Applies arbitrary user-defined attributes to locations in the scene. Note that for most common cases the StandardAttributes or renderer-specific attributes nodes should be preferred, as they provide predefined sets of attributes with customised user interfaces. The CustomAttributes node is of most use when needing to set an attribute not supported by the specialised nodes.


Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.


The processed output scene.


The on/off state of the node. When it is off, the node outputs the input scene unchanged.


The input scene


The filter used to control which parts of the scene are processed. A Filter node should be connected here.


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.


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


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.