Attribute
surface node
Renames or deletes point and primitive attributes.
See also: Attrib Create, Attrib Copy, Attrib Mirror, Attrib Promote
The Attribute op allows you to manually rename and delete point and primitive attributes. The RenderMan page remaps attributes especially for the creation of .rib data streams for use with the RenderMan renderer.
Accepts geometry of all types for remapping, renaming, and deletion.
Renderman examples
| Cd Cs “vertex color” 0 | Map diffuse color as a RIB per vertex color. |
| uv s “varying float” 0 | Map texture coordinates to RIB “s” coordinate as a |
| uv t “varying float” 1 | Map texture coordinates for “t” However, the offset is |
Parameters
Point
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Overview |
Renaming of point attributes. Specify the existing attribute in the first column. Specify the name of the new attribute in the second column. |
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Delete Attributes |
Specify existing attributes to delete. |
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Update Local Variables |
All local variables referring to the renamed and deleted attributes are also renamed or deleted. |
Vertex
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Overview |
Renaming of vertex attributes. Specify the existing attribute in the first column. Specify the name of the new attribute in the second column. |
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Delete Attributes |
Specify existing attributes to delete. |
Primitive
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Overview |
Renaming of primitive attributes. Specify the existing attribute in the first column. Specify the name of the new attribute in the second column. |
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Delete Attributes |
Specify existing attributes to delete. |
Detail
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Overview |
Renaming of detail attributes. Specify the existing attribute in the first column. Specify the name of the new attribute in the second column. |
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Delete Attributes |
Specify existing attributes to delete. |
RenderMan
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Overview |
This tab allows the specification of how attributes will be output to a RIB stream. The first column specifies the name of the Houdini attribute. The second column is what the RIB declaration should be named. The menu of types is the allowable types for RenderMan attribute data. The offset allows you to offset into the Houdini attribute when specifying the RenderMan values. For Houdini point attributes, either Varying or Vertex types should be used. For Houdini primitive attributes, either Uniform or Constant types should be used. The Constant type is more efficient when dealing with mesh & NURBS primitives, otherwise there’s really no difference between the two. Please see the “Application Note #22” from Pixar for a good description on the differences between the different RenderMan types. |
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Add Default Mappings |
Adds the standard attributes, which can be mapped to the RIB standard variables. Turning on the toggle will add attribute mappings for:
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Update Local Variables |
All local variables referring to the renamed and deleted attributes are also renamed or deleted. |
Example files
Usages in other examples
| Example name | Example for | |
|---|---|---|
| RayWrap |
Ray surface node |
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| ClothSeam |
Cloth Create Seam surface node |
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| PScale |
Particle surface node |
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| PointBasedRBD |
Dop Import surface node |
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| PolywireModel |
Poly Wire surface node |
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| Volume_Smoke |
Mantra render node |