---
title: "Geometric Settings"
canonical: "https://rmanwiki-25.pixar.com/space/RFM25/21889485/Geometric%20Settings"
format: markdown
---
When assigning instance attributes in Maya, they can be named like [Primvars](https://renderman.atlassian.net/wiki/spaces/RFM25/pages/21889359), where controls are found on the shape node. Or as attributes found on the transform node and variable per instance.


Example commands:

```
rfm2.ui.user_attrs.user_attrs_add(data_attr, nodelist, pdict) -> add to one or more nodes

rfm2.ui.user_attrs.user_attrs_del(data_attr, nodelist, attrlist) -> delete from one or more nodes

rfm2.ui.user_attrs.user_attrs(node) -> list all user attributes
```


![image](media://da49d21d-87b4-4a0a-a28a-270c526bb4bd)

> Macro (include)


![image](media://2f75e941-0e01-4199-ba7d-175fc1d5ab96)

Added notes:

**Emit Color Sets** - Emits color sets assigned to objects, this is especially useful when rendering MASH objects with procedural coloring.

**Prevent Polygon Cracking **- Typically it's expected that you displace [subdivision surfaces](https://renderman.atlassian.net/wiki/spaces/REN20/pages/21561357). However, should you need to displace a polygonal surface with "hard" normals, this option will attempt to prevent the object from coming apart once it's displaced.

**Emit Face IDs** - This is allows surfaces to make use of Ptex texturing.

**Reference Object** - <span style="color: #333333"> _WPref and the place3d with the reference object should be parented below the object that you are animating. _WPref is necessary for instances to have the texture stick in the same way. However, during IPR if you move/translate your object and it does not deform, it is not re-evaluated and the _WPref is not updated if only the </span><span style="color: #333333">*transform*</span><span style="color: #333333"> has changed. You will only see the correct values if you restart the render or trigger an update on the mesh somehow (for instance, tweaking the displacement bound).</span>


> Macro (include)