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PxrAttribute allows the user to read attributes attached to (stored) on a node. Such an example would be to add a color attribute to a set of objects to be read by a material later. In this way, a material can change its result based on the object being rendered instead of a different material. Below there are color attributes attached to the sphere's of the shader ball. A single PxrSurface material renders with a different diffuse color as specific by each shape's defined attribute. Examples on usage are below.

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There may be a performance penalty for using this node in many places in your scene. Efficiency is key to avoid too many evaluations of user attributes if not necessary.

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