Category: mental ray > Geometry
This shader provides a very fast way to load geometry on demand. Its main goal is performance, since it skips over any form of translation or parsing by writing directly to a binary file format which can be pulled directly into RAM at render time. There are other methods in mental ray to load geometry on demand (assemblies, file objects, geometry shaders, etc.), but they generally involve parsing or translation steps that can impact performance.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
object_filename |
The file name to read (or write). By convention, the file extension is .mib. |
write_geometry |
The shader has a read mode and a write mode:
|
geometry |
An object to be written (by write_geometry) to the .mib file defined by object_filename. |
meter_scale |
Allows the object to be interpreted in a way that is independent of units. If this value is 0.0, the parameter is not used. When used, the value should be the number of scene units that represent one meter; for example, if scene units are millimeters, this value would be 1000. |
flags |
A bit flag with each bit having a specific meaning. This parameter is used for algorithm control, and should remain at 0 in most cases. Currently used values are:
All other bits should be kept zero, since they may become meaningful in future versions. |
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