User guide

30
Control (UI) Default Value Function
disp_height 1 Sets the displacement scale. If disp_height is set without setting
disp_padding, there could be clipping of the resulting displaced
mesh.
autobump Off Autobump puts the high frequencies of a displacement map
into a bump attribute, so fewer subdivision iteration values are
needed.
With autobump set to On, the renderer makes a copy of all
vertices in the mesh prior to displacement Before shading a
point on the displaced surface, the equivalent Pref for that
point on the original surface is found, and the displacement
shader evaluated there.
omitDisplacement Off This is a Katana specific attribute, which blocks displacement
shader creation, and connection to geometry when enabled.
zero_value 0 Sets the shift to the displacement amount, and varies
depending on how the displacement map is generated. A value
of 0 means displacement is always outwards. A value of 0.5
means that displacement values from 0.0 to 0.5 will push
surface points inwards, and values greater than 0.5 will push
outwards.
Ray Flags
opaque On Sets whether the object is opaque or not.
trace_sets None A string of objects for which the geometry assigned in the
node’s CEL attribute won’t evaluate, for selected types of rays.
For this to work, the shader has to recognize, and use, an array
of objects tagged trace_sets.
Ray Flags > sidedness
AI_RAY_CAMERA On Enable or disable double-sided visibility for camera rays.
AI_RAY_SHADOW On Enable or disable double-sided visibility for shadow rays.
AI_RAY_REFLECTED On Enable or disable double-sided visibility for reflections.
AI_RAY_REFRACTED On Enable or disable double-sided visibility for refractions.
2 NODES A-C | ARNOLDOBJECTSETTINGS