The ModifyRIB node (NukeX only) lets you insert RIB (RenderMan Interface Bytestream) statements into your script to modify a RenderMan bytestream before it’s passed to the PrmanRender node.
Connection Type |
Connection Name |
Function |
Input |
unnamed |
The object or scene that you want to modify. Depending on the type of operation you choose, you may place the ModifyRIB node before or after the Scene node in your script. |
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
ModifyRIB Tab |
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operation |
operation |
object |
Sets how RIB statements are modified in the RIB stream. You can choose from the following operations: • object - RIB statements are inserted before the statements for the object connected to the input. • shader - RIB statements replace all of the shader definitions for the object connected to the input. • replace - RIB statements completely replace the object connected to the input. A transform can then be applied to the RIB statements. Setting the operation to replace enables the transform knobs. • world - RIB statements are inserted at the start of the world in the RIB stream. |
archive |
ribArchive |
N/A |
Specifies the RIB archive (from Nuke or another 3D application) to add to the scene. |
use |
useRibArchive |
disabled |
When, enabled the RIB archive is added to the scene, otherwise the RIB statements are added. |
reload |
reload |
N/A |
Click to reloads the specified RIB archive. |
statements |
ribStatements |
N/A |
The RIB statements to add to the scene. NOTE: Malformed RIB statements (unclosed quotes, for example) can crash PrmanRender and in turn Nuke. For more information on RIB statements, please refer to the documentation provided with RenderMan. |
|
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the input object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the input object as a channel file. This is a useful method of sharing setups between artists. |
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snap_menu |
N/A |
• Snapto - snap your 3D object to a vertex selection. • Scaleto - scale your 3D object to a vertex selection. • Translateto - translate your 3D object to a vertex selection. |
transform order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
rotation order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
translate |
translate |
0,0,0 |
Lets you translate the 3D object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the axis in the 3D Viewer. |
rotate |
rotate |
0,0,0 |
Lets you rotate the 3D object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
scale |
scale |
1,1,1 |
Lets you scale the 3D object on the x, y, and z axes. |
uniform scale |
uniform_scale |
1 |
Lets you scale the 3D object simultaneously on the x, y, and z axes. |
skew |
skew |
0,0,0 |
Lets you skew the object on the x, y, and z axes. |
pivot |
pivot |
0,0,0 |
When you make changes to the 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot x, y, and z controls allow you to offset the pivot point and move it anywhere you like - you can even move it outside of the object. Subsequent transformations will then occur relative to the new pivot point location. You can also hold down Ctrl/Cmd+Alt and drag the pivot point to a new location in the 3D Viewer. |
Local Matrix |
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specify matrix |
useMatrix |
disabled |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |