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- Create an OpScript node
- In the CEL section, select the mesh(es) where you wish to apply the attributes. In this case we've added the subdmeshes from Maya
- Custom CEL statements
- /root/world/geo//*{@type == "polymesh"}
- /root/world/geo//*{@type == "subdmesh"}
In the script section add the following:
Code Block language pycpp Interface.SetAttr('geometry.facevaryinginterpolateboundary', IntAttribute(3)) Interface.SetAttr('geometry.facevaryingpropagatecorners', IntAttribute(0)) Interface.SetAttr('geometry.interpolateBoundary', IntAttribute(1)) Interface.DeleteAttr('geometry.vertex.N') Interface.SetAttr('type', StringAttribute('subdmesh'))
- Custom CEL statements
- In the CEL section, select the mesh(es) where you wish to apply the attributes. In this case we've added the subdmeshes from Maya
- We set several attributes above to match the Maya settings. Below we list the other options should you need to experiment.
- Options for geometry.facevaryinterpolateboundary
- 0 (old style)
- 1 (new style)
- 2 (new style, no corners)
- 3 (new style, smooth internal only) This is the current Maya default
- Options for 'geometry.facevaryingpropogatecorners'
- 0 (off) This is Maya default
- 1 (on)
- Options for 'geometry.interpolateBoundary'
- 0(no interpolation)
- 1(edge crease, corner crease) This is the Maya default
- 2(edge crease only)
- geometry.vertex.N'
- We delete the existing normals off the mesh as RenderMan will create its own for a subdivision mesh. This is explained in the above section.
- 'type'
- Changes the mesh to a subdivision surface
- Options for geometry.facevaryinterpolateboundary
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