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  1. Create an OpScript node
    1. 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
      1. Custom CEL statements
        1. /root/world/geo//*{@type == "polymesh"}
        2. /root/world/geo//*{@type == "subdmesh"}
      2. In the script section add the following:

        Code Block
        languagepycpp
        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'))


  2. We set several attributes above to match the Maya settings. Below we list the other options should you need to experiment.
    1. Options for geometry.facevaryinterpolateboundary
      1. 0 (old style)
      2. 1 (new style)
      3. 2 (new style, no corners)
      4. 3 (new style, smooth internal only) This is the current Maya default
    2. Options for 'geometry.facevaryingpropogatecorners'
      1. 0 (off) This is Maya default
      2. 1 (on)
    3. Options for 'geometry.interpolateBoundary'
      1. 0(no interpolation)
      2. 1(edge crease, corner crease) This is the Maya default
      3. 2(edge crease only)
    4. geometry.vertex.N'
      1. 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.
    5. 'type'
      1. Changes the mesh to a subdivision surface

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