vray plugin classes¶
- class plugins.BRDFAlHair¶
Bases:
object
A V-Ray plug-in implementation of the alHair shader by Anders Langlands [gpuSupport=(none)]
- property back_scattering¶
- type: TextureFloatControls the amount of light kicked back from the hair in dual-scattering mode.
- property diffuse_color¶
- type: TextureTint on the diffuse illumination.
- property diffuse_indirect_strength¶
- type: float
- property diffuse_strength¶
- type: TextureFloatMultiplier on the strength of the diffuse illumination.
- property dye_color¶
- type: TextureColor tint to apply to the hair.
- property forward_scattering¶
- type: TextureFloatControls the amount of light bleeding through the hair in dual-scattering mode.
- property glint_rolloff¶
- type: floatControls the rolloff of the caustic glints in the hair. Lower values make the glints more pingy, higher values make them softer and less apparent.
- property glint_strength¶
- type: floatStrength of the caustic glints. Sensible values are in the range 1-5.
- property glossy_indirect_strength¶
- type: float
- property melanin¶
- type: TextureFloatThe melanin content of the hair fibre. Use this to generate natural colors for mammalian hair. 0 will give white hair, 0.2-04 blonde, 0.4-0.6 red, 0.6-0.8 brown and 0.8-1.0 black hair. If you want to set the color of the hair with a texture map, set this to 0 and use the Dye color parameter.
- property opacity¶
- type: TextureFloat
- property random_hue¶
- type: TextureFloatAdds a random offest to the hue of the dye color.
- property random_melanin¶
- type: TextureFloatAdds a random offset to the melanin content of the hair. Values from 0.05 to 0.2 give a very natural color variation.
- property random_saturation¶
- type: TextureFloatAdds a random offest to the saturation of the Dye color.
- property random_tangent¶
- type: TextureFloatAdds a random offset to the hair tangent which can be useful for breaking up uniform-looking grooms. Note that this value is dependent on your scene scale.
- property specular1_color¶
- type: Texture
- property specular1_shift¶
- type: TextureFloatOffset on the shift of this lobe’s highlight.
- property specular1_strength¶
- type: TextureFloat
- property specular1_width_scale¶
- type: TextureFloatMultiplier on the width of this lobe’s highlight.
- property specular2_color¶
- type: Texture
- property specular2_shift¶
- type: TextureFloatOffset on the shift of this lobe’s highlight.
- property specular2_strength¶
- type: TextureFloat
- property specular2_width_scale¶
- type: TextureFloatMultiplier on the width of this lobe’s highlight.
- property specular_shift¶
- type: floatHow much the highlights are shifted along the hair by the cuticles on the hair fibre. Generally this wants to be 1 to 1.5 times the value of the Width parameter.
- property specular_width¶
- type: floatThe width of the hair highlights, essentially how shiny the hair appears. Values in the range 1-7 are sensible for human hair.
- property transmission_color¶
- type: Texture
- property transmission_rolloff¶
- type: floatControls the rolloff of the transmission highlight. Essentially, if you want the transmission highlight to only appear when the light is directly behind the hair, set this value to 10 or lower. If you want to increase the amount the highlight spreads as the light comes around from behind, set this value higher than 10.
- property transmission_shift¶
- type: TextureFloatOffset on the shift of this lobe’s highlight.
- property transmission_strength¶
- type: TextureFloat
- property transmission_width_scale¶
- type: TextureFloatMultiplier on the width of this lobe’s highlight.
- class plugins.BRDFAlSurface¶
Bases:
object
V-Ray port of the alSurface shader (Anders Langlands). This is a multi-purpose uber shader for VFX. [gpuSupport=(partial)]
- property bump_amount¶
- type: TextureFloatBump amount
- property bump_map¶
- type: TextureOverall bump map (applied to all components)
- property bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property consider_all_objects¶
- type: booleanWhen enabled, the shader will bleed SSS between all objects in the scene; when disabled, only objects with the same raytrace SSS ID are considered.
- property diffuse¶
- type: TextureThe diffuse surface color
- property diffuse_bump_amount¶
- type: TextureFloatDiffuse bump amount
- property diffuse_bump_map¶
- type: TextureAdditional diffuse bump map
- property diffuse_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property diffuse_strength¶
- type: TextureFloatThe strength of the diffuse component
- property opacity¶
- type: TextureFloatOpacity map
- property reflect1¶
- type: TextureThe first specular color
- property reflect1_bump_amount¶
- type: TextureFloatAdditional bump amount for the first specular component
- property reflect1_bump_map¶
- type: TextureAdditional bump map for the first specular component
- property reflect1_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property reflect1_distribution¶
- type: intThe BRDF distribution type for the first specular component (0 - Beckmann, 1 - GGX)
- property reflect1_ior¶
- type: TextureFloatThe IOR for the first specular component
- property reflect1_roughness¶
- type: TextureFloatThe roughness of the first specular component
- property reflect1_strength¶
- type: TextureFloatThe strength of the first specular component
- property reflect2¶
- type: TextureThe second specular color
- property reflect2_bump_amount¶
- type: TextureFloatAdditional bump amount for the second specular component
- property reflect2_bump_map¶
- type: TextureAdditional bump map for the second specular component
- property reflect2_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property reflect2_distribution¶
- type: intThe BRDF distribution type for the second specular component (0 - Beckmann, 1 - GGX)
- property reflect2_ior¶
- type: TextureFloatThe IOR for the second specular component
- property reflect2_roughness¶
- type: TextureFloatThe roughness of the second specular component
- property reflect2_strength¶
- type: TextureFloatThe strength of the second specular component
- property reflect_max_depth¶
- type: intMaximum depth for reflections; set to -1 to use the global depth
- property reflect_subdivs¶
- type: intSubdivs for sampling reflections when local subdivs are enabled
- property sss1_color¶
- type: TextureColor of the first SSS component
- property sss1_radius¶
- type: TextureFloatRadius for the first SSS component. Larger values cause light to go deeper into the surface
- property sss1_weight¶
- type: TextureFloatWeight of the first SSS component
- property sss2_color¶
- type: TextureColor of the second SSS component
- property sss2_radius¶
- type: TextureFloatRadius for the second SSS component. Larger values cause light to go deeper into the surface
- property sss2_weight¶
- type: TextureFloatWeight of the second SSS component
- property sss3_color¶
- type: TextureColor of the third SSS component
- property sss3_radius¶
- type: TextureFloatRadius for the third SSS component. Larger values cause light to go deeper into the surface
- property sss3_weight¶
- type: TextureFloatWeight of the third SSS component
- property sss_density_scale¶
- type: floatScale for the SSS effect; smaller values make light go deeper into the object
- property sss_mix¶
- type: TextureFloatMix between the diffuse component and the SSS component
- property sss_mode¶
- type: intSub-surface scattering mode (0 - diffusion; 1 - directional)
- property sss_subdivs¶
- type: intSubdivs for sampling SSS when local subdivs are enabled
- class plugins.BRDFBlinn¶
Bases:
object
BRDF with the popular general use Blinn reflection model. Consider using BRDFVRayMtl with type Blinn instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property anisotropy¶
- type: TextureFloatReflection anisotropy in the range (-1, 1)
- property anisotropy_rotation¶
- type: TextureFloatAnisotropy rotation in the range [0, 1]
- property anisotropy_uvwgen¶
- type: Plugin
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property fix_dark_edges¶
- type: booleantrue to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property hilightGlossiness¶
- type: float
- property hilightGlossiness_tex¶
- type: TextureFloat
- property hilightGlossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property reflectionGlossiness¶
- type: float
- property reflectionGlossiness_tex¶
- type: TextureFloat
- property reflectionGlossiness_tex_mult¶
- type: float
- property soften_edge¶
- type: floatSoften edge of the BRDF at light/shadow transition
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFBump¶
Bases:
object
Wrapper for other BRDF plugins that adds bump/normal mapping [gpuSupport=(partial)]
- property additional_bump¶
- type: TextureTexture for additional bump effect. This is used only when map_type is not 0 or 5. This param always work with output from the texture bump output (5).
