ExampleΒΆ
In this example we'll use a particle point cloud and its attributes to shade the particles.
        Import the geometry 
First we load the particle.abc file from the Samples folder.
- Create Reference by clicking Create>Reference
 - Select the path of the alembic file, $(SAMPLES)/particle.abc
 - Uncheck Prefix, check Contains Children
 
        Setup a simple scene 
We create a simple scene by adding a skylight and a camera
- Create a SkyLight
 - Create a MayaCamera
 - Rename the camera RenderCamera
 - Check the camera Main Camera box
 
        Setup a simple particle shading 
We create a particle material and override the particle size attributes with an Attributes node
- Create a Particle material
 - Connect it between the Surface2 and the Trace nodes
 - Drag and drop the box1 group into the RenderGraph to create a Path node
 - Create an Attributes node between the Particle material and the Merge node
 - Into the Attributes node set the Attributes>Particles>Mode to Points
 - Into the Attributes node set the Attributes>Particles>Point Size to 5
 - Trig a render
 
        Inspect the geometry attributes 
We inspect the attributes of the geometry
- Set the Preferences>Rendering>Logs & Diagnostics>Verbosity to Diagnostics
 - 
                check the Preferences>Rendering>Logs & Diagnostics>Diagnostic Shape
                 - Clear cache by pressing the little cute trash in the top right corner
 - Open the console by pressing alt + 2 or View>Show/Hide console
 - Trig a render
         
By the way, we are now sure we have have a velocity attribut disguised as color2.
Control the color with a geometry attribut Cd 
We create a PrimAttr shader to read the Cd attributes
- Into the Particle material check the Shader>Incandescence>Color>M
 - Set this new Shader to PrimAttr
 - Set the Attribute Name to Cd
 - Set the Shader>Incandescence>Intensity to 1
                
                 - Trig a render
                
                 - Smile ;)
 
        Control the color with a geometry attribut pscale 
We create a material override to control the size with the geometry attribut pscale
- Create a MaterialOverride between the Particle material and the Attributes nodes.
 - Create an ParticleScale parameter in Float
 - Click the ParticleScale>M
 - Set the shader to PrimAttr
 - Set the Attribute Name to pscale
                 - Change the Particle point size to 50