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It is sometimes useful to make a copy of an attribute before doing some destructive operations.
This node always applies to all values of the attribute in the input. There is no “Group” field to limit the operation to certain components.
You can use patterns in the Source and Destination fields to swap/copy/move multiple attributes at once. For example, you can copy all
Number of Swaps
The number of swaps/copies/moves to do. The node performs the operations in order.
You can turn is off to disable this individual swap/copy/move. This may be useful for seeing the effect of a swap or disabling a swap while setting up the rest of the network.
What to do with the attributes.
Swap the values of the two attribute in-place. If one of the attributes doesn’t exist, this acts like Copy.
Renames the source attribute to the destination name. If an attribute with the destination name already exists, it is deleted and replaced. This is the same as the Attribute Rename SOP with Overwrite Existing Attributes turned on.
You cannot move the point attribute
P since it must always exist. If you try to move
P the node will copy instead.
Copies the source attribute to the destination name. If an attribute with the destination name already exists, it is deleted and replaced.
The level of geometry the attribute(s) exist at: vertex, point, primitive (face), or detail (entire geometry).
An attribute name or pattern to swap/move/copy from. If this is a pattern, the Destination should also be a pattern with corresponding wildcards (see Attrib String Edit for more information).
An attribute name or pattern to swap/move/copy to. If this is a pattern, the Source should also be a pattern with corresponding wildcards (see Attrib String Edit for more information).
What to do with the extra metadata on the attributes describing what type of information they contain.
For example, when stashing an attribute like
P, you probably don’t want the stashed attribute to transform with successive deformers. In that case you would use “Preserve Destination” so ensure the new attribute has no transform hints. You would also use “Preserve Destination” if you copied attribute back onto
P would keep its transform hint.
The type info is copied/moved/swapped along with the values.
The type info is not copied/moved/swapped. If the destination attribute already existed, its type info is used, otherwise the destination has no type info.
Variable names ending with
2 refer to the geometry from the second input, if applicable. For example,
PT2 is the current point number from the second input.
The seconds a particle in the template has been alive.
Arc length distance from root in the L-systems.
The surface area of the primitive (created by the Measure SOP).
BBX, BBY, BBZ
The point’s relative position in the bounding box.
Point or vertex alpha value.
CEX, CEY, CEZ
The centroid of the geometry.
COMX, COMY, COMZ
Center of mass.
CR, CG, CB
Diffuse point or vertex color.
Point or vertex crease weight value.
Distance from particle to last collision.
Number of divisions to build the circle swept with Polywire (created by L-systems).
Generation in the L-systems.
The ID of the particle in the input.
The age of the point in the L-system computation.
Percent of total life used (from 0 to 1).
Level of detail.
MAPU, MAPV, MAPW
Point or vertex texture coordinates.
The string name of the current material (the value of the
The number of layers that are considered active for display.
The total number of points in the template geometry.
NX, NY, NZ
The perimeter of the primitive (created by the Measure SOP).
Primitive number & total number of primitives.
The point number of the currently processed point.
RESTX, RESTY, RESTZ
The rest position.
Number of segments to divide a curve up into in Polywire (created by L-systems).
SIZEX, SIZEY, SIZEZ
The size of the bounding box.
Elasticity of a point.
Spring tension of an edge.
TX, TY, TZ
UPX, UPY, UPZ
The vector pointed in the up direction.
Vertex number & total number of vertices.
VX, VY, VZ
Point spline weight.
The width of the curve. Used by mantra for rendering curves & polywire for generating trees.
The X extents of the bounding box of the geometry.
The Y extents of the bounding box of the geometry.
The Z extents of the bounding box of the geometry.