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Info

Since we do not recommend changing the shipped rmf.ini json files, you may use a system environment variable, RMS_SCRIPT_PATHS, to source your custom versions.

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OSL Shaders

In your custom RenderMan_for_Maya.ini filerfm.json file, you can specify a location for OSL shaders under the preference: RISOSLSearchPath

Node IDs for Patterns are embedded in the metadata. Below is an example from the PxrLayer OSL shader.

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C++ Plug-ins

In your custom RenderMan_for_Maya.ini rfm.json file, you can load your .args files like the below example, where /path/to... is your path to the stored .args files followed by the name of the args file:

Code Block
LoadExtension args "/path/to/args/foo.args"

In your custom RMSWorkspace.ini, you need to make sure it has the correct location to load and use the plug in. Replace /path/to/custom/shaders with your location.

Code Block
SetPref WSSearchPaths.rixplugin [list \\\${RMSTREE}/lib/shaders/ /path/to/custom/shaders @]

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            "nodes": {
                "search_paths": [
                    "${RMANTREE}/lib/plugins/Args",
                    "${RMANTREE}/lib/shaders",
                    "${RFMTREE}/lib/plugins/Args",
                    "${RFMTREE}/nodes",
                    "${RFMTREE}/test_files"



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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