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  • by binding different materials (Bxdfs and upstream pattern graphs) to each object instance. Materials bind to object instances only. Materials bound to a group or procedural instance bind to any unassigned objects but do not override local bindings.
  • by linking different lights and light filters to the object instance.
  • by setting different user attributes per object instance, and driving Bxdfs using these attributes. RenderMan supports the use of completely arbitrary user attributes that may be set differently for every object instance in the scene. The use of these user attributes, combined with a pattern node, lends itself well to driving shading variation, particularly if the values of those user attributes can be derived automatically.
  • by varying instance attributes across instances such as, matte, holdout, and visibility settings.
  • PxrVolume allows for instance overrides on BxDF parameters, except for density and motion blur. This data cannot be manipulated per-instance.