In addition to the standard attributes and user attributes suppo=
rted on both `polymesh`

and `subdmesh`

locations, Kto=
A adds a few additional attributes it can translate.

`polymesh`

locations can have subdivision activated (in the <=
code>ArnoldObjectSettings node) and KtoA will allow them through as =
subdivision meshes, but with a warning. It is preferred to use the

All of the mesh-related attributes from `ArnoldObjectSettings (stored in the `

`arnoldStatements`

attribute group) are applied=
. In addition, the following are recognized:

```
```
`geometry.point.Pref`

: the same size as ```
geometry.point=
.P
```

, this is a per-vertex reference position typically used for apply=
ing projective textures or noise at a bind-pose and having it stick.
`geometry.creaseIndices`

: there are two modes for this attri=
bute:
- An integer array of pairs of indices referencing vertices (points from =
`geometry.point.P`

). E.g. if a subdmesh has 600 vertices, =
`creaseIndices`

with values 1, 2 will make a creased edge from v=
ertex 1 to vertex 2.
- Runs of vertex indices, each run length indicated by geometry.creaseLen=
gths. E.g. if a subdmesh has 600 vertices, geometry.creaseLengths has=
a three values 4, 3, 3, and creaseIndices has values 1, 2, 5, 7, 2, 6, 7, =
9, 10, 12, then it will make creased edges from vertices 1 to 2, 2 to 5, 5 =
to 7, 2 to 6, 6 to 7, 9 to 10, and 10 to 12. Note that the runs can b=
e conceptually thought of as 1,2,5,7; 2,6,7; 9,10,12.

`geometry.creaseLengths`

: if present, ```
geometry.creaseI=
ndices
```

contains runs of vertex indices instead of being restricted t=
o pairs of vertex indices. When not present, it is implied that each =
length is 2, producing pairs of indices.
`geometry.creaseSharpness`

: the OpenSubdiv-compatible float =
crease sharpness, one per pair or run of crease indices. If ```
creaseLen=
gths
```

is present, there will be the same number of crease sharpnesses=
as entries in `creaseLengths`

and otherwise there will be =
one per pair of indices if not. This will produce a hard/perfect crea=
se up to the subdivision level that matches, and then will soften for any s=
ubdivision levels beyond that. E.g. if the subdivision level is set t=
o 4, and a crease sharpness is set to 2.5, then it will produce a hard crea=
se through subdivision levels 1 and 2, a half-hard crease on subdivision le=
vel 3, and a regular subdivision on level 4.
`geometry.cornerIndices`

: an array of vertex indices indicat=
ing which should be sharpened.
`geometry.cornerSharpness`

: like ```
creaseSharpness but applies to a vertex to create sharp corners. This will have one=
float value per index in
````cornderIndices`

.

```
```

```
```

```
------=_Part_64288_1199887842.1585832595300--
```