In addition to the standard attributes and user attributes supported on both
subdmesh locations, KtoA adds a few additional attributes it can translate.
polymesh locations can have subdivision activated (in the
ArnoldObjectSettings node) and KtoA will allow them through as subdivision meshes, but with a warning. It is preferred to use the
subdmesh location type.
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 applying projective textures or noise at a bind-pose and having it stick.
geometry.creaseIndices: there are two modes for this attribute:
geometry.point.P). E.g. if a subdmesh has 600 vertices,
creaseIndiceswith values 1, 2 will make a creased edge from vertex 1 to vertex 2.
geometry.creaseLengths: if present,
geometry.creaseIndicescontains runs of vertex indices instead of being restricted to 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
creaseLengthsis present, there will be the same number of crease sharpnesses as entries in
creaseLengthsand otherwise there will be one per pair of indices if not. This will produce a hard/perfect crease up to the subdivision level that matches, and then will soften for any subdivision levels beyond that. E.g. if the subdivision level is set to 4, and a crease sharpness is set to 2.5, then it will produce a hard crease through subdivision levels 1 and 2, a half-hard crease on subdivision level 3, and a regular subdivision on level 4.
geometry.cornerIndices: an array of vertex indices indicating which should be sharpened.
creaseSharpnessbut applies to a vertex to create sharp corners. This will have one float value per index in