default | Description | |---------|------|---------|-------------| | `omni:rtx:dlss:frameGeneration` | `bool` | `false` | Enable frame generation | | `omni:rtx:dlss:frameGenerationInterpolatedFrameCount` | `int` | `0` | Interpolated frames per rendered frame; `0` lets the renderer pick. Clamped to the hardware maximum (1 on Ada, 3 on Blackwell) |
Enabling frame generation changes the shape of the step results: one step returns `output_frame_count == N + 1` output frames instead of 1, ordered with the interpolated frames first and the real rendered frame last. Each frame exposes the same single color render var, and only the last frame carries a meaningful accumulation status. Consumers that assume `output_frames[0]` is the frame to display or inspect need to be updated before turning this on.
The renderer declines frame generation without failing the step, in which case a step keeps returning a single frame. It requires an Ada or newer GPU that drives the display, the `RealTimePathTracing` render mode, `LdrColor` or `HdrColor` as the only render outputs, and a render resolution of at least 126 pixels per side.
| Setting | Type | Default | |---------|------|---------| | `omni:rtx
ovrtx is a C and Python library for embedding Omniverse RTX sensor simulation and visualization directly into applications.
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