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Attribute

Attribute

The Attribute node is used to create or promote attributes in the flow. New attributes can be used to control parameters via expressions or to pass information to the renderer via mapping.

Inputs

InputTypeDescription
0Data FlowParticles, Fibres, Feathers and Meshes
1StrandsGroom/Guide Curves which may have an attribute painted to be sampled.

Parameters

ParameterDescription
AttributeThe name of the attribute, if it already exists then it will be modified - otherwise it will be created.
DefaultDefault value for the attribute.
Attribute TypeThe data type for the new attribute.
Detail TypeConstant = Per Object, Uniform = Per Element, Varying = Per Span and Vertex = Per Vertex.

Mapping

Attribute mapping is a way of telling Yeti that the desired attribute needs to be passed to the rendering engine, possibly to be used for shading or to control renderer specific parameters.

ParameterDescription
Map As Renderable AttributeThis will map a named attribute to a renderable attribute. If on Yeti will output either the new attribute or an attribute specified below to the renderer.
AttributeThe name of the attribute to map.
MappingThe name of the attribute as it should be passed to the renderer, if left blank it will use it's current name.

Groom

Yeti grooms allows users to paint additional attributes across the strands, these groom attributes can then be sampled by the Attribute node to set new attribute values.

ParameterDescription
Sample GroomToggle on/off (default) groom sampling.
Groom AttributeThe name of the attribute on the groom to use for sampling.
Interpolate SamplesControls whether the grooms samples will interpolate multiple strand values (default) or just consider a single closest strand.

Geometric

Helper parameters to create geometry based attributes that rely on the topology of the incoming data.

ParameterAdded AttributeDescription
Add Reference PositionPRefThis will store the current position as a PRef vector attribute.
Add Root Positionsurf_PWill create a Yeti attribute called root which will be passed to the render engine as surf_P. This is a vector that represents the base of the fibre.
Add TangenttangentTangent of the fibre at the vertex being evaluated.
Add Face IndexfaceindexIndex of the face the fibre/particle was create.
Add Per Vertex Texutre CoordinatesvtxcoordBaked input mesh facevarying texture coordinates into per vertex values.
Add Arc LengtharcLengthComputed the arc length the input fibres.
RiCurve BasisN/ACan be used to control what basis function is used when exporting the curves to a Renderman compliant renderer.