CyclesAttributes

Applies Cycles 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.glossyVisibility

Whether or not the object is visible in glossy rays.

attributes.transmissionVisibility

Whether or not the object is visible in transmission.

attributes.shadowVisibility

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

attributes.scatterVisibility

Whether or not the object is visible to scatter rays.

attributes.useHoldout

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

attributes.isShadowCatcher

Turns the object into a shadow catcher.

attributes.shadowTerminatorShadingOffset

Push the shadow terminator towards the light to hide artifacts on low poly geometry.

attributes.shadowTerminatorGeometryOffset

Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light.

attributes.maxLevel

The max level of subdivision that can be applied.

attributes.dicingScale

Multiplier for scene dicing rate.

attributes.lightGroup

Set the lightgroup of an object with emission.

attributes.volumeClipping

Value under which voxels are considered empty space to optimize rendering.

attributes.volumeStepSize

Distance between volume samples. When zero it is automatically estimated based on the voxel size.

attributes.volumeObjectSpace

Specify volume density and step size in object or world space. By default object space is used, so that the volume opacity and detail remains the same regardless of object scale.

attributes.dupliGenerated

Set a unique position offset. Accessible from a texture_coordinate via the generated output plug and from_dupli enabled.

attributes.dupliUV

Set a unique UV offset. Accessible from either a texture_coordinate or uv_map node via the UV output plug and from_dupli enabled.

attributes.assetName

Asset name for cryptomatte.

attributes.useMis

Use multiple importance sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources.

attributes.useTransparentShadow

Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows.

attributes.heterogeneousVolume

Disabling this when using volume rendering, assume volume has the same density everywhere (not using any textures), for faster rendering.

attributes.volumeSamplingMethod

Sampling method to use for volumes.

attributes.volumeInterpolationMethod

Interpolation method to use for volumes.

attributes.volumeStepRate

        Scale the distance between volume shader samples when rendering the volume

(lower values give more accurate and detailed results, but also increased render time).

attributes.displacementMethod

Method to use for the displacement.

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.