Point Array#
(GeometryPointArray)
- Category:
/Geometry/Particle
- Default object name:
point_array
Description#
Generates a regular plane point cloud.
Attributes#
Name | Type | Description |
---|---|---|
Translate | double[3] |
Set the XYZ position of the item relative to its parent item. |
Rotate | double[3] |
Set the XYZ rotation of the item relative to its parent item. |
Scale | double[3] |
Set the XYZ scaling of the item relative to its parent item. |
Shear | double[3] |
Set the XYZ shear of the item relative to its parent item. |
Rotation Order | long |
Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ |
Parent | reference (SceneItem ) |
Set the parent item of the item. |
Inherit Transform | bool |
Does the current object inherits its parent transformation ? |
Reference Frame | long |
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. |
Constraints | object[] (Constraint ) |
Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item. |
Scale Pivot | double[3] |
Set the coordinates of the scale pivot. |
Rotate Pivot | double[3] |
Set the coordinates of the rotation pivot. |
Translate Offset | double[3] |
Set the XYZ position of the pivot point of the item. |
Rotate Offset | double[3] |
Set the XYZ rotation of the pivot point of the item. |
Scale Offset | double[3] |
Set the XYZ scaling of the pivot point of the item. |
Rotation Offset Order | long |
Set the rotation axis mode. |
Display Visible | bool |
Set whether the item is shown in the 3D View or not. |
Display Pickable | bool |
Set whether the item is pickable in the 3D View or in the Image View. |
Display Color | long |
Set the item color for constant or simple shading display in the 3D View. |
Display Custom Color | double[3] |
Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom. |
Enable Motion Blur | bool |
Set whether the renderer will do motion blur on the item or not. |
Display Mode | long |
Define how the object is displayed in the 3D View. |
Highlight Mode | long |
Define how the object is highlighted in the 3D View when selected. |
Custom Id | long |
|
Shading Variables | string |
|
Unseen By Renderer | bool |
Set whether the object is hidden from the renderer or not. |
Unseen By Reflections | bool |
Set whether the object is hidden from reflections or not. |
Unseen By Refractions | bool |
Set whether the object is hidden from refractions or not. |
Unseen By Gi | bool |
Set whether the object is hidden from global illumination or not. |
Unseen By Sss | bool |
Set whether the object is hidden from sub-surface scattering or not. |
Receive Self Shadows | bool |
Set whether the object receives self shadows or not. |
Enable Emission Importance Sampling | bool |
Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer. |
Emission Sample Count | long |
Override the number of emission samples allocated by the renderer when sampling the scene object. |
Emission Texture Importance Sampling | long |
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. |
Deformers | object[] (Deformer ) |
List of deformation that will be applied on the geometry. |
Smoothing Approximation | double |
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. |
Size | double[3] |
Size of the point cloud. |
Count | long[3] |
Number of points for each axis. |
Decimate Value | double |
Decimation threshold. |
Decimate Texture | reference (Texture ) |
Set the texture used to decimate the point cloud. |
Decimate Seed | long |
Decimate random generator seed. |