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.cycles:visibility:camera
Whether or not the object is visible to camera
rays. To hide an object completely, use the
scene:visible
attribute instead.
attributes.cycles:visibility:diffuse
Whether or not the object is visible to diffuse rays.
attributes.cycles:visibility:glossy
Whether or not the object is visible in glossy rays.
attributes.cycles:visibility:transmission
Whether or not the object is visible in transmission.
attributes.cycles:visibility:shadow
Whether or not the object is visible to shadow rays - whether it casts shadows or not.
attributes.cycles:visibility:scatter
Whether or not the object is visible to scatter rays.
attributes.cycles:use_holdout
Turns the object into a holdout matte. This only affects primary (camera) rays.
attributes.cycles:is_shadow_catcher
Turns the object into a shadow catcher.
attributes.cycles:shadow_terminator_shading_offset
Push the shadow terminator towards the light to hide artifacts on low poly geometry.
attributes.cycles:shadow_terminator_geometry_offset
Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light.
attributes.cycles:is_caustics_caster
Cast Shadow Caustics.
attributes.cycles:is_caustics_receiver
Receive Shadow Caustics.
attributes.cycles:max_level
The max level of subdivision that can be applied.
attributes.cycles:dicing_rate
Multiplier for scene dicing rate.
attributes.cycles:lightgroup
Set the lightgroup of an object with emission.
attributes.cycles:volume_clipping
Value under which voxels are considered empty space to optimize rendering.
attributes.cycles:volume_step_size
Distance between volume samples. When zero it is automatically estimated based on the voxel size.
attributes.cycles:volume_object_space
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.cycles:volume_velocity_scale
Scales velocity vectors used in motion blur computation.
attributes.cycles:volume_precision
Specifies volume data precision, lower values reduce memory consumption at the cost of detail.
attributes.cycles:asset_name
Asset name for cryptomatte.
attributes.cycles:shader:emission_sampling_method
Sampling strategy for emissive surfaces.
attributes.cycles:shader:use_transparent_shadow
Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows.
attributes.cycles:shader:heterogeneous_volume
Disabling this when using volume rendering, assume volume has the same density everywhere (not using any textures), for faster rendering.
attributes.cycles:shader:volume_sampling_method
Sampling method to use for volumes.
attributes.cycles:shader:volume_interpolation_method
Interpolation method to use for volumes.
attributes.cycles:shader:volume_step_rate
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.cycles:shader:displacement_method
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.