GeometryVolumeSurface#
(Surface)
- Category:
/Geometry/Volume
- Default object name:
surface
- Inherits from: ProjectItem > SceneItem > SceneObject > Geometry > GeometryVolume
Description#
Creates a volume that is bound by a surface.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
reference (SceneObject ) |
surface |
VISUAL_HINT_DEFAULT |
Set the bounding surface. |
double |
density |
VISUAL_HINT_DEFAULT |
Set the density of the volume. |
bool |
density_scale_compensation |
VISUAL_HINT_DEFAULT |
Maintain the optical, rather than physical, density of the volume at all geometry scales. |
long |
step_mode |
VISUAL_HINT_DEFAULT |
|
long |
step_count |
VISUAL_HINT_DEFAULT |
|
double |
step_size |
VISUAL_HINT_DISTANCE |
|
long |
quality_mode |
VISUAL_HINT_DEFAULT |
Control the sampling according to the distance. In constant mode, the step between samples is the same. In distance based mode, the steps vary according to the distance. |
double |
camera_quality |
VISUAL_HINT_PERCENTAGE |
Control the sampling for camera rays. |
double |
reflection_quality |
VISUAL_HINT_PERCENTAGE |
Control the sampling for reflection rays. |
double |
refraction_quality |
VISUAL_HINT_PERCENTAGE |
Control the sampling for refraction rays. |
double |
shadow_quality |
VISUAL_HINT_PERCENTAGE |
Control the sampling for shadow rays. |
double |
global_illumination_quality |
VISUAL_HINT_PERCENTAGE |
Control the sampling for global illumination rays. |
double |
primary_rays_quality |
VISUAL_HINT_PERCENTAGE |
Control the influence of the distance on sampling steps for primary rays (coming from a camera). |
double |
secondary_rays_quality |
VISUAL_HINT_PERCENTAGE |
Control the influence of the distance on sampling steps for secondary rays (reflection, refraction, shadows, global illumination, ...). |
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. |
reference (Material ) |
override_material |
VISUAL_HINT_DEFAULT |
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. |
bool |
matte_object |
VISUAL_HINT_DEFAULT |
Switch the object to 2D matte mode. |
double[3] |
matte_color |
VISUAL_HINT_COLOR |
Set the color of the object in matte mode. |
double |
matte_alpha |
VISUAL_HINT_PERCENTAGE |
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. |
long |
custom_id |
VISUAL_HINT_DEFAULT |
|
double |
raytrace_offset |
VISUAL_HINT_DISTANCE |
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. |
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_camera |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from the camera (primary rays) or not. |
bool |
unseen_by_rays |
VISUAL_HINT_DEFAULT |
Set whether the object is hidden from the raytraced shading effects like reflection/refraction (secondary rays) 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 |
cast_shadows |
VISUAL_HINT_DEFAULT |
Set whether the object casts shadows or not. |
bool |
receive_shadows |
VISUAL_HINT_DEFAULT |
Set whether the object receives cast shadows or not. |
bool |
receive_self_shadows |
VISUAL_HINT_DEFAULT |
Set whether the object receives self shadows or not. |
reference (Group ) |
lights |
VISUAL_HINT_GROUP |
Specify the group of lights that illuminate this object. By default, scene objects are lit using the lights gathered by the 3D layer. |
CID#
class "GeometryVolumeSurface" "GeometryVolume" {
#version 0.91
icon "../icons/object_icons/geometry_volume_surface.iconrc"
doc "Creates a volume that is bound by a surface."
attribute_group "volume" {
reference "surface" {
doc "Set the bounding surface."
filter "SceneObject"
value ""
}
double "density" {
doc "Set the density of the volume."
animatable yes
numeric_range yes 0.0 1.79769313486232e+308
ui_range yes 0.0 10
value 1
}
bool "density_scale_compensation" {
doc "Maintain the optical, rather than physical, density of the volume at all geometry scales."
value yes
}
}
attribute_group "volume>sampling" {
collapsed yes
long "step_mode" {
preset "Count" "0"
preset "Size" "1"
value 0
}
long "step_count" {
numeric_range yes 1 65536
ui_range yes 1 128
value 1
}
distance "step_size" {
numeric_range yes 0.0001 1000000
ui_range yes 0.0001 1
read_only yes
value 1
}
long "quality_mode" {
doc "Control the sampling according to the distance. In constant mode, the step between samples is the same. In distance based mode, the steps vary according to the distance."
preset "Constant" "0"
preset "Distance based" "1"
value 1
}
percentage "camera_quality" {
doc "Control the sampling for camera rays."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "reflection_quality" {
doc "Control the sampling for reflection rays."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "refraction_quality" {
doc "Control the sampling for refraction rays."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "shadow_quality" {
doc "Control the sampling for shadow rays."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "global_illumination_quality" {
doc "Control the sampling for global illumination rays."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "primary_rays_quality" {
doc "Control the influence of the distance on sampling steps for primary rays (coming from a camera)."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
percentage "secondary_rays_quality" {
doc "Control the influence of the distance on sampling steps for secondary rays (reflection, refraction, shadows, global illumination, ...)."
numeric_range yes 0.0 1000
ui_range yes 0.0 1
value 1
}
}
}