The Attribute node is used to create or promote attributes in the flow. New attributes can be used to control parameters via expressions or to pass information to the renderer via mapping.


Input Description
0 Data Flow Particles, Fibres and Meshes
1 Strands Groom/Guide Curves which may have an attribute painted to be sampled


Parameter Description
Attribute The name of the attribute, if it already exists then it will be modified - otherwise it will be created.
Default the default value for the attribute.
Attribute Type Type either create a float or vector attribute.
Detail Type Controls if the Attribute is created per fibre or per vertex.
Sample Groom if Input 1 is connected the specified Groom Attribute will be sampled to create the new attribute.
Groom Attribute this is the attribute stored in Input 1 that will be sampled if Sample Groom is toggled on.


Attribute mapping is a way of telling Yeti that the desired attribute needs to be passed to the rendering engine, possibly to be used for shading or to control renderer specific parameters.

Parameter Description
Map As Renderable Attribute This will map a named attribute to a renderable attribute. If on Yeti will output either the new attribute or an attribute specified below to the renderer.
Attribute The name of the attribute to map.
Mapping The name of the attribute as it should be passed to the renderer, if left blank it will use it’s current name.


Helper parameters to create geometry based attributes that rely on the topology of the incoming data.

Parameter Description
Add Reference Position ( PRef ) This will store the current position as a PRef vector attribute.
Add Root Position ( surf_P ) Will create a Yeti attribute called root which will be passed to the render engine as surf_P. This is a vector that represents the base of the fibre.
Add Tangent ( tangent ) Will create a Yeti attribute called tangent, this represents the tangent of the fibre at the vertex being evaluated.
Add Face Index ( faceindex ) Will create a Yeti attribute called faceindex, this represents the index of the face the fibre/particle was create.
Add Per Vertex Texture Coordinates (vtxcoord) Will create a Yeti attribute called vtxcoord which will bake input mesh facevarying texture coordinates into per vertex values.
RiCurve Basis ( renderman ) Can be used to control what basis function is used when exporting the curves to a Renderman compliant renderer.


Maya File: examples/