- property base_brdf¶
- type: PluginBase BRDF
- property blue2Z_mapping_method¶
- type: intMapping method of the B->Z. 0 : B[0, 1] -> Z[0, 1]. 1 (default) : B[0, 1] -> Z[-1, 1]
- property bump_delta_scale¶
- type: floatScale for sampling the bitmap when map_type is 0. Normally this is tied to the ray differentials, but can be changed if necessary.
- property bump_map_mult¶
- type: floatMultiplier applied to the additional bump map
- property bump_shadows¶
- type: booleantrue to offset the surface shading point, in addition to the normal
- property bump_tex¶
- type: PluginBump texture; this is deprecated, use bump_tex_color or bump_tex_float
- property bump_tex_color¶
- type: TextureBump texture
- property bump_tex_float¶
- type: TextureFloatBump texture
- property bump_tex_mult¶
- type: floatBump amount
- property bump_tex_mult_tex¶
- type: TextureFloatBump amount texture
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property compute_bump_for_shadows¶
- type: booleantrue to compute bump mapping for shadow rays in case the material is transparent; false to skip the bump map for shadow rays (faster rendering)
- property map_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property maya_compatible¶
- type: booleanWhen this is true the BRDFBump will try to match the Maya bump/normal mapping
- property normal_map_mult¶
- type: floatMultiplier applied to the normal map
- property normal_uvwgen¶
- type: PluginThe uvw generator for the normal map texture when map_type is 1.
- property units¶
- type: intThe units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 (“bump map”)
- class plugins.BRDFCSV¶
Bases:
object
Experimental BRDF using csv files from a material scanner [gpuSupport=(none)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property back_side¶
- type: boolean
- property csv_color_filter¶
- type: Color
- property csv_path¶
- type: String
- property cutoff¶
- type: float
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFCarPaint¶
Bases:
object
V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]
- property base_bump_amount¶
- type: TextureFloatBump amount for the base layer
- property base_bump_color¶
- type: TextureBump texture for the base layer (color version)
- property base_bump_float¶
- type: TextureFloatBump texture for the base layer
- property base_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property base_color¶
- type: Texture
- property base_glossiness¶
- type: TextureFloat
- property base_reflection¶
- type: TextureFloat
- property base_traceReflections¶
- type: booleanToggle reflections for base layer
- property coat_bump_amount¶
- type: TextureFloatBump amount for the coat layer
- property coat_bump_color¶
- type: TextureBump texture for the coat layer (color version)
- property coat_bump_float¶
- type: TextureFloatBump texture for the coat layer
- property coat_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property coat_color¶
- type: Texture
- property coat_glossiness¶
- type: TextureFloatThe glossiness of the coat layer
- property coat_strength¶
- type: TextureFloat
- property coat_traceReflections¶
- type: booleanToggle reflections for coat layer
- property cutoff_threshold¶
- type: float
- property doubleSided¶
- type: boolean
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property flake_color¶
- type: Texture
- property flake_density¶
- type: float
- property flake_filtering_mode¶
- type: intFlake filtering mode (0 - simple; 1 - directional)
- property flake_glossiness¶
- type: TextureFloat
- property flake_map_size¶
- type: intThe size of the internal flakes map
- property flake_orientation¶
- type: TextureFloat
- property flake_scale¶
- type: float
- property flake_seed¶
- type: intThe random seed for the flakes
- property flake_size¶
- type: float
- property flake_traceReflections¶
- type: booleanToggle reflections for flake layer
- property flake_uvwgen¶
- type: Plugin
- property lpe_label¶
- type: StringLight path expressions material label which can be used to identify the material
- property mapping_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property subdivs¶
- type: int
- property traceReflections¶
- type: boolean
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- class plugins.BRDFCarPaint2¶
Bases:
object
V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]
- property base_bump_amount¶
- type: TextureFloatBump amount for the base layer
- property base_bump_color¶
- type: TextureBump texture for the base layer (color version)
- property base_bump_float¶
- type: TextureFloatBump texture for the base layer
- property base_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property base_color¶
- type: Texture
- property base_glossiness¶
- type: TextureFloat
- property base_glossiness_tail¶
- type: TextureFloat
- property base_reflection¶
- type: TextureFloat
- property base_traceReflections¶
- type: booleanToggle reflections for base layer
- property coat_amount¶
- type: TextureFloat
- property coat_bump_amount¶
- type: TextureFloatBump amount for the coat layer
- property coat_bump_color¶
- type: TextureBump texture for the coat layer (color version)
- property coat_bump_float¶
- type: TextureFloatBump texture for the coat layer
- property coat_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property coat_color¶
- type: Texture
- property coat_glossiness¶
- type: TextureFloatThe glossiness of the coat layer
- property coat_ior¶
- type: TextureFloat
- property coat_traceReflections¶
- type: booleanToggle reflections for coat layer
- property cutoff_threshold¶
- type: float
- property doubleSided¶
- type: boolean
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property flake_bin_subdivs¶
- type: intSquare root of the total number bins used for flakes filtering
- property flake_color¶
- type: Texture
- property flake_density¶
- type: float
- property flake_glossiness¶
- type: float
- property flake_map_size¶
- type: intThe size of the internal flakes map
- property flake_orientation¶
- type: TextureFloat
- property flake_orientation_tail¶
- type: float
- property flake_random_color¶
- type: TextureTexture to sample random flake colors from
- property flake_scale¶
- type: float
- property flake_scale_triplanar¶
- type: float
- property flake_seed¶
- type: intThe random seed for the flakes
- property flake_size¶
- type: float
- property flake_traceReflections¶
- type: booleanToggle reflections for flake layer
- property flake_uvwgen¶
- type: Plugin
- property lpe_label¶
- type: StringLight path expressions material label which can be used to identify the material
- property mapping_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property subdivs¶
- type: int
- property traceReflections¶
- type: boolean
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- class plugins.BRDFCookTorrance¶
Bases:
object
BRDF using the Cook-Torrance microfacet model. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property anisotropy¶
- type: TextureFloatReflection anisotropy in the range (-1, 1)
- property anisotropy_rotation¶
- type: TextureFloatAnisotropy rotation in the range [0, 1]
- property anisotropy_uvwgen¶
- type: Plugin
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property fix_dark_edges¶
- type: booleantrue to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property hilightGlossiness¶
- type: float
- property hilightGlossiness_tex¶
- type: TextureFloat
- property hilightGlossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property reflectionGlossiness¶
- type: float
- property reflectionGlossiness_tex¶
- type: TextureFloat
- property reflectionGlossiness_tex_mult¶
- type: float
- property soften_edge¶
- type: floatSoften edge of the BRDF at light/shadow transition
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFDiffuse¶
Bases:
object
Simple fully diffuse BRDF (lambertian). Use BRDFVRayMtl instead of BRDFDiffuse+BRDFLayered for layering, if possible [gpuSupport=(partial)]
- property color¶
- type: ColorColor of the material.
