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About PrimVars for Maya

It is often useful to attach data to the surface of an object. In RenderMan this is done by including the data as a token value pair when a surface primitive is declared. Once data is attached it is available as parameters to the shaders that are assigned to the surface primitive. Parameters that are attached to surface geometry in this way are called primitive variables, or primvars, for short. RenderMan for Maya provides both simple and flexible access to primvars.


At the simplest level, RfM includes Prim Var nodes, accessible via the Maya Hypershade, that can be attached to Maya nodes as needed. The various tools can then leverage those primvars at shading time. This effectively drives parameters or provides them with the data they need to achieve special effects. One such example could be to supply a color based on vertices locations on the mesh

 

Nodes are provided for Color, Float (1, 2, and 3), Normal, Point, and Vector types of primvars.

 

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