Short Contents

3.2 The Assignment Panel

3.2.1 Assignment Panel Overview

The assignment panel is a handy interface for inspecting and modifying shader and attribute connections. This panel doesn't provide more functionalities than the relationship editor (see section The 3Delight Relationship Editor) but it has a couple nice properties:

  1. It is "dockable".
  2. It takes less screen estate.

Usage is very simple: selecting a Maya object updates the panel's content to show current assignments; all modifications performed through the panel will be applied to the selected object. Obviously, this interface is doesn't provide a global overview of the different connections as in the case with the relationship editor.

The Assignment Panel

Figure 3.8: The Assignment Panel


3.2.2 Assignment Panel Components

Follow additional explanations for each column in the panel:

Object assignments
This is the traditional object-level assignment scheme.
Collections assignments
Those are connection that are active on the collection level. They will be activated if the rendered pass selects this collection. Please refer to Understanding Collections for more information.
Override assignments
Override shaders are mainly useful for passes that need the same shader to be attached on all geometry. Say you have an ambient occlusion pass, as in the example above, with all objects having the same shader. Simply declare a collection, assign an ambient occlusion shader to it and select the collection in the "Render Sets" section of the render pass. No further shader assignment is needed, when rendering the pass all objects will have the ambient occlusion shader automatically attached to them.

Additionally:

3Delight for Maya 6.0. Copyright 2000-2011 The 3Delight Team. All Rights Reserved.