# Rendering Attributes
Multiverse offers a unified and rendering-agnostic way to set attribute overrides via MEOW.
In addition to that, in combination with the ability to Maya-reference
material shading networks under a different namespace
, this allows users to
create render-agnostic setups and quickly switch between renderers.
# Namespace
In MEOW you can assign a mvSet
node to the root item location of your asset,
this will allow you to specify a namespace which will be used to select the
materials for rendering.
# Attributes
Additionally, you can put inside an mvSet
node any of the following
objectSet
-like type of nodes:
- For Arnold and VRay: Maya
objectSet
node - For 3Delight:
dlSet
node - For Redshift:
redshiftMeshParameters
and otherredshift*
set-like nodes. - For VRay:
VRayObjectProperties
for some (not all) VRay rendering attributes (we recommend to use theobjectSet
nodes since Multiverse adds all VRay attributes on it).
Renderman is a bit special and you can find its rendering attributes on the
mvSet
node under its "Extra Attributes" section.
Note
Remember that MEOW overrides work by inheritance: this means that children in the tree inherit material assignments and attributes from their parents if not overridden at children level.
.
└── mvSet // Set namespace for referenced material shading networks (all renderers),
| // and set attribute overrides for Renderman
├── objectSet // set attribute overrides for Arnold and VRay
├── dlSet // set attribute overrides 3Delight
├── redshiftMeshParameters // set mesh attribute overrides for Redshift
├── redshift* set-like nodes // set other type of overrides for Redshift
└── VRayObjectProperties // set some attribute overrides for VRay (`objectSet` supports all)
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The following shows MEOW attribute overrides on item (children will inherit). The attribute icon represents an mvSet node assigned that hierarchy item.
Heads up!
The reason why you can put the renderer-specific objectSet
-like 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.
Note about inheritance
MEOW overrides work by inheritance, so every children node will inherit attributes if not overridden in a lower point in the hierarchy tree.
# Arnold
You can set Arnold rendering attributes on the USD data encapsulated by Multiverse Compounds in two ways:
Globally, for each Compound: on the Arnold section of the Attribute Editor of each
mvUsdCompoundShape
shape node. These attributes will propagate to all hierarchy items of the asset if not selectively overridden in MEOW.Local override, for each compound item: on the MEOW, by creating Attribute Overrides via RMB on the selected item. The attribute override is a
mvSet
node that can contain a MayaobjectSet
node where you can add dynamically Arnold attributes.Maya
objectSet
nodes are used by the Maya to Arnold translator: you can add dynamically and set Arnold attributes in them. Then put yourobjectSet
nodes inside anmvSet
node and assign themvSet
node in the “Attr” attribute column of the MEOW via RMB-click.
# 3Delight
You can set 3Delight NSI rendering attributes on the USD data encapsulated by Multiverse Compounds in two ways:
Globally, for each Compound: on the 3Delight section of the Attribute Editor of each
mvUsdCompoundShape
shape node. These attributes will propagate to all hierarchy items of the asset if not selectively overridden in MEOWLocal override, for each compound item: on the MEOW, by creating Attribute Overrides via RMB on the selected item. The attribute override is a
mvSet
node that can contain a 3DelightdlSet
node where you can add 3Delight attributes.3Delight
dlSet
nodes are used by the 3Delight for Maya translator: you can set 3Delight attributes in them. Then put yourdlSet
nodes inside anmvSet
node and assign themvSet
node in the “Attr” attribute column of the MEOW via RMB-click.
# Redshift
You can set Redshift rendering attributes on the USD data encapsulated by Multiverse Compounds in two ways:
Globally, for each Compound: on the Redshift section of the Attribute Editor of each
mvUsdCompoundShape
shape node. These attributes will propagate to all hierarchy items of the asset if not selectively overridden in MEOW.Local override, for each compound item: on the MEOW, by creating Attribute Overrides via RMB on the selected item. The attribute override is a
mvSet
node that can contain a RedshiftredshiftMeshParameters
and/or otherredshift*
set-like nodes, where you can add dynamically Redshift attributes.Simply put your
redshiftMeshParameters
and/or other nodesredshift*
set-like nodes inside anmvSet
node and assign themvSet
node in the “Attr” attribute column of the MEOW via RMB-click.
# Renderman
You can set Renderman rendering attributes on the USD data encapsulated by Multiverse Compounds in two ways:
Globally, for each Compound: on the Renderman section of the Attribute Editor of each
mvUsdCompoundShape
shape node. These attributes will propagate to all hierarchy items of the asset if not selectively overridden in MEOW.Local override, for each compound item: on the MEOW, by creating Attribute Overrides via RMB on the selected item. The attribute override is a
mvSet
node where you can add dynamically Renderman attributes (they are under its "extra Attributes" section).
TODO: add pics here
# VRay
You can set VRay rendering attributes on the USD data encapsulated by Multiverse Compounds in two ways:
Globally, for each Compound: on the VRay section of the Attribute Editor of each
mvUsdCompoundShape
node. These attributes will propagate to all hierarchy items of the asset if not selectively overridden in MEOW.Note
In VRay you first enable the section of attributes that you want to set, and then its relative attributes will be dynamically added in the "VRay Extra Attributes" section below.
Local override, for each compound item: on the MEOW, by creating Attribute Overrides via RMB on the selected item. The attribute override is a
mvSet
node that can contain either a MayaobjectSet
node or aVRayObjectProperties
node where you can dynamically add some VRay attributes. We recommend to rely on theobjectSet
nodes since Multiverse makes available all VRay rendering attributes instead.