- property color_tex¶
- type: TextureColor of the material using a texture.
- property color_tex_alpha_as_transparency¶
- type: booleanUse the alpha of color_tex as transparency.
- property color_tex_mult¶
- type: floatBlends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
- property roughness¶
- type: TextureFloatThe roughness of the material. Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).
- property transparency¶
- type: ColorThe transparency of the material.
- property transparency_tex¶
- type: TextureThe transparency of the material using a texture.
- property transparency_tex_mult¶
- type: floatBlends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
- property use_irradiance_map¶
- type: booleanWhen enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.
- class plugins.BRDFDiffuse_forSSS¶
Bases:
object
This plugin should be used instead of BRDFDiffuse if the VolumeScatterFog is used for the SSS effect [gpuSupport=(none)]
- property back_color¶
- type: TextureColor on the back sides of the material
- property color¶
- type: ColorColor of the material.
- property color_tex¶
- type: TextureColor of the material using a texture.
- property color_tex_mult¶
- type: floatBlends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
- property roughness¶
- type: TextureFloatThe roughness of the material. Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).
- property transparency¶
- type: ColorThe transparency of the material.
- property transparency_tex¶
- type: TextureThe transparency of the material using a texture.
- property transparency_tex_mult¶
- type: floatBlends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
- property use_irradiance_map¶
- type: booleanWhen enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.
- class plugins.BRDFFiltering¶
Bases:
object
Normal map filtering techniques [gpuSupport=(none)]
- property alpha¶
- type: floatminValue=(0.005), maxValue=(1), GGX roughness of the Beckmann lobe assigned on the normal map (mode:0, 1, 3).
- property bin_subdivs¶
- type: intResolution of the bin discretization.
- property brdf_type¶
- type: intBRDF type (0 - Beckmann, 1 - GGX)
- property bump_amount¶
- type: floatBump vector multiplier
- property filtering_mode¶
- type: intFiltering mode: 0 - isotropic; 1 - elliptical; 2 - elliptical approx
- property hilight_glossiness¶
- type: TextureFloat
- property map_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property mode¶
- type: intMode: 0 - no filtering; 1 - LEAN mapping; 3 - Beckmann roughness filtering; 4 - single bin NDF evaluation
- property normal_map¶
- type: TextureThe normal map texture
- property normals_transform_type¶
- type: intNormals transform type: 0 - rotation; 1 - inverse transpose;
- property reflect_filter¶
- type: TextureFlakes reflection filter color.
- property roughness¶
- type: floatRoughness of the GGX Smith shadowing-masking associated with the normal map.
- property subdivs¶
- type: int
- class plugins.BRDFFlakes¶
Bases:
object
This BRDF provides only the flakes part of BRDFCarPaint. The result is random glitters. [gpuSupport=(partial)]
- property cutoff_threshold¶
- type: float
- property doubleSided¶
- type: int
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property flake_color¶
- type: Texture
- property flake_density¶
- type: float
- property flake_filtering_mode¶
- type: intFlake filtering mode (0 - simple; 1 - directional)
- property flake_glossiness¶
- type: TextureFloat
- property flake_map_size¶
- type: intThe size of the internal flakes map
- property flake_orientation¶
- type: TextureFloat
- property flake_scale¶
- type: float
- property flake_seed¶
- type: intThe random seed for the flakes
- property flake_size¶
- type: float
- property flake_uvwgen¶
- type: Plugin
- property mapping_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property subdivs¶
- type: int
- property traceReflections¶
- type: boolean
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- class plugins.BRDFFlakes2¶
Bases:
object
This BRDF provides only the flakes part of BRDFCarPaint2. The result is random glitters. [gpuSupport=(partial)]
- property cutoff_threshold¶
- type: float
- property doubleSided¶
- type: boolean
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property flake_bin_subdivs¶
- type: intSquare root of the total number bins used for flakes filtering
- property flake_color¶
- type: Texture
- property flake_density¶
- type: float
- property flake_glossiness¶
- type: float
- property flake_map_size¶
- type: intThe size of the internal flakes map
- property flake_orientation¶
- type: TextureFloat
- property flake_orientation_tail¶
- type: float
- property flake_random_color¶
- type: TextureTexture to sample random flake colors from
- property flake_scale¶
- type: float
- property flake_scale_triplanar¶
- type: float
- property flake_seed¶
- type: intThe random seed for the flakes
- property flake_size¶
- type: float
- property flake_uvwgen¶
- type: Plugin
- property mapping_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property subdivs¶
- type: int
- property traceReflections¶
- type: boolean
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- class plugins.BRDFGGX¶
Bases:
object
BRDF using the modern GGX microfacet model. Well suited for metals, but also any other surface type. Consider using BRDFVRayMtl with type GGX instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property anisotropy¶
- type: TextureFloatReflection anisotropy in the range (-1, 1)
- property anisotropy_rotation¶
- type: TextureFloatAnisotropy rotation in the range [0, 1]
- property anisotropy_uvwgen¶
- type: Plugin
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property fix_dark_edges¶
- type: booleantrue to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property gtr_gamma¶
- type: TextureFloatHow much to increase/decrease the tail of the glossy highlight when using GGX reflection model
- property hilightGlossiness¶
- type: float
- property hilightGlossiness_tex¶
- type: TextureFloat
- property hilightGlossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property new_gtr_anisotropy¶
- type: booleanIf true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property reflectionGlossiness¶
- type: float
- property reflectionGlossiness_tex¶
- type: TextureFloat
- property reflectionGlossiness_tex_mult¶
- type: float
- property soften_edge¶
- type: floatSoften edge of the BRDF at light/shadow transition
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFGlass¶
Bases:
object
Simple refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property affect_shadows¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: Texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property exit_color_on¶
- type: boolean
- property ior¶
- type: floatIOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
- property ior_tex¶
- type: TextureFloat
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property refract_exit_color¶
- type: TextureThe color to use when maximum depth is reached when exit_color_on is true
- property trace_depth¶
- type: intThe maximum refraction bounces (-1 is controlled by the global options)
- property trace_refractions¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- property volume¶
- type: Plugin
- class plugins.BRDFGlassGlossy¶
Bases:
object
Glossy (blurred) refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property affect_shadows¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: Texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property dispersion¶
- type: float
- property dispersion_on¶
- type: int
- property exit_color_on¶
- type: boolean
- property glossiness¶
- type: float
- property glossiness_tex¶
- type: TextureFloat
- property glossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property ior¶
- type: floatIOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
- property ior_tex¶
- type: TextureFloat
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property refract_exit_color¶
- type: TextureThe color to use when maximum depth is reached when exit_color_on is true
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum refraction bounces (-1 is controlled by the global options)
- property trace_refractions¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- property volume¶
- type: Plugin
- class plugins.BRDFHOPS¶
Bases:
object
Experimental BRDF using csv files from a material scanner. Extends BRDFCSV with coating and flakes. [gpuSupport=(none)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property back_side¶
- type: boolean
- property coat_bump_amount¶
- type: TextureFloatBump amount for the coat layer
- property coat_bump_color¶
- type: TextureBump texture for the coat layer (color version)
- property coat_bump_float¶
- type: TextureFloatBump texture for the coat layer
- property coat_bump_type¶
- type: intThe type of bump mapping (see BRDFBump for more details)
- property coat_color¶
- type: Texture
- property coat_glossiness¶
- type: TextureFloatThe glossiness of the coat layer
- property coat_strength¶
- type: TextureFloat
- property coat_subdivs¶
- type: int
- property coat_traceReflections¶
- type: intToggle reflections for coat layer
- property csv_color_filter¶
- type: Color
- property csv_path¶
- type: String
- property cutoff¶
- type: float
- property doubleSided¶
- type: int
- property enabled_layers¶
- type: intEnabled layers ORmask (1 - base, 2 - flakes, 4 - coat)
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: int
- property flake_glossiness¶
- type: floatFlake glossiness (only if reflections are enabled)
- property flake_scale¶
- type: floatFlake scale - aparent flakes size in the real world
- property flake_size¶
- type: floatFlake size multiplier (larger values = more flake overlap)
- property flake_traceReflections¶
- type: intToggle reflections for flake layer
- property flakes_csv_path¶
- type: String
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFHair¶
Bases:
object
Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]
- property diffuse_color_tex¶
- type: TextureDiffuse color override; if set - hair color data is ignored.
