default: [ 1, 1, 1 ]
The size of the box
enable to reverse the normals in the geometry
0 = “force two-sided” (default)
1 = “force single-sided”
2 = “use mesh sidedness”
set single sidedness of the mesh, will affect the visibility of the mesh based on normal direction
label used in material aov expresssions
Label used to associate Geometry objects into ShadowReceiverSets. Using this in combination with the ["shadow_exclusion_mappings"] attribute, shadows from specified geometries or their parts can be suppressed from casting shadows onto one or more specified sets.
Ray Tracing attributes
When a secondary ray is fired, anything within this distance of the intersection point will be ignored. Instead, it is considered part of the current intersection's geometry. If zero, an automatically calculated epsilon will be used.
When a shadow ray is fired, anything within this distance of the intersection point will be ignored. If this value is less than "ray_epsilon", then it has no additional effect.
whether the geometry is visible in diffuse reflection
whether the geometry is visible in diffuse transmission
whether the geometry is visible in glossy reflection.
whether the geometry is visible in glossy transmission (refraction).
whether the geometry is visible to camera rays
whether the geometry is visible in miror reflection.
whether the geometry is visible in miror transmission (refraction).
whether the geometry casts shadows
whether the geometry is visible in indirect volume rays
Specifies whether the geometry contains the camera and should be used for IOR tracking. This should not be changed by the user -- they should instead attach the relevant geometry to the camera, which will then flag this geometry.
Alternate camera that is used for adaptive tessellation. This is useful if you want adaptive tessellation to behave consistently in a sequence, regardless of what the main camera is doing
default: [ [ 1, 0, 0, 0 ], [ 0, 1, 0, 0 ], [ 0, 0, 1, 0 ], [ 0, 0, 0, 1 ] ]
The 4x4 matrix describing the transformation from local space to world space.
list of geometries that geometry procedural can reference during procedural generate/update stages. For example, an instancer geometry procedural can instance primitives generated by the reference geometry procedural.
A space-separated list of mappings of the form A:B where:
A is a comma-separated list of names of parts of this Geometry, or an asterisk to specify the whole geometry;
B is a comma-separated list of shadow receiver set labels established using the ["shadow_receiver_label"] attribute, or an asterisk to specify to all such sets in the scene.
For each of the listed mappings, shadows from the parts specified in A will be suppressed from casting onto any geometries in the ShadowReceiverSets specified in B.
**Note: no part name should appear more than once in the string, otherwise the behavior is undefined.**
disable if the geometry will be updated between frames
Enables experimental feature that also attempts to remove the camera blur in the local regions
Enables the local motion blur feature, which makes the geometry procedural responsible for handling all of the geometry's motion and allows for custom effects