Autodesk 663B1-05A111-1001 User Guide - Page 273

Numeric Attribute Properties, Enum Names, Per Particle, Array, Add Initial State, Attribute

Page 273 highlights

12 | Basics Menus Reference > Modify > Add Attribute numbers. If you select Scalar, you can specify Minimum, Maximum, and Default values for a Float or Integer attribute. Per Particle (Array) Creates a per particle attribute. You can set this type of attribute to different values for each particle. If you select Per Particle (Array), you can also create a counterpart initial state attribute by turning on Add Initial State Attribute. Add Initial State Attribute Turn on to create a corresponding initial state attribute for the added attribute. Without this corresponding attribute, you can't save a particle object's current attribute values for initial state usage. You must write a creation expression if you decide to initialize the custom attribute's value upon rewinding the animation. If you know you're going to write a creation expression for a custom attribute, you can set Add Initial State Attribute to off when you add the attribute. Otherwise, set Add Initial State Attribute to on whenever you add a custom per particle attribute. Numeric Attribute Properties For scalar attributes, Minimum and Maximum set the lowest and highest values you can enter for the attribute in the Attribute Editor or Channel Box. Default sets the default value for the attribute. Enum Names When you're adding a new Enum attribute, you need to define the list of acceptable strings. There are two default strings, "Green" and "Blue", in the Enum Names list that you can change. To change, select Green or Blue and then enter the new string in the New Name text box. To add a new string, click the blank entry below the last list item and type the string in the New Name text box. The following list of names are reserved internally for (dynamic) shading attributes. You may use these names for custom attributes, but beware they may produce unexpected results in the shading network. For example, during shading the uvCoord value is provided, therefore ignoring your custom uvCoord attribute value. blobbySurfaceFactor displacement easMask farPointCamera farPointObj farPointWorld filterSize flippedNormal illuminationIndex Basics 273

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12 | Basics Menus
Reference > Modify > Add Attribute
Basics
273
numbers. If you select Scalar, you can specify Minimum,
Maximum, and Default values for a Float or Integer
attribute.
Per Particle
(Array)
Creates a per particle attribute. You can set this type of
attribute to different values for each particle. If you
select Per Particle (Array), you can also create a
counterpart initial state attribute by turning on Add Initial
State Attribute.
Add Initial State
Attribute
Turn on to create a corresponding initial state attribute
for the added attribute. Without this corresponding
attribute, you can’t save a particle object’s current
attribute values for initial state usage. You must write a
creation expression if you decide to initialize the custom
attribute’s value upon rewinding the animation. If you
know you’re going to write a creation expression for a
custom attribute, you can set Add Initial State Attribute
to off when you add the attribute. Otherwise, set Add
Initial State Attribute to on whenever you add a custom
per particle attribute.
Numeric Attribute Properties
For scalar attributes, Minimum and Maximum set the lowest and highest
values you can enter for the attribute in the Attribute Editor or Channel Box.
Default sets the default value for the attribute.
Enum Names
When you're adding a new Enum attribute, you need to define the list of
acceptable strings. There are two default strings, “Green” and “Blue”, in the
Enum Names list that you can change. To change, select Green or Blue and
then enter the new string in the
New Name
text box. To add a new string,
click the blank entry below the last list item and type the string in the New
Name text box.
The following list of names are reserved internally for (dynamic) shading
attributes. You may use these names for custom attributes, but beware they may
produce unexpected results in the shading network. For example, during shading
the uvCoord value is provided, therefore ignoring your custom uvCoord attribute
value.
blobbySurfaceFactor
displacement
easMask
farPointCamera
farPointObj
farPointWorld
filterSize
flippedNormal
illuminationIndex