If you need to set multiple parameters in the User Options, you can use whitespace (spaces, tabs, and newlines) as delimiters to separate parameter statements. For example:
enable_procedural_cache off error_color_bad_pixel 1 .25 1 declare test constant FLOAT test 2
enable_procedural_cache off\n error_color_bad_pixel 1 .25\n declare test constant FLOAT\n test 2
In the comments, a reader asks:
I am trying to override AA_samples per geometry and cant figure out where to add the attribute. I tried adding a user option to a set with AA_samples 6 and numerous other things but to no avail. Any ideas??
That’s not the way Arnold rolls 🙂
Arnold currently uses a global, non-progressive AA scheme, and the official Arnold shaders (such as the Standard shader) don’t support per-shader or per-object sample settings. One of the goals of the Arnold renderer is to reduce the amount of controls, and per-object or per-shader sampling doesn’t really fit into that vision.
A possible workaround would be to write a custom shader that reads user data attributes from objects and overrides the sampling settings.
PS If you want to know what user options are available, try using kick -info. For example, kick -info polymesh will give you the available parameters for a polymesh node. And kick -nodes will give you a list of nodes.
To use an environment variable in one of the Arnold search paths, you just have to put the environment variable in square brackets [ ].
For example, [ARNOLD_PLUGINS_PATH] or [MY_TEXTURE_PATH].
A search path can include many paths; just use a semi-colon (;) to separate each path. For example, here’s a search path that includes three different locations: