# The Set Node
Maya Node Type → DG Node
Maya Noee Name → mvSet
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 is can be used for a variety of tasks:
- Namespace selection
- Attribute overrides
- Specify USD purpose
- Add USD Attributes
- Add shortcut displayColor attributes
- Add shortcut displayOpacity attributes
- Add Light linking
# 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:
objectSet
node — for Arnold and VRay rendering attributesdlSet
node — for 3Delight rendering attributesVRayObjectProperties
node — for some (not all) VRay rendering attributes ( we recommend to use theobjectSet
nodes since Multiverse adds all VRay attributes on it).redshiftMeshAttributes
node - for Redshift mesh attributes. Likewise all otherredshift*
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"
section.
Overrides are resolved procedurally at render time.
Heads up!
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.
WARNING
Do NOT put mvCompoundShape
nodes inside mvSet
nodes.
If you intend to set attributes on all the hierarchy encapsulated in a Compound,
simply assign an 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).
Bottom line: mvSet
nodes should only contain set
, dlSet
,
VRayObjectProperties
and 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.
With the 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.
# Add USD Attributes
# Add shortcut displayColor attributes
# Add shortcut displayOpacity attributes
# Add Light Linking
# Reference
Type | Parameter | Description |
---|---|---|
default | enable material namespace | whether to use a namespace for the items hierarchically overridden by this mvSet |
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 mvSet |
render | usd purpose: render | Used by the Asset Write to define a Render geometry that is contained in the mvSet |
guide | usd purpose: guide | Used by the Asset Write to define a Guide geometry that is contained in the mvSet |