# MEOW: Attribute Overrides
# Add Attributes
To add an attribute override select one or more items and click on "Add New
Attribute Set", this will create a
mvSet node and assign it to the item
location. You can also "Assign Existing" to assign an existing set, while
"Inspect Attribute Set" will open an attribute editor for the selected attribute
MEOW overrides work by inheritance, so, just like for materials, every children node will inherit attributes if not overridden in a lower point in the item hierarchy.
mvSet node contains a special parameter called "Material Namespace" where
you can type to specify a material namespace to a location in the USD asset.
This namespace refers to the shading networks which you are Maya-referencing
into your scene. The namespace is usually set on the root item of a Compound in
# Other overrides
Additionally, you can put inside a
mvSet node any of the following
set-like type of nodes which will allow for the overrides you specify on each:
- For Arnold / Renderman / VRay: Maya
- For 3Delight:
- For Redshift:
- For VRay:
The reason why you can put the renderer-specific
set-type of nodes inside an
mvSet is to allow for a render-agnostic workflow: the
mvSet allows you to
specify a "namespace" for the materials of the renderer you intend to use, while
the renderer specific set-type nodes allow you to specify rendering attributes
for each renderer.
Effectively, you can swap between renderers by simply changing the namespace for your material shading networks.
Read the Rendering Attribute to know more.
See this quick video as an example:
# Adding Renderer-specific Attributes
After we have assigned an attribute override to item(s) we probably want to add renderer specific attributes such as subdivisions, visibilities and so on.
All the items in MEOW where an attribute override is assigned will override
attributes according to what attributes are set in the
For example we can create a
dlSet from 3DelightNSI which contains
specific rendering attributes and then we sets up Subdivision, Compositing
(Visibility), and additional motion blur samples.
Next in order for the attribute to take effect as an attribute override, we just
need to put
mvSet1. By doing this the attribute will effect the
items that has been override by mvSet1.
If we have an asset that will be rendered by 3Delight and Arnold we could also
set node that contains Arnold render parameters as well (likewise we
can do the same for Redshift, Renderman and VRay using their respective nodes).
When Arnold renders the asset it will recognize the correct attributes and will
ignore attribute from 3Delight (or the other renderers).
# Removing Attribute Override
To remove attribute override simply select the item(s) and select Remove Attribute Set from MEOW’s popup menu.