- property specular_color_tex¶
- type: Texture
- property specular_power¶
- type: float
- class plugins.BRDFHair2¶
Bases:
object
Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]
- property absorption¶
- type: TextureAbsorption coeficient, controls the color of the hair
- property azimuthal_width¶
- type: floatAzimuthal width of the caustic from 10 to 25 degrees
- property caustic_limit¶
- type: floatCaustic intensity limit
- property diffuse_color_tex¶
- type: Texture
- property diffuse_mult¶
- type: floatMultiplier for the Diffuse component
- property fade_range¶
- type: floatFade range for caustic merge (0.2 to 0.4)
- property glint_scale¶
- type: floatGlint scale factor 0.5 to 5.0
- property r_long_shift¶
- type: floatLongitudinal shift for the R lobe
- property r_long_width¶
- type: floatLongitudinal width (stddev.) for the R lobe
- property r_mult¶
- type: floatMultiplier for the R lobe
- property refraction_index¶
- type: floatIndex of refraction for the hair
- property trt_long_shift¶
- type: floatLongitudinal shift for the TRT lobe
- property trt_long_width¶
- type: floatLongitudinal width (stddev.) for the TRT lobe
- property trt_mult¶
- type: floatMultiplier for the TRT lobe
- property tt_long_shift¶
- type: floatLongitudinal shift for the TT lobe
- property tt_long_width¶
- type: floatLongitudinal width (stddev.) for the TT lobe
- property tt_mult¶
- type: floatMultiplier for the TT lobe
- class plugins.BRDFHair3¶
Bases:
object
Hair shader based on the Disney paper “An Artist Friendly Hair Shading System” [gpuSupport=(partial)]
- property diffuse_amount¶
- type: TextureFloatMultiplier for the diffuse color
- property diffuse_color¶
- type: TextureDiffuse hair color
- property light_multiplier¶
- type: floatA multiplier for the direct lighting of the hair; could be useful to brighten up the result when not using GI
- property opaque_for_gi¶
- type: booleantrue to always compute the material as opaque for GI rays
- property opaque_for_shadows¶
- type: booleantrue to always compute the material as opaque for shadow rays
- property overall_color¶
- type: TextureOverall color multiplier
- property primary_glossiness¶
- type: TextureFloatPrimary glossiness
- property primary_specular¶
- type: TexturePrimary specular color
- property primary_specular_amount¶
- type: TextureFloatMultiplier for the primary specular color
- property secondary_glossiness¶
- type: TextureFloatSecondary glossiness
- property secondary_lock_to_transmission¶
- type: booleantrue to derive the secondary specular color from the transmission color
- property secondary_specular¶
- type: TextureSecondary specular color
- property secondary_specular_amount¶
- type: TextureFloatMultiplier for the secondary specular color
- property simplify_for_gi¶
- type: booleantrue to use a simpler and less precise representation of the BRDF for GI rays
- property transmission¶
- type: TextureTransmission color
- property transmission_amount¶
- type: TextureFloatMultiplier for the transmission color
- property transmission_glossiness_length¶
- type: TextureFloatTransmission glossiness along strand length
- property transmission_glossiness_width¶
- type: TextureFloatTransmission glossiness across strand width
- property transmission_in_specular¶
- type: booleantrue to put transmission in specular render elements for compositing with light select.
- property transparency¶
- type: TextureTransparency
- property use_cached_gi¶
- type: booleantrue to use the light cache/irradiance map; false to always use brute force GI for the hair
- class plugins.BRDFHair4¶
Bases:
object
Artist friendly hair shader based on the Disney paper “A Practical and Controllable Hair and Fur Model for Production Path Tracing” [gpuSupport=(partial)]
- property compensate_energy¶
- type: booleanWhen enabled, V-Ray will try to compensate energy loss due to insufficient ray bounces.
- property diffuse_amount¶
- type: TextureFloatMultiplier for the diffuse color
- property diffuse_color¶
- type: TextureDiffuse hair color
- property dye_color¶
- type: TextureColor tint to apply to the hair.
- property glint_scale¶
- type: floatThe units scale factor of the distance along the strand. Internally the variation along the strand is set in real world units. This parameter allows to correct the appearance for hair not modeled in real world scale. Values below 1.0 will shrink the variation pattern, while values above 1.0 will elongate it.
- property glint_strength¶
- type: floatThe strength of the second more focused colored highlight.
- property glint_variation¶
- type: floatThe amount of random variation along the strand applied to the colored highlights.
- property glitter_size¶
- type: floatThe size of the glitter perturbation pattern. Increasing the value will prolong the pattern.
- property glitter_strength¶
- type: floatThe strength of the primary reflection non-uniformity. Induces more focused reflection, which is randomly perturbed along the strand. More pronounced with hard lightning produced by small or collimated light sources.
- property glossiness¶
- type: TextureFloatThe glossiness along the hair strand. It primarily controls the width of the highlight, essentially how shiny the hair appears.
- property gray_hair_density¶
- type: TextureFloatThe frequency at which gray hairs appear.
