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Since we do not recommend changing the shipped rfm.json files, you may use a system environment variable, RFM_SHOW_PATH or RFM_SITE_PATH, to source your custom versions. |
RenderMan for Maya will search in the following order and merge/override in the same order. Note : This hierarchical process is valid for the other config files: shelf.json, aovs.json, menu.json, etc.
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Node IDs for Patterns are embedded in the metadata. Below is an example from the PxrLayer OSL shader.
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shader PxrLayer [[int rfm_nodeid=1053299, string rfm_classification="rendernode/RenderMan/pattern", int rfc_nodeid=1037674, string rfc_description="Xpxrlayer", string help = "An OSL pattern for layerable parameters for PxrSurface or " "input layer to PxrLayerMixer." ]] |
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C++ Plug-ins
In your custom rfm.json file, you can load your files like the below example:
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{ "$schema": "./rfmSchema.json", "resources": { "user": { "nodes": { "node_exclusion_list": [ "PxrHair", "PxrLMDiffuse", "PxrLMGlass", "PxrLMMetal", "PxrLMPlastic", "PxrLMSubsurface", "PxrSkin", "PxrValidateBxdf" ] } } }, "dirmaps": { "user_to_z": { "from": "/User/name/maya", "to": "Z:/maya", "zone": "UNC" } } } |
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Node IDs for these are included in the .args file. The order doesn't matter but it must be in the first level of the tags. The below example is for a light.
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