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Note

The Pattern Utility parameter described in the Globals is not visible in the Attribute Editor because of how arrays are handled in Maya. Instead you may use this by making connections using the Node Editor inside the Hypershade. Examples include using a PxrSurface in Maya for creating an ID pass per material instance or combining a PxrSurface in Maya with another textured pattern to create other useful AOVs for compositing like noise, PxrSurface in Maya, and more. Note that doing so may increase evaluation time for your assigned material.

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