Category: Attributes
Shader Type: Texture
Output: Orientation value
The Attribute Transform shader gets ICE attributes of the Transform type created for particles in the ICE tree. To use this shader, you must make sure that the particles first have the appropriate attribute created for it in its ICE tree.
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The attribute shaders are currently available only for ICE particles. |
For general information, see Bringing ICE Data into the Render Tree with Attribute Shaders.
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Attribute |
Name of the ICE attribute used to drive shader data. This attribute must be of the Quaternion (as rotation), Matrix 3x3, Matrix 4x4, or Rotation data type, such as Orientation. The Default Value is used in case an attribute is missing or none has been selected. |
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Array Index |
If the value refers to an array type, you can specify an index value. |
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Static KineState |
Set the appropriate transformation (scaling, rotation, or position) values that you want the attribute to use in the render tree. |
Plug the Attribute Transform into any port on a shader that supports Transform data. Currently, the only shader that takes a transform input is the Conversion > Vector Coordinate Converter shader. You have to set the Transform type to be Input Transform. It can be used to transform normals and UV coordinates etc.
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