- property highlight_shift¶
- type: TextureFloatHow much the highlights are shifted along the hair by the cuticles on the hair fibre. Values in the range 2-4 are typical for human hair.
- property ior¶
- type: TextureFloatHair index of refration. The animal cuticle scales often form a layered structure, resulting in increased primary reflection. This can be modeled with higher index of refraction. The typical value for human hair is 1.55.
- property melanin¶
- type: TextureFloatThe melanin content of the hair fibre. 0 corresponds to white hair, 0.1-0.2 blonde, 0.3-0.4 red, 0.5-0.8 brown and 0.8-1.0 black hair.
- property pheomelanin¶
- type: TextureFloatThe redness (pheomelanin content) of the hair fibre as fraction of all melanin. 1.0 makes the hair redder.
- property primary_glossiness_boost¶
- type: TextureFloatAdditional scaling factor to boost the primary reflection glossiness. This can be useful for reproducing the effect of shiny coating on rough looking fur.
- property primary_tint¶
- type: TextureColor tint to apply to the primary specular component.
- property random_dye_hue¶
- type: floatAdds a random offest to the hue of the Dye color.
- property random_dye_saturation¶
- type: floatAdds a random offest to the saturation of the Dye color.
- property random_dye_value¶
- type: floatAdds a random offest to the value of the Dye color.
- property random_glossiness¶
- type: floatAdds a random offset to the glossiness of the hair.
- property random_highlight_shift¶
- type: floatAdds a random offset to the Highlight shift.
- property random_ior¶
- type: floatAdds a random offset to the Index of refration.
- property random_melanin¶
- type: floatAdds a random offset to the melanin content of the hair.
- property random_softness¶
- type: floatAdds a random offset to the softness of the hair.
- property random_tangent¶
- type: floatAdds a random offset to the hair tangent. Note that this value is scene scale dependent.
- property secondary_tint¶
- type: TextureColor tint to apply to the secondary specular component.
- property softness¶
- type: TextureFloatThe glossiness across the hair strand. It controls the overall softness of the hair.
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe number of indirect bounces used to compute the effect of the multiple scattering. It can significantly affect the hair appearance, especially for light colored hairs. The number of bounces necessary can vary from 5 for dark colored hairs, to 30 and more for light colored ones.
- property transmission_tint¶
- type: TextureColor tint to apply to the transmission component.
- property transparency¶
- type: TextureTransparency
- class plugins.BRDFLayered¶
Bases:
object
Wrapper for layering other BRDFs with weights. Use BRDFVRayMtl instead if you have up to one each of: diffuse, reflective and refractive BRDF. [gpuSupport=(partial)]
- property additive_mode¶
- type: intWeight for the material layers. 0 = Default, 1 = Additive. 2 and 3 used by RT GPU only (2 = MDL normalize, 3 = MDL clamp max)
- property brdfs¶
- type: List<Plugin>
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property opacities¶
- type: List<float>The opacity of each coat texture
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- property weights¶
- type: List<Texture>
- class plugins.BRDFLight¶
Bases:
object
Self-illuminating BRDF. The exact color value goes into the image (no ‘shading’). Do not use instead of proper light sources. [gpuSupport=(partial)]
- property affect_gi¶
- type: booleanWhen enabled, the light emission affects GI rays and illuminates the scene
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property color¶
- type: TextureThe self-illumination color
- property colorMultiplier¶
- type: TextureFloatColor Multiplier
- property compensateExposure¶
- type: booleanCompensate camera exposure
- property doubleSided¶
- type: booleanIf false, the light color is black for back-facing surfaces
- property emitOnBackSide¶
- type: booleanEmit on back side
- property multiplyByOpacity¶
- type: booleanWhen enabled the color of the light brdf is multiplied by the brdf’s opacity ( inverse of the brdf’s transparency )
- property transparency¶
- type: TextureTransparency of the BRDF
- property transparency_invert¶
- type: booleanInvert transparency (transparency is opacity).
- class plugins.BRDFMirror¶
Bases:
object
Simple specular reflection BRDF [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFModoUnity¶
Bases:
object
Compatibility BRDF for materials imported from Unity [gpuSupport=(full)]
- property albedo¶
- type: TextureThe base color is used as the main reflection color for both the dielectric and metallic sub-materials.
- property albedo_mult¶
- type: ColorMultiplier for the ‘albedo’ texture.
- property ambient_occlusion_map¶
- type: TextureThis map is NOT used when rendering with V-Ray. The purpose of this parameter is to facilitate export/import to/from a .vrscene of the ambient occlusion map.
- property emissive¶
- type: TextureEmission color.
- property emissive_mult¶
- type: ColorMultiplier for the ‘emissive’ texture.
- property emissivelevel¶
- type: floatMultiplier for the emissive color.
- property fresrel0¶
- type: floatIncident fresnel reflection amount for the dielectric sub-material.
- property metallic¶
- type: TextureFloatThe metallic amount defines the mix between the dielectric and metallic sub-materials. 0.0 - only dieletric (diffuse + white specular with fresnel).1.0 - only metallic (tinted specular with NO fresnel).
- property reflRays¶
- type: intNumber of reflection rays. This is the square of the V-Ray subdivs parameter.
- property smoothness¶
- type: TextureFloatSmoothness for both the dielectric and metallic sub-materials. Same as V-Ray glossiness.
- class plugins.BRDFModoUnreal¶
Bases:
object
Compatibility BRDF for materials imported from Unreal [gpuSupport=(full)]
- property ambient_occlusion_map¶
- type: TextureThis map is NOT used when rendering with V-Ray. The purpose of this parameter is to facilitate export/import to/from a .vrscene of the ambient occlusion map.
- property base¶
- type: TextureThe base color is used as the main reflection color for both the dielectric and metallic sub-materials.
- property emissive¶
- type: TextureEmission color.
- property metallic¶
- type: TextureFloatThe metallic amount defines the mix between the dielectric and metallic sub-materials. 0.0 - only dieletric (diffuse + white specular with fresnel).1.0 - only metallic (tinted specular with NO fresnel).
- property opacityUE¶
- type: TextureFloatOpacity of the whole material.
- property reflRays¶
- type: intNumber of reflection rays. This is the square of the V-Ray subdivs parameter.
- property roughness¶
- type: TextureFloatRoughness for both the dielectric and metallic sub-materials.
- property specular¶
- type: TextureFloatIncident specular amount for the dielectric sub-material.
- class plugins.BRDFMultiBump¶
Bases:
object
Wrapper for other BRDF plugins that adds multiple bump/normal maps [gpuSupport=(none)]
- property base_brdf¶
- type: PluginBase BRDF
- property bump_mult_0¶
- type: TextureFloatBump multipler 0
- property bump_mult_1¶
- type: TextureFloatBump multipler 0
- property bump_mult_2¶
- type: TextureFloatBump multipler 0
- property bump_mult_3¶
- type: TextureFloatBump multipler 0
- property bump_tex_0¶
- type: TextureBump texture
- property bump_tex_1¶
- type: TextureBump texture
- property bump_tex_2¶
- type: TextureBump texture
- property bump_tex_3¶
- type: TextureBump texture
- property map_type_0¶
- type: intA list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property map_type_1¶
- type: intA list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property map_type_2¶
- type: intA list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property map_type_3¶
- type: intA list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property normal_uvwgen¶
- type: PluginThe uvw generator for the normal map texture when map_type is 1.
