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.