RenderManAttributes

Applies RenderMan specific attributes to 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 objects are visible to the camera. An object can be invisible to the camera but still appear in reflections and shadows etc. To make an object totally invisible, prefer the visibility setting provided by the StandardAttributes node.

attributes.cameraHitMode

Specifies if shading is performed when the object is hit by a camera ray, or if the primitive colour is used as an approximation instead.

attributes.transmissionVisibility

Whether or not objects are visible to transmission rays. Objects that are visible to transmission rays will cast shadows, and those that aren’t won’t.

attributes.transmissionHitMode

Specifies if shading is performed when the object is hit by a tranmission ray, or if the primitive opacity is used as an approximation instead.

attributes.diffuseVisibility

Whether or not objects are visible to diffuse rays - typically this means whether or not they cast occlusion and bounce light.

attributes.diffuseHitMode

Specifies if shading is performed when the object is hit by a diffuse ray, or if the primitive colour is used as an approximation instead.

attributes.specularVisibility

Whether or not objects are visible to specular rays - typically this means whether or not they are visible in reflections and refractions.

attributes.specularHitMode

Specifies if shading is performed when the object is hit by a specular ray, or if the primitive colour is used as an approximation instead.

attributes.photonVisibility

Whether or not objects are visible to photons.

attributes.photonHitMode

Specifies if shading is performed when the object is hit by a photon, or if the primitive colour is used as an approximation instead.

attributes.shadingRate

Specifies how finely objects are diced before they are shaded. Smaller values give higher quality but slower rendering.

attributes.relativeShadingRate

Specifies a multiplier on the shading rate. Note that if shading rate is specified at multiple locations above an object in the hierarchy, they are multiplied together to arrive at the final shading rate.

attributes.matte

Matte objects don’t appear in the render, but cut holes in the alpha of all objects behind them.

attributes.displacementBound

Specifies the maximum amount the displacement shader will displace by.

attributes.maxDiffuseDepth

The maximum depth for diffuse ray bounces.

attributes.maxSpecularDepth

The maximum depth for specular (reflection) ray bounces.

attributes.traceDisplacements

Whether or not displacements are taken into account when raytracing. This can be fairly expensive.

attributes.traceBias

This bias value affects rays. It is an offset applied to the ray origin, moving it slightly away from the surface launch point in the ray direction. This offset can prevent blotchy artifacts resulting from the ray immediately finding an intersection with the surface it just left. Usually, 0.01 is the default scene value.

global

Causes the attributes to be applied to the scene globals instead of the individual locations defined by the filter.