- class plugins.BRDFPhong¶
Bases:
object
BRDF with the popular but simplistic Phong reflection model. Consider using BRDFVRayMtl with type Phong instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property hilightGlossiness¶
- type: float
- property hilightGlossiness_tex¶
- type: TextureFloat
- property hilightGlossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property reflectionGlossiness¶
- type: float
- property reflectionGlossiness_tex¶
- type: TextureFloat
- property reflectionGlossiness_tex_mult¶
- type: float
- property soften_edge¶
- type: floatSoften edge of the BRDF at light/shadow transition
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFSSS¶
Bases:
object
Deprecated. Legacy subsurface scattering shader. Use BRDFSSS2/Complex or BRDFSkinComplex instead. [gpuSupport=(none)]
- property color¶
- type: Color
- property color_tex¶
- type: Texture
- property color_tex_mult¶
- type: float
- property glossiness¶
- type: float
- property glossiness_tex¶
- type: TextureFloat
- property glossiness_tex_mult¶
- type: float
- property scatter_coeff¶
- type: float
- property scatter_direction¶
- type: float
- property subdivs¶
- type: int
- property thickness¶
- type: float
- property translucency¶
- type: Color
- property translucency_tex¶
- type: Texture
- property translucency_tex_mult¶
- type: float
- class plugins.BRDFSSS2¶
Bases:
object
BSDF with only the subsuface scattering layer of the BRDFSSS2Complex shader [gpuSupport=(partial)]
- property back_scatter¶
- type: boolean
- property background_color¶
- type: Color
- property color_mode¶
- type: intDetermines the meaning of the two colors: 0 - diffuse surface reflectance and scatter radius; 1 - scatter coefficient and fog color
- property diffuse_reflectance¶
- type: Texture
- property front_scatter¶
- type: boolean
- property geometry_based_sampling¶
- type: int
- property interpolation_accuracy¶
- type: floatInterpolation accuracy for the illumination map; normally 1.0 is fine.
- property ior¶
- type: float
- property linear_workflow¶
- type: booleanSet to true to apply the inverse of gamma correction
- property max_distance¶
- type: float
- property phase_function¶
- type: float
- property prepass_blur¶
- type: float
- property prepass_id¶
- type: int0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
- property prepass_lod_threshold¶
- type: float
- property prepass_rate¶
- type: intSampling density for the illumination map
- property preview_samples¶
- type: int
- property samples_color¶
- type: Color
- property samples_per_unit_area¶
- type: float
- property scale¶
- type: floatValues below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
- property scatter_gi¶
- type: boolean
- property scatter_radius¶
- type: TextureThis is measured in centimeters
- property scatter_radius_mult¶
- type: TextureFloatThe scatter radius will be multiplied by this number
- property single_scatter¶
- type: intHow to compute single scattering (0 - off; 1 - approximation; 2 - raytraced (solid); 3 - raytraced (volumetric); 4 - only provide a volume, BRDF itself is transparent
- property subdivs¶
- type: int
- property surface_offset¶
- type: floatAn offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
- class plugins.BRDFSSS2Complex¶
Bases:
object
A layered BSDF with subsuface scattering, diffuse, reflective and transparency components [gpuSupport=(partial)]
- property auto_density¶
- type: booleanIf this parameter is true then ‘Samples per unit area’ will be computed automatically.
- property back_scatter¶
- type: boolean
- property background_color¶
- type: Color
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property color_mode¶
- type: intDetermines the meaning of the sub surface color and scatter radius parameters: 0 - sub-surface color and scatter color (radius); 1 - scatter coefficient and fog color
- property consider_all_objects¶
- type: booleanWhen enabled, the shader will bleed SSS between all objects in the scene; when disabled, only objects with the same raytrace SSS ID are considered.
- property cutoff_threshold¶
- type: floatSpecifies a threshold below which reflections are not traced.
- property diffuse_amount¶
- type: TextureFloat
- property diffuse_color¶
- type: Texture
- property front_scatter¶
- type: boolean
- property geometry_based_sampling¶
- type: int0 - Prepass-based illumination map; 1 - Object-based illumination map; 2 - Raytraced; 3 - None (diffuse approx.);
- property interpolation_accuracy¶
- type: floatInterpolation accuracy for the illumination map; normally 1.0 is fine.
- property ior¶
- type: float
- property linear_workflow¶
- type: booleanSet to true to apply the inverse of gamma correction
- property max_distance¶
- type: float
- property opacity¶
- type: TextureFloatOpacity texture
- property overall_color¶
- type: Texture
- property phase_function¶
- type: floatSpecifies a value between -1.0 and 1.0 that determines the general way light scatters inside the material. A value of 0.0 means that light scatters uniformly in all directions (isotropic scattering). Positive values mean that light scatters predominantly forward. Negative values mean that light scatters mostly backward.
- property prepass_blur¶
- type: float
- property prepass_fileName¶
- type: StringFile path template for saved irradiance map files, frame number is appended for modes 1 and 2.
- property prepass_id¶
- type: int0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
- property prepass_mode¶
- type: intPrepass mode: 0 - calculate new irradiance map for each frame (meaningless in RT); 1 - calculate and save map for each frame (meaningless in RT); 2 - load saved irradiance map for each frame; 3 - calculate and save map only for the first rendered frame; 4 - load saved irradiance map on the first rendered frame only
- property prepass_rate¶
- type: intSampling density for the illumination map
- property preview_samples¶
- type: boolean
- property reflection_depth¶
- type: intSpecifies the number of reflection bounces for the material.
- property refraction_depth¶
- type: int
- property samples_color¶
- type: Color
- property samples_per_unit_area¶
- type: float
- property scale¶
- type: floatValues below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
- property scatter_gi¶
- type: boolean
- property scatter_radius¶
- type: TextureThis parameter has different effect based on the color mode value: 0 - Scatter Color: Specifies the internal scattering color for the material; 1 - Fog Color: Specifies the inside or backlit color of the object and affects its inner translucency
- property scatter_radius_mult¶
- type: TextureFloatThe scatter color will be multiplied by this number
- property single_scatter¶
- type: intControls how the single scattering component is calculated. 0 - None: No single scattering component is calculated; 1 - Simple: Approximates the single scattering component from the surface lighting; 2 - Raytraced (solid): Accurately calculates the single scattering component by sampling the volume inside the object. Only the volume is raytraced; no refraction rays on the other side of the object are traced; 3 - Raytraced (refractive): Similar to the Raytraced (solid) mode, but in addition refraction rays are traced
- property specular_amount¶
- type: TextureFloatSpecifies the strength of the specular component for the material.
- property specular_color¶
- type: TextureSpecifies the specular color for the material.
- property specular_glossiness¶
- type: TextureFloatDetermines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.
