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This node is an base class for surface objects. It defines some basic rendering attributes which determine whether the surface should appear smooth shaded or flat shaded, whether the surface normals should be reversed and whether the surface is visible only on the side where the normals are pointing outward or is visible from both sides of the surface.

This node is abstract

Node nameParentsMFn typeCompatible function sets
surfaceShapecontrolPoint

Attributes (30)

boundingBoxScale, boundingBoxScaleX, boundingBoxScaleY, boundingBoxScaleZ, collisionDepthVelocityIncrement, collisionDepthVelocityIncrement_FloatValue, collisionDepthVelocityIncrement_Interp, collisionDepthVelocityIncrement_Position, collisionDepthVelocityMultiplier, collisionDepthVelocityMultiplier_FloatValue, collisionDepthVelocityMultiplier_Interp, collisionDepthVelocityMultiplier_Position, collisionOffsetVelocityIncrement, collisionOffsetVelocityIncrement_FloatValue, collisionOffsetVelocityIncrement_Interp, collisionOffsetVelocityIncrement_Position, collisionOffsetVelocityMultiplier, collisionOffsetVelocityMultiplier_FloatValue, collisionOffsetVelocityMultiplier_Interp, collisionOffsetVelocityMultiplier_Position, displayHWEnvironment, doubleSided, extraSampleRate, featureDisplacement, ignoreHwShader, initialSampleRate, normalThreshold, opposite, smoothShading, textureThreshold

Long name (short name)TypeDefaultFlags
ignoreHwShader (ih) boolfalseoutputinputconnectablestorable
Wether or not the drawing of this surface ignores the hardware shader. If true, the default shader will be used instead of the hardware shader.
doubleSided (ds) booltrueoutputinputconnectablestorable
Is the surface double sided or not. If single sided, it can bring some memory reduction, and it will also obey the "opposite" flag
opposite (op) boolfalseoutputinputconnectablestorable
Should the surface normals be flipped - only relevant when doubleSided is turned off
smoothShading (smo) booltrueoutputinputconnectablestorable
Does the surface have smooth shading - this is only relevant for polymesh
boundingBoxScale (bbs) float3outputinputconnectablestorable
bounding box scale for displacement map.
boundingBoxScaleX (bscx) float1.5outputinputconnectablestorable
bounding box scale x for displacement map.
boundingBoxScaleY (bscy) float1.5outputinputconnectablestorable
bounding box scale y for displacement map.
boundingBoxScaleZ (bscz) float1.5outputinputconnectablestorable
bounding box scale z for displacement map.
featureDisplacement (fbda) booltrueoutputinputconnectablestorable
When true, use feature-based displacement algorithm for displacement-map.
initialSampleRate (dsr) integer6outputinputconnectablestorable
Number of samples per triangle edge.
extraSampleRate (xsr) integer5outputinputconnectablestorable
Number of extra samples taken when moving sample points
textureThreshold (fth) integer0outputinputconnectablestorable
Only a percentage of the largest texture feature will be captured.
normalThreshold (nat) float30outputinputconnectablestorable
Normals below the threshold angle will be averaged.
displayHWEnvironment (dhe) boolfalseoutputinputconnectablestorablehidden
Specifies if the object is to display hardware environment maps in shaded mode. By default this flag is false.
collisionOffsetVelocityIncrement (covi) compoundn/aarrayoutputinputconnectablestorable
This is to control cloth collision. We leave it here because the dynamic ramp attribute is not supported. See bug 218113.
collisionOffsetVelocityIncrement_Position (covip) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
collisionOffsetVelocityIncrement_FloatValue (covifv) float0.0outputinputconnectablestorable
Ramp value at the sibling position
collisionOffsetVelocityIncrement_Interp (covii) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

collisionDepthVelocityIncrement (cdvi) compoundn/aarrayoutputinputconnectablestorable
This is to control cloth collision. We leave it here because the dynamic ramp attribute is not supported. See bug 218113.
collisionDepthVelocityIncrement_Position (cdvip) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
collisionDepthVelocityIncrement_FloatValue (cdvifv) float0.0outputinputconnectablestorable
Ramp value at the sibling position
collisionDepthVelocityIncrement_Interp (cdvii) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

collisionOffsetVelocityMultiplier (covm) compoundn/aarrayoutputinputconnectablestorable
This is to control cloth collision. We leave it here because the dynamic ramp attribute is not supported. See bug 218113.
collisionOffsetVelocityMultiplier_Position (covmp) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
collisionOffsetVelocityMultiplier_FloatValue (covmfv) float0.0outputinputconnectablestorable
Ramp value at the sibling position
collisionOffsetVelocityMultiplier_Interp (covmi) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

collisionDepthVelocityMultiplier (cdvm) compoundn/aarrayoutputinputconnectablestorable
This is to control cloth collision. We leave it here because the dynamic ramp attribute is not supported. See bug 218113.
collisionDepthVelocityMultiplier_Position (cdvmp) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
collisionDepthVelocityMultiplier_FloatValue (cdvmfv) float0.0outputinputconnectablestorable
Ramp value at the sibling position
collisionDepthVelocityMultiplier_Interp (cdvmi) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.