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Table of Contents

This page contains information about the V-Ray TexUserColor node.


Overview


The V-Ray User Color texture can be used to read a vector attribute value from the rendered geometry. This allows you to use the same shading network on several different objects in the scene, but to control various aspects of the material through User-Defined properties.

When working with Alembic files, specifying "P" under the "Attribute" field will return the point position of the instance point rather than the geometry point position for a given ray. To get the 'real' point position, use the Sampler VOP's "point" output.


Parameters


Attribute – Specifies the name of the user attribute that is looked up and returned from this shading node.

Default Color – Specifies the color to return if the user attribute is not found on the shaded object.

Attribute Priority – Specifies which attribute has the higher priority:

Map Channel
User Attribute





Example: V-Ray User Color with Attribute Wrangle nodes


In the example below, user attributes are assigned to different objects with different values. A V-Ray User Color texture reads the values and passes them to a shader at render time. This way we can pass different shader values that are controlled at the object level, allowing us to share the shader between all objects.

With the help of a user attribute we can control any color parameter of the shader.

User attributes can be added though the Attribute Wrangle node or the Attribute Create node.


The same material is applied to both objects. A V-Ray User Color texture passes the values to the shader.




User attribute for the first object


User attribute for the second object




Although the two objects have the same material, the diffuse color is determined by the user property.