- property specular_subdivs¶
- type: int
- property sub_surface_color¶
- type: TextureThis parameter has different effect based on the color mode value: 0 - Sub-surface color: Specifies the general color for the sub-surface layer of the material; 1 - Scatter Coefficient: Specifies the outside color for the sub-surface layer of the material and also affects its outer translucency
- property subdivs¶
- type: intSingle scatter subdivisions
- property surface_offset¶
- type: floatAn offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
- property trace_reflections¶
- type: booleanEnables the calculations of glossy reflections. When disabled, only highlights are calculated.
- class plugins.BRDFSampled¶
Bases:
object
Experimental measured BRDF plugin [gpuSupport=(none)]
- property back_side¶
- type: boolean
- property brdf_bitmap¶
- type: Plugin
- property brdf_importance_sampling_half_terms¶
- type: intNumber of terms to decompose the half-angle portion of the resampling matrix
- property brdf_importance_sampling_on¶
- type: booleantrue to use importance sampling for the reflections
- property brdf_importance_sampling_resolution¶
- type: intResolution for the resampling of the BRDF used for importance sampling of reflections
- property brdf_importance_sampling_view_terms¶
- type: intNumber of terms to decompose the view-dependent portion of the resampling matrix
- property brdf_nsamples_d_phi¶
- type: intNumber of d_phi samples (1 means isotropic BRDF)
- property brdf_nsamples_d_theta¶
- type: intNumber of d_theta samples
- property color¶
- type: Color
- property color_tex¶
- type: Texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property subdivs¶
- type: int
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- class plugins.BRDFScanned¶
Bases:
object
Scanned material BRDF plugin for VRay
- property BWforGI¶
- type: intColorless GI switch, used when the paint will be replaced on post
- property DepthMul¶
- type: floatDisplacement and parallax multiplier
- property NoCachedGI¶
- type: intDisable the use of cached light regardless of the selected GI engine
- property UnfRefl¶
- type: intDisable the importance sampler, all the rays are spawned uniformly
- property bumpmul¶
- type: floatAltitude sensitive Bump multiplier, applied gradually below the bumpstart altitude
- property bumpstart¶
- type: floatThe altitude where the Bump multiplier starts to appear
- property ccbump¶
- type: floatClear coat bump multiplier
- property ccglossy¶
- type: floatClear coat glossiness in rad^-1 units
- property ccglossyvar¶
- type: floatClear coat glossiness fall off variation
- property cchlight¶
- type: intEnable the direct light response of the clear coat
- property ccior¶
- type: floatClear coat index of refraction
- property ccmetalrefl¶
- type: floatIntroduce coloring of the clear coat reflections by the underlaying material
- property ccmul¶
- type: floatClear coat reflections general multiplier
- property ccmult¶
- type: TextureClear Coat Multiplier
- property cutoff¶
- type: floatStop tracing ray weight
- property displace¶
- type: intEnable the the edge displacement
- property file¶
- type: String
- property filter¶
- type: ColorMultiplier filter color
- property filtercolor¶
- type: TextureFilter color
- property fltstrength¶
- type: floatStrength of the multiplier filter
- property invgamma¶
- type: floatInverse gamma factor
- property mapChannel¶
- type: intUV mapping channel
- property notransp¶
- type: intDisample the transparency/translucency
- property paintcolor¶
- type: TexturePaint replacement color
- property paintstrength¶
- type: floatStrength of the paint replacement filter
- property param_block¶
- type: List<int>All parameters serialized to a binary param block
- property plain¶
- type: intOption to disable the texturing
- property saturation¶
- type: floatSaturation control
- property sssmul¶
- type: floatSSS multiplier, the bigger value increases the scattering distance
- property tiling_factor¶
- type: floatGlobal multiplier for U and V coordinates.
- property trace_depth¶
- type: intLimit of the ray depth
- property triplanar¶
- type: intTriplanar control flags, 1 enable, 2 random offset, 4 random rotation
- property twoside¶
- type: intRender the material on both the geometry sides
- property usedmaps¶
- type: intEnable flags of the maps (ior,filter,paint)
- property uvflags¶
- type: intUV mapping control flags (mirror alternating)
- property uvtrans¶
- type: TransformUV mapping transformation
- property uvwgen¶
- type: Plugin
- class plugins.BRDFScatterVolume¶
Bases:
object
Sub-surface scattering based on random walk SSS [gpuSupport=(none)]
- property bounces¶
- type: intNumber of scatter bounces.
- property color¶
- type: TextureColor.
- property color_mode¶
- type: intThe color mode (0 - diffuse reflectance and scatter radius, 1 - scatter coefficient and fog color).
- property light_multiplier¶
- type: floatMultiplier for the direct lighting on the volume. A value of 1.0 is physically accurate; larger values may be used to make the volume appear brighter.
- property overall_color¶
- type: TextureOverall multiplier for both the color and the scatter color.
- property phase_function¶
- type: floatPhase function (-1.0 is backward scattering, 0.0 is isotropic, 1.0 is forward scattering).
- property radius¶
- type: floatScatter radius.
- property radius_mult¶
- type: TextureFloatRadius multipler between 0 and 1.
- property scatter_color¶
- type: TextureScatter color (radii for red/green/blue scattering).
- property subdivs¶
- type: intSubdivs when using local subdivisions.
- class plugins.BRDFSkinComplex¶
Bases:
object
Subsurface scattering BSDF with three depth layers designed for skin shading [gpuSupport=(none)]
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property deep_amount¶
- type: TextureFloat
- property deep_color¶
- type: Texture
- property deep_radius¶
- type: TextureFloatThe radius for deep scattering, in cm
- property diffuse_amount¶
- type: TextureFloat
- property diffuse_color¶
- type: Texture
- property geom_auto_density¶
- type: boolean
- property geom_background_color¶
- type: Color
- property geom_max_distance¶
- type: float
- property geom_preview_samples¶
- type: boolean
- property geom_samples_color¶
- type: Color
- property geom_samples_per_unit_area¶
- type: float
- property geom_surface_offset¶
- type: floatAn offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
- property max_reflection_amount¶
- type: TextureFloatThe maximum summed weight of the reflection components
- property max_sss_amount¶
- type: TextureFloatThe maximum summed weight of the SSS components
- property medium_amount¶
- type: TextureFloat
- property medium_color¶
- type: Texture
- property medium_radius¶
- type: TextureFloatThe radius for medium scattering, in cm
- property multiple_scattering¶
- type: intThe algorithm used to compute multiple scattering: 0 - prepass-based illumination map; 1 - object space illumination map; 2 - raytraced; 3 - none (diffuse approx.)
- property opacity¶
- type: TextureOpacity
- property option_reflections_cutoff¶
- type: float
- property option_reflections_maxDepth¶
- type: int
- property option_reflections_trace¶
- type: boolean
- property prepass_id¶
- type: int0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
- property prepass_interpolation_accuracy¶
- type: floatInterpolation accuracy for the illumination map; normally 1.0 is fine.
