name | type | description |
---|---|---|
cachePath | string | Atoms cache path, the folder where the atoms cache is located or the full path to the cache .atoms file header (i.e. /../../foo_path/mycache.atoms) |
cacheName | string | Atoms cache name, this can be an empty value if the full cache path is provided in the cachePath attribute |
variationsPath | string | This is the full path to the json variation table. This can also be the serialized variation table which can be retrieved by the following code. json_table_str = "...……….." json_data = Atoms.loadVariationFromString(json_table_str) variationsStr = json_data.toString(False) vm = AtomsCore.StringMetadata(variationsStr) ark = AtomsCore.Archive(vm.memSize()) vm.serialise(ark) variations_serialized = ark.encodeBase64(True) |
time | float | Cache time. You can use this or frame, depending on the DCC you are in. Internally the procedural use time+frame+timeOffset as cache time |
frame | float | Cache frame. You can use this or time, depending on the dcc your are in. Internally the procedural use time+frame+timeOffset as cache time |
timeOffset | float | Cache time offset |
shutter | array2 | Float array of length 2 containing the shutterOpen and ShutterClose. Depending on your DCC you should this or the two shutterOpen/Close attributes. Internally the procedural compute shutterOpen+shutter[0] and shutterClose+shutter[1] |
shutterOpen | float | Depending on the DCC you are in use this or the shutter[0] attributes. Internally the procedural compute shutterOpen+shutter[0] and shutterClose+shutter[1] |
shutterClose | float | Depending on the DCC you are in use this or the shutter[1] attribute. Internally the procedural compute shutterOpen+shutter[0] and shutterClose+shutter[1] |
numMotionBlurKeys | int | Number of motion blur samples |
agentIds | string | Agent ids to load. You can provide multiple ids using the comma to separate them, you can also use - to specify a range or ! to remove agents. Like 2-8,13,15-18 or !8,!10 or !(2-10)… |
meshFilter | string | List of mesh to filter. You can provide multiple comma separated mesh names (without whitespaces). You can use * as wildcard and ! to negate. For instance *body,*head or !*body... |
offset | array3 | Cache translation offset. |
disableVariationMaterials | string | This disable materials from the variation table. You can provide multiple comma separated values (without whitespaces). You can use * as wildcard. |
sceneMaterials | string | List of the materials the procedural should load from the current scene and not from the variation table. You can provide multiple comma separated values (without whitespaces). You can use * as wildcard and ! to negate |
materialOverrides | string | Connect a material to a specific mesh. You can provide multiple comma separated values. The syntax is meshName:materialName. You can use the * as wildcard. I.e. *_head:yourNewMaterial |
disableDefaultMaterial | int | Disable the green shader if there is no valid shader inside the variation table or there is no variation metadata on the agents. |
dispalcementPostfix | string | Used when using shaders from the scene and not from the variation table. The procedural looks for the displacement shader using shaderName+dispalcementPostfix as a lookup name. |
atomsShaderAttributePrefix | string | The procedural transfers every agent metadata to the skinned mesh using "atomsShaderAttributePrefix+metadataName" as name. You can use this data to drive shader parameters. Default value "atoms_" |
agentType | string | Override agent type. You can provide multiple comma separated values. To override the variation of every agent provide an agent type name. If you want override specific agents use the following syntax: agentId@agentType. I.e. 1@robot,4@soldier,6-15@robot |
agentVariation | string | Override agent variation. You can provide multiple comma separated values. To override the variation of every agent provide a variation name. If you want override specific agent use the following syntax: agentd@variaitonName. I.e. 1@robot1,4@robot2,6-15@robot4 |
agentLod | string | Override agent lod. You can provide multiple comma separated values. To override the lod of every agent provide just the lod value. If you want override specific agent use the following syntax: agentd@lodValue. I.e. 1@lodA,4@lodC,6-15@lodB |
agentMetadata | string | Override or create agent metadata (only bool, int, double, vec3 and string). You can provide multiple comma separated values. Use the following syntax, agentId@metadataname#value. I.e. 10@myIntMetada#10 20@myBoolMetada#true 10-25@myDoubleMetada#12.5 10-25@myVector3Metada#1.0;2.0;3.0 10-25@myStringMetada#test |
clothCachePath | string | Atoms cloth cache path, the folder where the atoms cache is located or the full path to the .clothcachefile header. i.e. /../../foo_path/mycache.clothcache |
clothCacheName | string | Cloth cache name, this can be an empty value if the full cache path is provided in the clothCachePath attribute. |
groomCachePath | string | Path to one of the alembic file generated by the alembic cache exporter (with groom option activated). |
groomCurvesCachePath | string | Path to one of the alembic file generated by the cfx cache exporter. |
irRenderCamPos | Vec | Camera position needed by the xgen procedural |
irRenderCamFOV | Vec2 | Camera fov needed by the xgen procedural |
irRenderCamXform | xform | Camera matrix needed by xgen procedural |
irRenderCamRatio | float | Camera ratio needed by xgen procedural |
irRenderCamType | bool | Camera type needed by xgen procedural |
useInstances | bool | Activates the agent instancing |
useFrustumCulling | bool | Activates frustum culling |
frustumCullingOverscan | array3 | Overscan similar to the maya camera overscan used by the frustum culling |
frustumCullingProjectionMatrices | array | Array of camera model view projection matrices. If you use this attribute, It must have the same length of the motion blur samples. |
frustumCullingProjectionMatrix | array | If there is no frustumCullingProjectionMatrices, the procedural uses this camera model view projection matrix for all the motion blur samples. |
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