This short tutorial covers how to use the Ai User Data Float shader.
The Maya scene can be downloaded here.
- Start off by creating an Ai User Data Float shader and a Standard Surface shader. Open the connection editor for both of them. Select the outValue of the Ai User Data Float shader and connect it to the basecolorR attribute of the Standard Surface shader.
- Select the Ai User Data Float node and add a name in the Float Attr Name in the attribute editor. In this example, we have used the name 'Float'.
- Create a sphere and add an attribute to it (the shape node, not the transform node). Use the naming convention 'mtoa_constant_' followed by the same name we gave for our Ai User Data Float node - 'Float'. So it would be named 'mtoa_constant_Float'.
- In the extra attributes for the sphere, you should see the new attribute 'mtoa_constant_Float' with a value of 1.
- Duplicate the sphere and change the 'mtoa_constant_Float' value for the second sphere to 0.3.
- Render the scene. You should notice that the sphere on the left has the full red value of 1.0 as determined by our 'Float' attribute of 1.0. Whereas the sphere on the right is a darker shade of red because we changed its 'Float' attribute to 0.3.