Custom attributes
are attributes you optionally add and define from the Add Attribute window.
Although custom attributes are dynamically added to an object, we
refer to them as custom to distinguish them from the built-in dynamic
attributes.
Custom attributes have
no direct effect on any characteristic of an object in Maya. You
can use them to control a combination of other attributes. You might
also use a custom attribute as a variable—a place to store
a value temporarily to be read by other attributes.
When you add a custom
attribute to an object, it appears in the Extra Attributes section
of the Attribute Editor (and in the Channel
Box, if you make the attribute keyable).
Options
- Attribute Name
-
Type the name of the
attribute you are adding.
- Make Attribute Keyable
-
Turn this option on to
make this attribute keyable. For information about keyable attributes,
see Animation.
Data Type
Select the data type
for the attribute:
- Vector
-
Creates a vector attribute
consisting of three floating point values.
- Float
-
Creates a floating point
attribute.
- Integer
-
Creates an integer attribute.
- Boolean
-
Creates an attribute
consisting of an on/off turn.
- String
-
Creates a string attribute
that accepts alphanumeric entries as data entry, such as a filename.
- Enum
-
Creates an attribute
that accepts selections from an “enumerated” or drop-down list.
NoteIf you select Float or Integer,
you can also set Numeric Attribute Properties.
Attribute Type
Select a type:
- Scalar
-
Creates a per object
attribute that you can set to a single value that applies to every
particle in the object. A vector scalar is considered a single value
with three 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
- infoBits
- lightData
- lightTable
- matrixObjectToWorld
- matrixWorldToObject
- mediumRefractiveIndex
- normalCamera
- numShadingSamples
- objectId
- objectType
- opticalDepth
- outColor
- outGlowColor
- outMatteOpacity
- outParticleEmission
- outTransparency
- particleAge
- particleAttrArray
- particleColor
- particleEmission
- particleEntryParam
- particleExitParam
- particleIncandescence
- particleLifespan
- particleOrder
- particleTransparency
- particleWeight
- pixelCenter
- pixelCoverage
- pointCamera
- pointObj
- pointWorld
- primitiveId
- rayDepth
- rayDirection
- rayOrigin
- receiveShadows
- refPointCamera
- refPointObj
- refPointWorld
- renderState
- shadowAttenuation
- tangentUCamera
- tangentVCamera
- translucenceDepth
- triangleNormalCamera
- uvCoord
- uvFilterSize
- vertexCameraOne
- vertexCameraThree
- vertexCameraTwo
- vertexUvOne
- vertexUvThree
- vertexUvTwo