---
title: "PxrVisualizer"
canonical: "https://rmanwiki-26.pixar.com/space/REN26/19661805/PxrVisualizer"
format: markdown
---
![image](media://4d335d2b-3863-4d42-84f3-63dc6f2b8da0)


PxrVisualizer is a utility integrator that can be used to navigate large scenes and inspect geometry during Interactive re-rendering. It allows different styles of viewing, including shaded, flat, normals, st, wireframe. Disable pretessellate for the best results (this is done automatically in Renderman for Maya, RfM). When using PxrVisualizer with IPR in RfM, be sure to set Update Mode to "Continuous" in the IPR Options. For complex Maya scenes, hiding the geometry in the viewport improves scene navigation with PxrVisualizer rerendering.


### Parameters

| **Parameter** | **Description** |
| --- | --- |
| **int wireframe** | [1]: (Default) Visualizes the geometry's wireframe. |
| **color wireframeColor** | color of wireframe |
| **float wireframeOpacity** | opacity of wireframe |
| **float wireframeWidth** | width of wireframe |
| **string style** | ["shaded"]: (Default) Simple N dot V shading.<br>["bxdf"]: Renders the scene with a virtual light and does not evaluate shadows or indirect lighting. Similar to the PxrDefault integrator.<br>["flat"]: Renders each object with a different flat color based on the object id.<br>["st"]: Renders the normalized st.<br>["normals"]: Renders the normals in object space. |
| **int normalCheck** | [1]: Displays areas with inverted normals in a bright orange. This option is off by default. |
| **int normalMap** | Maps normal's coordinates from [-1;1] to [0;1] to avoid black colors. |
| **string shadedPrimVar** | Tint color for "shaded" style. |
| **string matCap** | Material capture environment map used when style is "matcap". The surface normal is used to look up a color in this texture. |


### Standard AOVs

On top of regular LPE-based AOVs, this integrator outputs a number of standard AOVs typically used by compositors.

| **Declaration** | **Contents** | **Channels** |
| --- | --- | --- |
| color __Pworld | P in world-space | __Pworld.r : x component<br>__Pworld.g : y component<br>__Pworld.b : z component |
| color __Nworld | Nn in world-space | __Nworld.r : x component<br>__Nworld.g : y component<br>__Nworld.b : z component |
| color __depth | Multi-purpose AOV | __depth.r : depth from camera in world-space<br>__depth.g : height in world-space<br>__depth.b : geometric facing ratio : abs(Nn.V) |
| color __st | Texture coords | __st.x : s<br>__st.y : t<br>__st.z : 0.0 |
| color __Pref | Reference Position primvar (if available) | __Pref.r : x component<br>__Pref.g : y component<br>__Pref.b : z component |
| color __Nref | Reference Normal primvar (if available) | __Nref.r : x component<br>__Nref.g : y component<br>__Nref.b : z component |
| color __WPref | Reference World Position primvar (if available) | __WPref.r : x component<br>__WPref.g : y component<br>__WPref.b : z component |
| color __WNref | Reference World Normal primvar (if available) | __WNref.r : x component<br>__WNref.g : y component<br>__WNref.b : z component |