automatically accesible
The following user data values are automatically exported for each agent's geometry and hair
· massiveAgentID [ a unique id for each character generated by massive ] AI_TYPE_FLOAT · massiveAgentType [ an id to identify different types of agents ] AI_TYPE_FLOAT
user defined
You can also set any shader parameter as user data exportable by defining them with the keyword
AiUDATA before their name inside your cdl files
shader 5 "renderpass_PRMAN" "Aistandard" "Kd" [0.8] "AiUDATAKs" [0.15]
If the parameters you want as user data is not present on the arnold shader you're using, you need tospecify their types.
They should be typed as arnold internally knows them.
Here's a list of supported ones:
AI_TYPE_BOOLEAN
AI_TYPE_BYTE
AI_TYPE_INT
AI_TYPE_UINT
AI_TYPE_FLOAT
AI_TYPE_RGB
AI_TYPE_RGBA
AI_TYPE_STRING
AI_TYPE_BYTE
AI_TYPE_INT
AI_TYPE_UINT
AI_TYPE_FLOAT
AI_TYPE_RGB
AI_TYPE_RGBA
AI_TYPE_STRING
shader 5 "renderpass_PRMAN" "Aistandard" "Kd" [0.8] "AI_TYPE_RGB AiUDATACustomColor" [0.15 0.0 0.15]