It is possible to create arbitrary user data that can be attached to any object. This user data can then later be used at shading time by specific nodes with a user prefix. The convention used to store the user data can be found in different data types such as color and float. For example:


  • Create an aiUserDataFloat and call it TestFloat:


  • Export the scene as a .ass file and open it in a text editor. We can see that the float TestFloat is stored in the .ass file as follows:

More examples of how to use these shaders can be found here.




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