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.