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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).

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