# The Set Node
Maya Node Type → DG Node
Maya Noee Name →
When LMB clicking the “Multiverse Set” shelf icon, a small UI pops up so that
you can choose the target functionalities for the
mvSet that will be created.
The Multiverse Set node can be used for a variety of tasks:
- Namespace selection
- Attribute overrides
- Specify USD purpose
# Namespace Selection
The rendering-agnostic namespace attribute allows to set a namespace used for material assignment. This is typically the namespace of the material shading networks that are Maya-referenced in your scene.
This is resolved procedurally at render time.
Read MEOW Attribute Overrides to know more.
# Attribute Overrides
You can set renderer-specific attributes for the Arnold, 3Delight,
Redshift and VRay rendering engines by putting inside of a
mvSet node any of the
following set-like nodes:
objectSetnode — for Arnold and VRay rendering attributes
dlSetnode — for 3Delight rendering attributes
VRayObjectPropertiesnode — for some (not all) VRay rendering attributes ( we recommend to use the
objectSetnodes since Multiverse adds all VRay attributes on it).
redshiftMeshAttributesnode - for Redshift mesh attributes. Likewise all other
redshift*set-like nodes are supported.
You can set Renderman-specific attributes by using the
mvSet node since
Multiverse adds all Renderman attributes to it under its "Extra Attribute"
Overrides are resolved procedurally at render time.
The reason why you can put the renderer-specific
set-link 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 Rendering Attributes to know more.
Do not put
mvCompoundShape nodes inside
mvSet nodes. If your purpose is
to set attributes on all the hierarchy encapsulated in a Compound, simply
mvSet node in MEOW on the root location (and remember that MEOW
overrides work with inheritance from parent to children, so you can further
override children by assigning a new override to a child location).
mvSet nodes should only contain
redshift* set-like nodes. Use the
mvSet to set
Renderman attributes, they are under its "Extra Attribute" section.
# Specify USD Purpose
USD provides three purpose "tags", namely "render", "proxy" and "guide", which can be used for displaying in the Hydra a different geometry. Typically "proxy" is used for lower resolution primitives with the objective of keeping the hydra delegate fast at interactive drawing, while "guide" is used for guiding primitives which are useful for artist purposed. Both proxies and guides are never used for rendering: by default every primitive that has no proxy or guide is a render primitive. If you specify a proxy, you need also to specify specifying it's render counterpart. If you specify a guide no render counterpart is needed.
mvSet node you can declare which Maya geometry should be used as a
viewport proxy or render or guide. This information will be then written as to a
USD file using the Multiverse Write Asset.
Read USD Proxies for Viewport to know more.
|default||enable material namespace||whether to use a namespace for the items hierarchically overridden by this |
|namespace||the name (string) of the namespace (typically coming from a Maya-referenced scene containing material shading networks)|
|proxy||usd purpose: proxy||Used by the Asset Write to define a Proxy geometry that is contained in the |
|render||usd purpose: render||Used by the Asset Write to define a Render geometry that is contained in the |
|guide||usd purpose: guide||Used by the Asset Write to define a Guide geometry that is contained in the |