TextureCurvature#
(Curvature)
- Category:
/Texture/Utility
- Default object name:
curvature
- Inherits from: ProjectItem > TextureOperator > Texture
Description#
Utility texture allowing to output the information of the current fragment.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
long |
output |
VISUAL_HINT_DEFAULT |
Set which information should be outputted from the texture. The sampled curvature computes a quantity akin to mean curvature, but with values between -1 and 1. It is computed through ray-casting to get a smoother result than the crude value obtained from other modes. |
double |
radius |
VISUAL_HINT_DISTANCE |
Defines the radius within which ray-casting occurs. |
double |
bias |
VISUAL_HINT_DISTANCE |
Defines the bias, or offset, applied to the position of origin of the ray-casting along the normal. |
long |
sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Samples per shaded point for this ray-casting curvature computation. Note that unless the sampling settings on materials and lights, this one is not gonna be decimated based on camera samples, or splitting factor of the secondary rays. |
reference (Group ) |
geometry |
VISUAL_HINT_GROUP |
Defines against which geometry the ray-casting will occur, defaulting to the visible geometry as defined at the Layer 3D level. |
long |
intersection_mode |
VISUAL_HINT_DEFAULT |
Whithin the set of geometries defined right above, indicates which ones should participate to the curvature computation. |
long |
sidedness |
VISUAL_HINT_DEFAULT |
Sidedness of the surface used for this computation. 'Single' keeps the original normal no matter what, whereas 'double' may flip it to be oriented towards the incoming direction. |
long |
display |
VISUAL_HINT_DEFAULT |
Chooses between an easier to interpret color-coded display mode, or the raw scalar value that can get negative. In color-coded mode, green is positive and red negative (resp. convex and concave regions). |
double |
gain |
VISUAL_HINT_DEFAULT |
Multiplies the output for easier readability. |
double |
offset |
VISUAL_HINT_DEFAULT |
Offsets the output (in raw display mode only, and after the gain has been applied) for easier readability. |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
pass_through |
VISUAL_HINT_DEFAULT |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
string |
master_input |
VISUAL_HINT_TAG |
Name of the attribute that will be used as output if Pass Through is enabled. |
bool |
invert |
VISUAL_HINT_DEFAULT |
If checked, the texture is inverted. |
double |
opacity |
VISUAL_HINT_PERCENTAGE |
Set the opacity of the texture. |
CID#
class "TextureCurvature" "Texture" {
#version 1.02
icon "../icons/object_icons/texture_curvature.iconrc"
category "/Texture/Utility"
doc "Utility texture allowing to output the information of the current fragment."
attribute_group "curvature" {
long "output" {
doc "Set which information should be outputted from the texture. The sampled curvature computes a quantity akin to mean curvature, but with values between -1 and 1. It is computed through ray-casting to get a smoother result than the crude value obtained from other modes."
preset "Gaussian Curvature" "0"
preset "Mean Curvature" "1"
preset "Sampled Curvature" "2"
value 0
}
distance "radius" {
doc "Defines the radius within which ray-casting occurs."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10000
ui_range yes 0.0 10
read_only yes
value 0.1
}
distance "bias" {
doc "Defines the bias, or offset, applied to the position of origin of the ray-casting along the normal."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10000
ui_range yes 0.0 0.001
read_only yes
value 0.0001
}
sample_per_pixel "sample_count" {
doc "Samples per shaded point for this ray-casting curvature computation. Note that unless the sampling settings on materials and lights, this one is not gonna be decimated based on camera samples, or splitting factor of the secondary rays."
texturable yes
animatable yes
numeric_range yes 1 4096
ui_range yes 1 256
read_only yes
value 16
}
}
attribute_group "curvature>advanced" {
collapsed yes
ui_weight 1000
group "geometry" {
doc "Defines against which geometry the ray-casting will occur, defaulting to the visible geometry as defined at the Layer 3D level."
filter "SceneObject"
null_label "Use Layer 3D"
dg_cyclic yes
read_only yes
value ""
}
long "intersection_mode" {
doc "Whithin the set of geometries defined right above, indicates which ones should participate to the curvature computation."
read_only yes
preset "All" "0"
preset "Self only" "1"
preset "Other only" "2"
value 0
}
long "sidedness" {
doc "Sidedness of the surface used for this computation. \'Single\' keeps the original normal no matter what, whereas \'double\' may flip it to be oriented towards the incoming direction."
read_only yes
preset "Single" "0"
preset "Double" "1"
value 0
}
}
attribute_group "output" {
long "display" {
doc "Chooses between an easier to interpret color-coded display mode, or the raw scalar value that can get negative. In color-coded mode, green is positive and red negative (resp. convex and concave regions)."
preset "Raw Value" "1"
preset "Color Coded" "0"
value 0
}
double "gain" {
doc "Multiplies the output for easier readability."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 1000000
ui_range yes 0.0 1
value 1
}
double "offset" {
doc "Offsets the output (in raw display mode only, and after the gain has been applied) for easier readability."
texturable yes
animatable yes
slider yes
ui_range yes 0.0 1
read_only yes
value 0.0
}
}
}