TABLE OF CONTENTS


Attribute


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.


InputTypeDescription
0Data FlowParticles, Fibres, Feathers and Meshes
1StrandsGroom/Guide Curves which may have an attribute painted to be sampled.


ParameterDescription
AttributeThe name of the attribute, if it already exists then it will be modified - otherwise it will be created.
DefaultDefault value for the attribute.
Attribute TypeThe data type for the new attribute.
Detail TypeConstant = Per Object, Uniform = Per Element, Varying = Per Span and Vertex = Per Vertex.


Mapping

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.


ParameterDescription
Map As Renderable AttributeThis 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.
AttributeThe name of the attribute to map.
MappingThe name of the attribute as it should be passed to the renderer, if left blank it will use it’s current name.


Groom

Yeti grooms allows users to paint additional attributes across the strands, these groom attributes can then be sampled by the Attribute node to set new attribute values.


ParameterDescription
Sample GroomToggle on/off (default) groom sampling.
Groom AttributeThe name of the attribute on the groom to use for sampling.
Interpolate Samples
Controls whether the grooms samples will interpolate multiple strand values (default) or just consider a single closest strand. 


Geometric

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


ParameterAdded AttributeDescription
Add Reference PositionPRefThis will store the current position as a PRef vector attribute.
Add Root Positionsurf_PWill 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 TangenttangentTangent of the fibre at the vertex being evaluated.
Add Face IndexfaceindexIndex of the face the fibre/particle was create.
Add Per Vertex Texutre CoordinatesvtxcoordBaked input mesh facevarying texture coordinates into per vertex values.
Add Arc LengtharcLengthComputed the arc length  the input fibres.
RiCurve BasisN/ACan be used to control what basis function is used when exporting the curves to a Renderman compliant renderer.



Blend


Blend takes two similar flows and blends them together, Blend is very specific about how similar the two flows need to be and in some cases will fail if the data is too dissimilar.


InputTypeDescription
0Data FlowFibres
1StrandsFibres


ParameterDescription
BlendThe amount to mix the second input into the first.
Blend RandomUsed to randomize the amount that the two inputs are blended together.



Displacement


The Displacement node is used to displace, or push, particles and fibres along the specified direction. This is useful for matching render time displacement if a Texture node is referencing a similar map or for creating interesting effects using an expression in the Amount parameter.


InputTypeDescription
0Data FlowFibres and Particles


ParameterDescription
WeightThe weight of the displacement.
AmountThe amount to displace by.
DirectionThe direction of the displacement, $N is a good default as it follows the normal of the surface the geometry was created from but it can be any vector value.



Group


The Group node is used to create groups that can later be used to limit the effect of specific nodes. If you have Display Feedback on with this node displayed Yeti will highlight the points currently being grouped.


Example: Group Node Example


InputTypeDescription
0Data FlowFibres, Particles or Mesh
1Data FlowMesh


ParameterDescription
Group NameThe name for the new group.
ModeBounding Volume uses Origin and Radius to determine a spherical volume
Bounding Object uses the geometry from Input 1 to determine the grouping
Expression uses Expression to choose if a point is in the group or not.
Originwhen Bounding Volume has been selected this determines the origin of the volume.
Radiuswhen Bounding Volume has been selected this will define the radius of the spherical volume.
Expressionwhen Expression has been selected this will be expression that is evaluated - if the result is true then the point will be included in the group. eg. “$P[1] > 0.5” will result in all the points with a Y location more than 0.5 being grouped.
Sidednesswhether to consider points inside/below the surface or outside/above the surface as being grouped. If Close To Surface is selected it will use the points relationship to the actual surface to determine if it should be in the group or not.
Distance From SurfaceWhen Close To Surface is chosen for Sidedness this determines how far from the surface the point can be to be considered in the group.
Attributewhat attribute should be evaluated, in most cases this is P but you may with to use Pref or N to group based on the direction of the normal etc.



Merge


Merge is used to merge two flows together into one flow and you can have as many Merges as needed to bring together any number of flows.


The node supports a dynamic number of inputs which can be controlled with the Number of Inputs parameter, the default is 2.


InputTypeDescription
0Data FlowAll geometry.
x
Data FlowAll geometry.


ParameterDescription
Number of Inputs
Used to set the number of desired inputs for the node.



Resample (5.1.2)


Resample is used to modify the topology and detail of the input fibres. 


InputTypeDescription
0Data FlowFibres.


ParameterDescription
Resample ByResample by either a set vertex count or a minimum segment length.
Segment CountThe number of segments for each fibre when Resample By is set to Count
Min Segment LengthThe minimum segment length in each fibre when Resample By is set to Min Segment Length
Interpolation TypeThe new segments can either be smoothly sampled (Spline) or linearly (Linear).



Shader


The Shader node is used to create/set attributes in the flow that will be passed to the Renderer to control various shading parameters. The parameters match the Renderman shader that ships with Yeti thus is very specific to that shader and the Renderman renderer although the attributes may be accessed by the other renderers using custom UserScalar/Float/Color/Vector nodes.


Historically this node was specific to a reference Renderman shader that shipped with earlier releases of Yeti - some of the parameters may change to reflect a more general shading interface.


InputTypeDescription
0Data FlowFibres and Particles


ParameterDescription
ColorToggle whether to set/override the color attribute
Diffuse ColorThe desired diffuse colour.
Adjust HSVToggle whether to set/override the HSV value.
HSV AdjustmentThe desired HSV offset.
Color ShiftToggle whether to set/override Color Shift.
Max Hue ShiftThe maximum amount the hue may shift if Color Shift is on.
Max Saturation ShiftThe maximum amount the saturation may shift if Color Shift is on.
Max Value ShiftThe maximum amount the value may shift if Color Shift is on.
OcclusionToggle whether to set/override occlusion.
Occlusion ColorThe desired occlusion color.
OpacityToggle whether to set/override opacity.
Base/Tip OpacityDesired base/tip opacity.
SpecularToggle whether to set/override specular. 
KsThe desired Ks value.
Specular ColorThe desired specular color.



Switch


The Switch node is a simple (but powerful) utility which can be used to control what input stream is passed through to the output.


The node supports a dynamic number of inputs which can be controlled with the Number of Inputs parameter, the default is 2.


InputTypeDescription
0Data FlowAll geometry.
x
Data FlowAll geometry.


ParameterDescription
Input SelectionAn integer used to select which input is passed through to the output.
Number of Inputs
Used to sent the number of desired inputs for the node.



Transform


The Transform node is used to either apply a local space transform to an object which internally sets/updates the objects local transform or if Element has been selected it will apply the transform on a per Fibre basis. When in Element mode and setting Translate to $N has the same effect as the Displacement node.


InputTypeDescription
0Data FlowFibres, Particles and Meshes if Detail Type set to Object or Fibres if Detail Type set to Element.


ParameterDescription
DetailControl whether the transform is applied to the objects local matrix or individual Fibres.
TranslateAdd a translation to the geometry.
RotateRotate the geometry.
ScaleScale the geometry.