SceneObject#
(Scene Object)
- Abstract Class
- Default object name:
scene_object
- Inherits from: ProjectItem > SceneItem
- Inherited by: Geometry, GeometryBundle, SceneObjectTree
No corresponding User page.
Description#
General description of objects that can be renderered by a Renderer. Ex: Geometry, Combiner, Scatterer.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
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. |
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. |
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. |
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. |
CID#
class "SceneObject" "SceneItem" {
abstract yes
#version 0.91
icon "../icons/object_icons/scene_object.iconrc"
doc "General description of objects that can be renderered by a Renderer. Ex: Geometry, Combiner, Scatterer."
attribute_group "display" {
long "display_mode" {
doc "Define how the object is displayed in the 3D View."
output "gl"
preset "Wireframe" "0"
preset "Constant" "1"
preset "Normals" "2"
preset "Simple Shading" "3"
preset "Previz" "4"
value 4
}
long "highlight_mode" {
doc "Define how the object is highlighted in the 3D View when selected."
preset "None" "0"
preset "Bounding Box" "1"
preset "Wireframe" "2"
preset "Both" "3"
value 3
}
}
attribute_group "rendering" {
collapsed yes
reference "override_material" {
doc "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."
filter "Material"
output "shading_material"
value ""
}
bool "matte_object" {
doc "Switch the object to 2D matte mode."
output "shading" "gl"
animatable yes
value no
}
color "matte_color" {
doc "Set the color of the object in matte mode."
output "shading" "gl"
animatable yes
read_only yes
value 0.0 0.0 0.0
}
percentage "matte_alpha" {
doc "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."
output "shading"
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 1
}
long "custom_id" {
animatable yes
numeric_range yes 0.0 1000000000
ui_range yes 0.0 10000
value 0
}
distance "raytrace_offset" {
doc "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."
output "shading"
animatable yes
ui_range yes 0.0 10
value 0.0001
}
script "shading_variables" {
filter ""
output "shading_variable"
hidden yes
value ""
}
}
attribute_group "rendering>visibility" {
collapsed yes
bool "unseen_by_renderer" {
doc "Set whether the object is hidden from the renderer or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_camera" {
doc "Set whether the object is hidden from the camera (primary rays) or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_rays" {
doc "Set whether the object is hidden from the raytraced shading effects like reflection/refraction (secondary rays) or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_reflections" {
doc "Set whether the object is hidden from reflections or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_refractions" {
doc "Set whether the object is hidden from refractions or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_gi" {
doc "Set whether the object is hidden from global illumination or not."
output "shading"
animatable yes
value no
}
bool "unseen_by_sss" {
doc "Set whether the object is hidden from sub-surface scattering or not."
output "shading"
animatable yes
value no
}
}
attribute_group "rendering>lighting" {
collapsed yes
bool "cast_shadows" {
doc "Set whether the object casts shadows or not."
output "shading"
animatable yes
value yes
}
bool "receive_shadows" {
doc "Set whether the object receives cast shadows or not."
output "shading"
animatable yes
value yes
}
bool "receive_self_shadows" {
doc "Set whether the object receives self shadows or not."
output "shading"
animatable yes
value yes
}
group "lights" {
doc "Specify the group of lights that illuminate this object. By default, scene objects are lit using the lights gathered by the 3D layer."
filter "Light"
null_label "Use 3D Layer"
input "shading_light"
output "shading_light"
value ""
}
}
attribute_group "rendering>emission" {
collapsed yes
bool "enable_emission_importance_sampling" {
doc "Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer."
value yes
}
sample_per_pixel "emission_sample_count" {
doc "Override the number of emission samples allocated by the renderer when sampling the scene object."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 65536
ui_range yes 0.0 256
value -1
}
long "emission_texture_importance_sampling" {
doc "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."
preset "None" "0"
preset "Color" "1"
preset "Weight" "2"
preset "Both" "3"
value 0
}
}
set "display_color" {
output "gl"
private no
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
preset "Black" "0"
preset "Dark Red" "1"
preset "Red" "2"
preset "Pink" "3"
preset "Violet" "4"
preset "Dark Cyan" "5"
preset "Cyan" "6"
preset "Dark Green" "7"
preset "Green" "8"
preset "Dark Blue" "9"
preset "Blue" "10"
preset "Dark Gray" "11"
preset "Gray" "12"
preset "Dark Yellow" "13"
preset "Yellow" "14"
preset "White" "15"
preset "Custom" "16"
value 11
}
}