DelightAttributes

Applies 3Delight 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.hairVisibility

Whether or not the object is visible to hair rays.

attributes.reflectionVisibility

Whether or not the object is visible in reflections.

attributes.refractionVisibility

Whether or not the object is visible in refractions.

attributes.shadowVisibility

Whether or not the object is visible to shadow rays - whether it casts shadows or not.

attributes.specularVisibility

Whether or not the object is visible to specular rays.

attributes.matte

Turns the object into a holdout matte. This only affects primary (camera) rays.

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.