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When assigning instance attributes in Maya, they can be named like Primvars, following the form: rmanTvarname, where T represets the type, one of 'F', 'C', 'V', 'N', 'P', 'H', 'M', 'S', 'I', T can alternatively be an underscore, in which case the type is inferred.where controls are found on the shape node. Or as attributes found on the transform node and variable per instance.

 

Example commands:Or they can be named like optional riattrs: rman__riattr__namespace_varname (eg. rman__riattr__user_foo)
The latter format infers the type based on the attribute type in Maya, and it also can be used to add arbitrary optional riattrs, eg. rman__riattr__trace_maxspeculardepth

Code Block
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

We supply a menu for adding user attributes to the transform node in Maya as shown below. All other renderer attributes are provided above this rollout, such as Motion Samples, Intersection Priority, LPE Groups, and more.

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