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I'm working on a liquid sim in which I have created a couple user properties with set_geo_property nodes that I then read in hypershade with aiUserDataFloat nodes to drive certain attributes in an aiStandardShader.
All works fine when rendering the bifrost mesh directly - but when I use 'create maya mesh' (in order to export it to an alembic cache) - those user data values are gone and parts of the shader break.
How can maintain those properties on the maya mesh from bifrost?
Or - is there a better way to bake the mesh once I'm happy with the sim? I need those properties for the shader though.
Solved! Go to Solution.