CyclesAttributes
Applies Cycles attributes to objects in the scene.
user
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
out
The processed output scene.
enabled
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
in
The input scene
filter
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
attributes
The attributes to be applied - arbitrary numbers of user defined attributes may be added as children of this plug via the user interface, or using the CompoundDataPlug API via python.
attributes.cameraVisibility
Whether or not the object is visible to camera rays. To hide an object completely, use the visibility settings on the StandardAttributes node instead.
attributes.diffuseVisibility
Whether or not the object is visible to diffuse rays.
attributes.glossyVisibility
Whether or not the object is visible in glossy rays.
attributes.transmissionVisibility
Whether or not the object is visible in transmission.
attributes.shadowVisibility
Whether or not the object is visible to shadow rays - whether it casts shadows or not.
attributes.scatterVisibility
Whether or not the object is visible to scatter rays.
attributes.useHoldout
Turns the object into a holdout matte. This only affects primary (camera) rays.
attributes.isShadowCatcher
Turns the object into a shadow catcher.
attributes.shadowTerminatorShadingOffset
Push the shadow terminator towards the light to hide artifacts on low poly geometry.
attributes.shadowTerminatorGeometryOffset
Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light.
attributes.isCausticsCaster
Cast Shadow Caustics.
attributes.isCausticsReceiver
Receive Shadow Caustics.
attributes.maxLevel
The max level of subdivision that can be applied.
attributes.dicingScale
Multiplier for scene dicing rate.
attributes.lightGroup
Set the lightgroup of an object with emission.
attributes.volumeClipping
Value under which voxels are considered empty space to optimize rendering.
attributes.volumeStepSize
Distance between volume samples. When zero it is automatically estimated based on the voxel size.
attributes.volumeObjectSpace
Specify volume density and step size in object or world space. By default object space is used, so that the volume opacity and detail remains the same regardless of object scale.
attributes.dupliGenerated
Set a unique position offset. Accessible from a texture_coordinate via the generated output plug and from_dupli enabled.
attributes.dupliUV
Set a unique UV offset. Accessible from either a texture_coordinate or uv_map node via the UV output plug and from_dupli enabled.
attributes.assetName
Asset name for cryptomatte.
attributes.emissionSamplingMethod
Sampling strategy for emissive surfaces.
attributes.useTransparentShadow
Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows.
attributes.heterogeneousVolume
Disabling this when using volume rendering, assume volume has the same density everywhere (not using any textures), for faster rendering.
attributes.volumeSamplingMethod
Sampling method to use for volumes.
attributes.volumeInterpolationMethod
Interpolation method to use for volumes.
attributes.volumeStepRate
Scale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time).
attributes.displacementMethod
Method to use for the displacement.
global
Causes the attributes to be applied to the scene globals instead of the individual locations defined by the filter.
extraAttributes
An additional set of attributes to be added. Arbitrary numbers
of attributes may be specified within a single IECore.CompoundObject
,
where each key/value pair in the object defines an attribute.
This is convenient when using an expression to define the attributes
and the attribute count might be dynamic. It can also be used to
create attributes whose type cannot be handled by the attributes
CompoundDataPlug, with IECoreScene.ShaderNetwork
being one example.
If the same attribute is defined by both the attributes and the extraAttributes plugs, then the value from the extraAttributes is taken.