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GeometryVolumeSurface

GeometryVolumeSurface#

(Surface)

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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
        }
    }
}