Output geometric objects to the scene
There are two ways to output renderable geometry to the scene: terminal nodes and direct output from the top level of the graph.
- Terminal nodes are very flexible. You can use them in nested compounds at any level of the graph. They also provide a mechanism for outputting different levels of detail for final, proxy, and diagnostic purposes. You can toggle these different representations on and off independently from any level, as well as from Maya's Attribute Editor without opening the graph.
- Direct output from the top level of the graph is required if you want to chain graphs to control execution, or to convert a Bifrost mesh to a Maya mesh.
In either case, note that:
Unless there are material assignments in the graph, meshes that were input from the scene use their original material, and other objects that were created in the graph use the default scene material. You can override these assignments by assigning different materials to the output geometry — see Apply materials.
To render Bifrost geometry directly, you must use a compatible renderer such as Arnold. Alternatively, you can:
- Convert a Bifrost mesh to a Maya mesh. See Convert Bifrost meshes to Maya meshes.
- Use the file nodes in the graph to output geometry to a standard file format such as Alembic or VDB, and render that instead.