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GeometrySceneItemCloud

GeometrySceneItemCloud#

(Scene Item Cloud)

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Description#

Generate a point for each scene item given as input.

Public Attributes#

Type Name Visual Hint Description
reference (SceneItem) items VISUAL_HINT_DEFAULT Scene items for which points are generated.

Inherited Public Attributes#

Type Name Visual Hint Description
double[3] translate VISUAL_HINT_DISTANCE Set the XYZ position of the item relative to its parent item.
double[3] rotate VISUAL_HINT_ANGLE Set the XYZ rotation of the item relative to its parent item.
double[3] scale VISUAL_HINT_SCALE Set the XYZ scaling of the item relative to its parent item.
double[3] shear VISUAL_HINT_SCALE Set the XYZ shear of the item relative to its parent item.
long rotation_order VISUAL_HINT_DEFAULT Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
reference (SceneItem) parent VISUAL_HINT_DEFAULT Set the parent item of the item.
bool inherit_transform VISUAL_HINT_DEFAULT Does the current object inherits its parent transformation ?
long reference_frame VISUAL_HINT_FRAME Set the reference frame that defines the base transform and deformation state of the item. This reference is used when computing texture projections or when generating point cloud (in Global Base) on the base geometry.
object[] (Constraint) constraints VISUAL_HINT_DEFAULT Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
double[3] scale_pivot VISUAL_HINT_DISTANCE Set the coordinates of the scale pivot.
double[3] rotate_pivot VISUAL_HINT_DISTANCE Set the coordinates of the rotation pivot.
double[3] translate_offset VISUAL_HINT_DISTANCE Set the XYZ position of the pivot point of the item.
double[3] rotate_offset VISUAL_HINT_ANGLE Set the XYZ rotation of the pivot point of the item.
double[3] scale_offset VISUAL_HINT_SCALE Set the XYZ scaling of the pivot point of the item.
long rotation_offset_order VISUAL_HINT_DEFAULT Set the rotation axis mode.
bool display_visible VISUAL_HINT_DEFAULT Set whether the item is shown in the 3D View or not.
bool display_pickable VISUAL_HINT_DEFAULT Set whether the item is pickable in the 3D View or in the Image View.
long display_color VISUAL_HINT_DEFAULT Set the item color for constant or simple shading display in the 3D View.
double[3] display_custom_color VISUAL_HINT_COLOR Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom.
bool enable_motion_blur VISUAL_HINT_DEFAULT Set whether the renderer will do motion blur on the item or not.
long display_mode VISUAL_HINT_DEFAULT Define how the object is displayed in the 3D View.
long highlight_mode VISUAL_HINT_DEFAULT Define how the object is highlighted in the 3D View when selected.
long custom_id VISUAL_HINT_DEFAULT
string shading_variables VISUAL_HINT_SCRIPT
bool unseen_by_renderer VISUAL_HINT_DEFAULT Set whether the object is hidden from the renderer or not.
bool unseen_by_reflections VISUAL_HINT_DEFAULT Set whether the object is hidden from reflections or not.
bool unseen_by_refractions VISUAL_HINT_DEFAULT Set whether the object is hidden from refractions or not.
bool unseen_by_gi VISUAL_HINT_DEFAULT Set whether the object is hidden from global illumination or not.
bool unseen_by_sss VISUAL_HINT_DEFAULT Set whether the object is hidden from sub-surface scattering or not.
bool receive_self_shadows VISUAL_HINT_DEFAULT Set whether the object receives self shadows or not.
bool enable_emission_importance_sampling VISUAL_HINT_DEFAULT Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer.
long emission_sample_count VISUAL_HINT_SAMPLE_PER_PIXEL Override the number of emission samples allocated by the renderer when sampling the scene object.
long emission_texture_importance_sampling VISUAL_HINT_DEFAULT When None, no texture importance sampling is performed. When Color, Emission Color input textures of all materials assigned to the scene object are importance sampled. This mode should be used when only the Emission Color of the material is textured which is typically the case when using an HDR texture encoding both color and intensity. When Weight, Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode can be useful when you explicitly want to vary the color texture according to a spatial projection based on the position of the instance such as world projections, texture switch or instance color for example. Please note that setting this mode while texturing Emission Color can lead to a degradation of the quality of the importance sampling if the intensity/weight component is encoded to the color textures. When Both, both Emission Color and Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode should be used when using specific textures for Emission Color and Emission Weight.
object[] (Deformer) deformers VISUAL_HINT_DEFAULT List of deformation that will be applied on the geometry.
double smoothing_approximation VISUAL_HINT_PERCENTAGE Controls how much the smoothing must be approximated during the shading. This influences the origin of secondary rays casted from the surface. A value of 0% corresponds to the position that has been found during the raytracing and a value of 100% corresponds to the theoretical position on the smoothed surface.

CID#

class "GeometrySceneItemCloud" "GeometryParticle" {
    #version 0.9
    icon "../icons/object_icons/geometry_scene_item_cloud.iconrc"
    doc "Generate a point for each scene item given as input."
    string "items_hash_key" {
        private yes
        saveable no
        dg_active no
        read_only yes
        value ""
    }
    attribute_group "geometry" {
        list<reference> "items" {
            doc "Scene items for which points are generated."
            filter "SceneItem"
            input "motion_translate"
            output "geometry"
            value <empty>
        }
    }
}