When assigning instance attributes in Maya, they can be named like Primvars, where controls are found on the shape node. Or as attributes found on the transform node and variable per instance.
Example commands:
rfm2.ui.user_attrs.user_attrs_add(data_attr, nodelist, pdict) -> add to one or more nodes rfm2.ui.user_attrs.user_attrs_del(data_attr, nodelist, attrlist) -> delete from one or more nodes rfm2.ui.user_attrs.user_attrs(node) -> list all user attributes
Common
Name | Type | Default | Description |
---|---|---|---|
bake:activeudims | string | empty | Active udims for Integrator baking of texture atlases. Lists and ranges of udims can be provided in the string, for example: Attribute "bake" "string activeudims" "1001,1003,1005-1006". The default is "" which means all udims get baked. |
bake:udimresolutions | string | empty | Udim texure resolutions for Integrator baking of texture atlases. Lists and ranges of udims can be provided in the string, for example: Attribute "bake" "string udimresolutions" "1001 512 512 1002,1003 64 32 1005-1006 16 16" If the string is empty (the default) then the Display Format resolution will be used. |
grouping:id | int | 0 | Grouping id used for raytrace disambiguation purposes. Value range: 0 to 15. |
grouping:membership | string | empty | Grouping membership used for linking. |
identifier:id | int | 0 | Lower 32 bits of 64 bit object id. |
identifier:id2 | int | 0 | Upper 32 bits of 64 bit object id. |
identifier:lpegroup | string | empty | Grouping membership used for light path expressions. |
identifier:name | string | empty | Object instance name. |
stats:identifier | string | empty | Identifier string used by the stats system when referring to this instance. |
Shading
Name | Type | Default | Description |
---|---|---|---|
curves:widthaffectscurvature | int | 1 | Indicates whether curve width should be used when computing curve curvature. If turned off, only the curvature along the curve spline will be calculated. |
lightfilter:subset | string | empty | Active light filter groups in lighting. |
lighting:excludesubset | string | empty | Exclude light groups from lighting. |
lighting:mute | int | 0 | Mutes light emission. |
lighting:subset | string | empty | Light groups active in lighting. |
Ri:Matte | int | 0 | Indicates matte object. |
Ri:ReverseOrientation | int | 0 | Flip shading normals. |
Ri:Sides | int | 2 | Geometry can be one or two sided. |
shade:indexofrefraction | float | -1 | Override material IOR for nested dielectrics. |
shade:minsamples | int | 1 | Min Pixel Samples. For fine-tuning adaptive sampling. |
shade:relativepixelvariance | float | 1 | PixelVariance multiplier for camera visible objects. For fine-tuning adaptive sampling. |
trace:holdout | int | 0 | Indicates holdout object. |
trace:intersectpriority | int | 0 | Raytrace intersection priority for nested dielectrics. Value range: 0 to 31. |
trace:maxdiffusedepth | int | 1 | Maximum diffuse light bounces. |
trace:maxspeculardepth | int | 2 | Maximum specular light bounces. |
trace:reflectexcludesubset | string | empty | Exclude object groups from relections. |
trace:reflectsubset | string | empty | Object groups visible to reflections. |
trace:shadowexcludesubset | string | empty | Exclude object groups from casting shadows. |
trace:shadowsubset | string | empty | Object groups active in shadows. |
trace:transmitexcludesubset | string | empty | Exclude object groups from refractions. |
trace:transmitsubset | string | empty | Object groups visible to refractions. |
visibility:camera | int | 1 | Indicates if object is visible to camera rays. |
visibility:indirect | int | 1 | Indicates if object is visible to indirect (reflection and refraction) rays. |
visibility:transmission | int | 1 | Indicates if object is visible to shadow rays. |
Added notes:
Emit Color Sets - Emits color sets assigned to objects, this is especially useful when rendering MASH objects with procedural coloring.
Prevent Polygon Cracking - Typically it's expected that you displace subdivision surfaces. However, should you need to displace a polygonal surface with "hard" normals, this option will attempt to prevent the object from coming apart once it's displaced.
Emit Face IDs - This is allows surfaces to make use of Ptex texturing.
Reference Object - _WPref and the place3d with the reference object should be parented below the object that you are animating. _WPref is necessary for instances to have the texture stick in the same way. However, during IPR if you move/translate your object and it does not deform, it is not re-evaluated and the _WPref is not updated if only the transform has changed. You will only see the correct values if you restart the render or trigger an update on the mesh somehow (for instance, tweaking the displacement bound).