Arbitrary AttributesΒΆ
Katana provides the ability to export arbitrary attributes to renderers. This information takes on a renderer-specific form at render time, such as user data for Arnold and primvars for RenderMan.
In its simplest form, an arbitrary attribute can be defined through its scope and value, as shown in the following OpScript code snippet:
Interface.SetAttr("geometry.arbitrary.myFloat.scope", StringAttribute("primitive"))
Interface.SetAttr("geometry.arbitrary.myFloat.value", FloatAttribute(1.0))
In the following example, a single float
is converted to a color3
data
type:
Interface.SetAttr("geometry.arbitrary.myFloatToColor3.scope", StringAttribute("primitive"))
Interface.SetAttr("geometry.arbitrary.myFloatToColor3.value", FloatAttribute(0.1))
Interface.SetAttr("geometry.arbitrary.myFloatToColor3.outputType", StringAttribute("color3"))
In this example, two colors are defined and then converted to
uniform color[2]
when rendering with RenderMan:
Interface.SetAttr("geometry.arbitrary.myColorArray.scope", StringAttribute("primitive"))
Interface.SetAttr("geometry.arbitrary.myColorArray.value", FloatAttribute({0.1, 0.2, 0.3, 0.4, 0.5, 0.6}))
Interface.SetAttr("geometry.arbitrary.myColorArray.inputType", StringAttribute("color3"))
Interface.SetAttr("geometry.arbitrary.myColorArray.elementSize", IntAttribute(3))
A simple example with each face of a cube assigned an alternating texture using an indexed array:
Interface.SetAttr("geometry.arbitrary.myIndexedArray.scope", StringAttribute("face"))
Interface.SetAttr("geometry.arbitrary.myIndexedArray.indexedValue", StringAttribute({"textureA.tx", "textureB.tx"}))
Interface.SetAttr("geometry.arbitrary.myIndexedArray.index", IntAttribute({0, 1, 0, 1, 0, 1}))
Type | Attribute | Description |
---|---|---|
string |
geometry.arbitrary.<group>.scope |
The scope of the attribute. Valid values are:
Support for the different scope types depends on the renderer’s capabilities. Therefore, not all of these are supported in every renderer. |
string |
geometry.arbitrary.<group>.inputType |
Types of values in Valid values are:
Support for different input types depends on the renderer’s capabilities. Therefore, not all of these are supported in every renderer. |
string |
geometry.arbitrary.<group>.outputType |
Output type for the arbitrary attribute can be specified, if the
intended output type (and footprint) differs from the input type but
can be reasonably converted. Examples of reasonable conversions
include: float -> color3 , color3 -> color4 . |
any |
geometry.arbitrary.<group>.value |
Attribute containing the value. The type is dependent on the type
specified. The type of the value can be The value can also be specified as an indexed list using the
|
int |
geometry.arbitrary.<group>.index |
List of indices. If no index is present, the index is implicitly defined by the scope. |
any |
geometry.arbitrary.<group>.indexedValue |
List of values. The types of values in the list can be int ,
float , double , or string . |
int |
geometry.arbitrary.<group>.elementSize |
This optional attribute determines the array length of each scoped
element. This is used by some renderers, for example, RenderMan maps
this to the [n] portion of a RenderMan type declaration:
uniform color[2] . |
int |
geometry.arbitrary.<group>.isArray |
This optional attribute informs the renderer plug-in that the
arbitrary attribute should be declared as an array (when set to 1 )
or a scalar (when set to 0 ). When this attribute is not set, the
renderer plug-in typically infers this information from the length of
the arbitrary attribute value. |