The following parameters are the same for all shape nodes.
You can selectively disable an object's visibility for the various types of rays in the renderer. By default, objects are visible to all types of rays. Camera - Camera (AA) rays (i.e., primary or view rays). Shadow - shadow rays fired in the direct lighting calculations. Specular - specular_reflection rays. Transmission - transmission rays. Diffuse - indirect_diffuse rays (i.e. global illumination or GI rays). Specular - indirect_specular rays (i.e. specular reflection rays).
To set the visibility, add up the values of the rays you want to "see" the object.
For example, if an object is visible to the camera (primary visibility), and to transmission (both diffuse and specular), then that’s visibility 13 (1 + 4 + 8).
|Ray type||Decimal Value|
|Camera (Primary Visibility)||1|
|Shadow (Casts Shadows)||2|
Determines whether or not the object casts shadows on itself.
Invert normals (so that normals face inwards and not outwards).Raytrace bias value specified for the object.Transformation matrix. This can be either a single matrix or an array of matrices that define the SRT motion of the object for the current frame (the matrices define the motion for the full-frame, not just between the shutter open - close time).An array of nodes pointing to the shader or shaders in the case of per-face shader assignment.
As of Arnold 5.3, this flag is set automatically by changing the opacity or transmission on a material.
Determines whether the object is considered opaque (transparent). By default, Arnold built-in shaders set the
opaque flag automatically, based on whether or not the shader settings would require disabling the
opaque flag on the object to render correctly. For example, it's no longer necessary to manually disable the
opaque flag to get transparent shadows for a glass shader.
min_pixel_width is in use, and OSL shaders.
Custom shaders can use auto-opaque by tagging shader attributes with metadata. For example, the metadata for
- opacity_term tags a parameter that is opaque when equal to 1 or (1,1,1)
- transparency_term tags a parameter that is opaque when equal to 0 or (0,0,0)
The integer values bracket together terms with the same number. So the metadata settings for standard_surface are equivalent to this:
The matte option enables you to create holdout effects by rendering the alpha as zero.A boolean to enable selective light linkingAn array of nodes pointing to the lights that will affect the node if use_light_group is enabled.A boolean to enable selective shadow linking.An array of nodes pointing to the lights that will not cast shadows on the polymesh, if use_shadow_group is enabled.
An array of strings each of which names a trace set. A custom shader must be used to make effective use of these strings via the AiShaderGlobalsSetTraceSet and the AiShaderGlobalsUnsetTraceSet API calls.
It is possible to tag objects to be part of one or many trace sets. The trace_set shader tags specific rays with an inclusive or exclusive trace set. Both geometry and rays can be tagged with trace sets:
- A piece of geometry can have none or any number of trace set tags.
- A ray can optionally have one trace set tag, and it can be exclusive or inclusive.
The way those two tags interact makes it possible to control visibility for specific rays:
- A ray with no trace set will hit all geometry.
- A ray tagged with an inclusive trace set will only hit geometry which has that trace set tag.
- A ray tagged with an exclusive trace set will only see geometry that does NOT have that trace set tag.
linearcorresponds to the linear interpolation between matrices.
rotate_about_originwhich sets the rotation pivot at the origin,
rotate_about_centerwill rotate about the object's center. This is the default mode and is useful for wheels, propellers, and other objects which spin.