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nametypedescription
cachePathstringAtoms 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)
cacheNamestring Atoms cache name, this can be an empty value if the full cache path is provided in the cachePath attribute
variationsPathstring 
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)
timefloatCache time. You can use this or frame, depending on the DCC you are in. Internally the procedural use time+frame+timeOffset  as cache time
framefloat 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
timeOffsetfloat Cache time offset
shutterarray2 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]
shutterOpenfloat 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]
shutterClosefloat 
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]
numMotionBlurKeysintNumber of motion blur samples
agentIdsstringAgent 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)…
meshFilterstring 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...
offsetarray3Cache translation offset.
disableVariationMaterialsstring This disable materials from the variation table. You can provide multiple comma separated values (without whitespaces). You can use * as wildcard.
sceneMaterialsstring 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
materialOverridesstring 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
disableDefaultMaterialintDisable the green shader if there is no valid shader inside the variation table or there is no variation metadata on the agents.
dispalcementPostfixstringUsed 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.
atomsShaderAttributePrefixstringThe 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_"
agentTypestringOverride 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
agentVariationstring
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
agentLodstring
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
agentMetadatastring
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
clothCachePathstring 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
clothCacheNamestringCloth cache name, this can be an empty value if the full cache path is provided in the clothCachePath attribute.
groomCachePathstringPath to one of the alembic file generated by the alembic cache exporter (with groom option activated).
groomCurvesCachePathstringPath to one of the alembic file generated by the cfx cache exporter.
irRenderCamPosVecCamera position needed by the xgen procedural 
irRenderCamFOVVec2 Camera fov needed by the xgen procedural 
irRenderCamXformxformCamera matrix needed by xgen procedural 
irRenderCamRatiofloatCamera ratio needed by xgen procedural 
irRenderCamTypeboolCamera type needed by xgen procedural 
useInstancesboolActivates the agent instancing
useFrustumCullingboolActivates frustum culling
frustumCullingOverscanarray3Overscan similar to the maya camera overscan used by the frustum culling
frustumCullingProjectionMatricesarrayArray of camera model view projection matrices. If you use this attribute, It must have the same length of the motion blur samples.
frustumCullingProjectionMatrixarray
If there is no frustumCullingProjectionMatrices, the procedural uses this camera model view projection matrix for all the motion blur samples.
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