![]() | Scatterer
(SceneObjectScatterer) Inherits from: Tree, Scene Object, Scene Item, Project Item Object default name: 'scatterer' |
Translate | Set the XYZ position of the item relative to its parent item. |
Rotate | Set the XYZ rotation of the item relative to its parent item. |
Shear | Set the XYZ shear of the item relative to its parent item. |
Scale | Set the XYZ scaling of the item relative to its parent item. |
Rotation Order | Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ |
Parent | Set the parent item of the item. |
Constraints | Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item. |
Inherit Transform | Does the current object inherits its parent transformation ? |
Reference Frame | no description available |
Scale Pivot | Set the coordinates of the scale pivot. |
Rotate Pivot | Set the coordinates of the rotation pivot. |
Translate Offset | Set the XYZ position of the pivot point of the item. |
Rotate Offset | Set the XYZ rotation of the pivot point of the item. |
Scale Offset | Set the XYZ scaling of the pivot point of the item. |
Rotation Offset Order | Set the rotation axis mode. |
Display Visible | Set whether the item is shown in the 3D View or not. |
Display Pickable | Set whether the item is pickable in the 3D View or in the Image View. |
Enable Motion Blur | Set whether the renderer will do motion blur on the item or not. |
Raytrace Offset | Set the minimum distance for raytracing visibility. If the ray hit point distance from the ray source position is smaller than this value, then the geometry is not seen. Note: this attribute is used to prevent self intersection artifacts. |
Unseen By Renderer | Set whether the object is hidden from the renderer or not. |
Unseen By Camera | Set whether the object is hidden from the camera (primary rays) or not. |
Unseen By Rays | Set whether the object is hidden from the raytraced shading effects like reflection/refraction (secondary rays) or not. |
Unseen By Reflections | Set whether the object is hidden from reflections or not. |
Unseen By Refractions | Set whether the object is hidden from refractions or not. |
Unseen By Gi | Set whether the object is hidden from global illumination or not. |
Unseen By Sss | Set whether the object is hidden from sub-surface scattering or not. |
Cast Shadows | Set whether the object casts shadows or not. |
Receive Shadows | Set whether the object receives cast shadows or not. |
Receive Self Shadows | Set whether the object receives self shadows or not. |
Is Emitter | Set whether the object emits global illumination or not. |
Lights | Specify the group of lights that illuminate this object. By default, scene objects are lit using the lights gathered by the 3D layer. |
Override Material | Setting a material here will set the specified material to all elements of the scene object. Ex: all shading groups of a geometry will have the same material. Ex: all elements of a combiner or a scatterer will have the same material. |
Matte Object | Switch the object to 2D matte mode. |
Matte Color | Set the color of the object in matte mode. |
Matte Alpha | Set the opacity of the object in matte mode. When the matte alpha is less than 100%, the object creates a hole in the layer as no transparency is evaluated. |
Shading Variables | no description available |
Highlight Mode | Define how the object is highlighted in the 3D View when selected. |
Custom Id | no description available |
Sub Items Rendering Mode | Set whether item should override or not sub-items visibility flags. |
Geometry Support | Set the geometry whose vertices will be used as scattering positions. For each vertex, a scene object will be scatterered. |
Support Space | Set the space in which the geometry support must be considered. |
Scatter Input Mode | Define how scattered geometries will be chosen. In Random mode, geometries are scattered randomly. In Luminance mode, the scatter input luminance is used to scatter a specific geometry from the list. Basically the scatterer divides the input luminance according to the number of geometries. The geometry located in the luminance interval will be the one scattered. In ID mode, an ID is read from the scatter input and is used to select the corresponding geometry. It is also possible to specify the name of a custom attribute to be read from each geometry and that contains their respective IDs. |
Scatter Input | no description available |
Geometry Id Attribute | Specify the name of the attribute that has to be read from each geometry to know their respective IDs. |
Geometries | no description available |
Decimation Seed | Decimation random generator seed. |
Decimate Value | Decimation threshold. |
Decimation Space | Specify the space in which the geometry support must be considered when evaluating the decimation and the collision. If collision mode is activated and the support geometry is animated, it may be useful to set the mode to Reference. This forces to compute per instance collision at the reference frame defined by the support geometry. |
Collision Mode | Specify how to decimate instances based on pairs collision detection. The first mode uses the oriented bounding box of each instance to perform the overlapping test. The second mode uses the ellipsoid inside the oriented bounding box. |
Collision Scale Multiplier | Multiply the size of bounding volume used for instance pairs collision detection. |
Collision Detection Order | Set whether instances are ordered according to the referenced object index before being inserted and then tested for collision among all the already inserted instances. It may be useful when having different sized object. |
Collision Seed | Random generator seed for instance insertion for collision. |
Use Support Normals | no description available |
Variance Mode | Variance mode. |
Variance Seed | Variance random generator seed. |
Scatter Time Offset | Offset the time of the scene object being scattered. |
Scatter Time Variance | Add randomness to the time offset of the objects being scattered per object. |
Scatter Time Variance Samples | Specify the number of geometry samples generated if time variance is greater than 0. |
Scatter Position | Offset the position of the scene object being scattered. |
Scatter Position Variance | Add randomness to the position of the objects being scattered per object. |
Scatter Position Variance Step | Reduce the random position into multiples of the specified value. Ex: position variance of 10 with step 5 will randomly pick a position between -10, -5, 0, 5 and 10. |
Scatter Normal | Set the starting orientation of the instance. |
Scatter Rotation Order | Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ |
Scatter Rotation | Offset the rotation of the scene object being scattered. |
Scatter Rotation Variance | Add randomness to the rotation of the objects being scattered per object. |
Scatter Rotation Variance Step | Reduce the random rotation into multiples of the specified value. Ex: rotation variance of 360 with step 90 will randomly pick a rotation between 0, 90, 180 and 270. |
Scatter Scale | Offset the scaling of the scene object being scattered. |
Scatter Scale Variance | Add randomness to the scaling of the objects being scattered per object. |
Scatter Scale Variance Step | Reduce the random scale into multiples of the specified value. Ex: scale variance of 1.0 with step 0.5 will randomly pick a scale between -1, -0.5, 0, 0.5 and 1. If uniform scale variance is activated, the average of the 3 values is applied as a same step on the three axis. |
Uniform Scale Variance | Set whether the scale variance is uniform (same in all XYZ directions) or not. |