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Comment: update links to REN26

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Here is an example OpScript showing how to set an arbitrary constant color primvar:

Interface
          .
          SetAttr
          (
          "
          geometry.arbitrary.myColor.scope"
 
, StringAttribute
 
(
 
"
 
primitive"
 
))
 Interface
 
.
 
SetAttr
 
(
 "
 
geometry.arbitrary.myColor.value"
 
, FloatAttribute({
 
0.0
 
 
1.0
 
 0.0
 
}
 ))
 Interface
 
.
 
SetAttr
 
(
 "
 
geometry.arbitrary.myColor.inputType"
 , StringAttribute
 
(
 
"
 
color3"
 
))

Using Primvars

Typically, production workflows will export these arbitrary attributes as a part of the alembic or USD asset, so no set up inside of Katana is required.  Otherwise, you can use an OpScript to set the geometry.arbitrary attribute directly on a geometry location - the attribute is not inheritable.

Primvars are read by various shading plugins. PxrPrimvar, PxrSeExpr, PxrVariable, and PxrVary are some plugins distributed with RenderMan that use arbitrary primvars.