- property prepass_rate¶
- type: intSampling density for the illumination map
- property primary_reflection_amount¶
- type: TextureFloat
- property primary_reflection_fresnel¶
- type: boolean
- property primary_reflection_fresnel_ior¶
- type: float
- property primary_reflection_glossiness¶
- type: TextureFloat
- property primary_reflection_subdivs¶
- type: int
- property primary_reflecton_color¶
- type: Texture
- property raytraced_scatter_textures¶
- type: booleantrue to scatter SSS textures when using raytraced scattering
- property raytraced_subdivs¶
- type: int
- property scale¶
- type: floatValues below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
- property scatter_gi¶
- type: booleantrue to enable scattering of GI rays
- property secondary_reflection_amount¶
- type: TextureFloat
- property secondary_reflection_fresnel¶
- type: boolean
- property secondary_reflection_fresnel_ior¶
- type: float
- property secondary_reflection_glossiness¶
- type: TextureFloat
- property secondary_reflection_subdivs¶
- type: int
- property secondary_reflecton_color¶
- type: Texture
- property shallow_amount¶
- type: TextureFloat
- property shallow_color¶
- type: Texture
- property shallow_radius¶
- type: TextureFloatThe radius for shallow scattering, in cm
- class plugins.BRDFStochasticFlakes¶
Bases:
object
This BRDF provides highly efficient and controllable flakes/glitters for materials like snow, metallic paints etc. [gpuSupport=(partial)]
- property blend_max¶
- type: floatNumber of flakes per pixel, above which only the smooth distribution is computed.
- property blend_min¶
- type: floatNumber of flakes per pixel, below which the smooth distribution is not computed and blended.
- property blur_angle¶
- type: floatThe angle of the cone, in which flakes transfer light. The more narrow the angle the sharper the flakes.
- property brdf_type¶
- type: intBRDF type (0 - Beckmann, 1 - GGX)
- property colored_flakes_option¶
- type: intColored flakes option (0 - Off, 1 - Random hue, 2 - Random from map)
- property enable_flakes¶
- type: booleanTurn on the stochastic flakes. If this option is off, the underlying smooth distribution is used.
- property flake_scale¶
- type: floatLocally scale the flakes pattern.
- property hilight_glossiness¶
- type: TextureFloat
- property lightness¶
- type: floatFlake color lightness
- property map_channel¶
- type: intThe mapping channel when the mapping_type is 0
- property mapping_type¶
- type: intThe mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
- property num_flakes¶
- type: intThe square root of the number of flakes per unit area in the texture space.
- property random_color_map¶
- type: TextureTexture to sample random flake colors. The u coordinate is sampled in uv space.
- property reflect_filter¶
- type: TextureFlakes reflection filter color.
- property saturation¶
- type: floatFlake color saturation
- property seed¶
- type: intSeed generating completely different random pattern
- property subdivs¶
- type: int
- property tex_subdivs¶
- type: intThe subdivisions of a unit square in texture space. Increase only if you observe square-like artefacts in zoomed regions.
- property uvwgen¶
- type: PluginIf specified and mapping type is Explicit mapping channel, will be used instead of map_channel.
- property white_average¶
- type: booleanNormalize flakes colors to be white (1, 1, 1) on avarage.
- class plugins.BRDFThunderLoom¶
Bases:
object
Cloth and fabric BRDF
- property bend¶
- type: List<TextureFloat>How much each visible yarn segment gets bent.
- property bend_on¶
- type: List<boolean>
- property diffuse_color¶
- type: List<Texture>Diffuse color.
- property diffuse_color_amount¶
- type: List<TextureFloat>Factor to multiply diffuse color with.
- property diffuse_color_amount_on¶
- type: List<boolean>
- property diffuse_color_on¶
- type: List<boolean>
- property filepath¶
- type: StringFile path to pattern file
- property highlight_width¶
- type: List<TextureFloat>Width over which to average the specular reflections. Gives wider highlight streaks on the yarns.
- property highlight_width_on¶
- type: List<boolean>
- property phase_alpha¶
- type: List<TextureFloat>Alpha value. Constant term to the fiber scattering function.
- property phase_alpha_on¶
- type: List<boolean>
- property phase_beta¶
- type: List<TextureFloat>Beta value. Directionality intensity of the fiber scattering function.
- property phase_beta_on¶
- type: List<boolean>
- property specular_color¶
- type: List<Texture>Color of the specular reflections. This will implicitly affect the strength of the diffuse reflections.
- property specular_color_amount¶
- type: List<TextureFloat>Factor to multiply specular color with.
- property specular_color_amount_on¶
- type: List<boolean>
- property specular_color_on¶
- type: List<boolean>
- property specular_noise¶
- type: List<TextureFloat>Noise on specular reflections.
- property specular_noise_on¶
- type: List<boolean>
- property twist¶
- type: List<TextureFloat>How strongly to simulate the twisting nature of the yarn. Usually synthetic yarns, such as polyester, have less twist than organic yarns, such as cotton.
- property twist_on¶
- type: List<boolean>
- property uscale¶
- type: floatScale factor for u coordinate
- property uvrotation¶
- type: floatRotation of the uv coordinates
- property vscale¶
- type: floatScale factor for v coordinate
- property yarnsize¶
- type: List<TextureFloat>Width of yarn.
- property yarnsize_on¶
- type: List<boolean>
- class plugins.BRDFToonMtl¶
Bases:
object
BRDF for cartoon style (a.k.a. Cel) shading with flat color and sudden transitions [gpuSupport=(none)]
- property anisotropy¶
- type: TextureFloatThe anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
- property anisotropy_axis¶
- type: intWhich local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
- property anisotropy_derivation¶
- type: intWhat method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
- property anisotropy_rotation¶
- type: TextureFloatThe rotation of the anisotropy axes, from 0.0 to 1.0
- property anisotropy_uvwgen¶
- type: PluginThe uvw generator to use for anisotropy when anisotropy_derivation is 1
- property brdf_type¶
- type: intThe BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
- property bump_amount¶
- type: TextureFloatBump amount
- property bump_map¶
- type: TextureBase bump map
- property bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property channels¶
- type: List<Plugin>Render channels in which the result of this material will be written to.
- property coat_amount¶
- type: TextureFloatValue controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
- property coat_anisotropy¶
- type: TextureFloatThe anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
- property coat_anisotropy_rotation¶
- type: TextureFloatThe rotation of the coat anisotropy axes, from 0.0 to 1.0
- property coat_bump_amount¶
- type: TextureFloatCoat bump amount
- property coat_bump_lock¶
- type: booleanLock the coat bump map to the base bump map
- property coat_bump_map¶
- type: TextureCoat bump map
- property coat_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property coat_color¶
- type: TextureThe coat color of the material
- property coat_darkening¶
- type: TextureFloatCoat darkening factor for the base diffuse and reflection layers
- property coat_glossiness¶
- type: TextureFloatThe glossiness of the coat layer of the material
- property coat_ior¶
- type: TextureFloatThe index of refraction of the coat layer of the material
- property compensate_camera_exposure¶
- type: booleanTrue if the camera exposure should be compensated for self-illumination
- property diffuse¶
- type: TextureThe diffuse color of the material
- property diffuse_colors¶
- type: List<Texture>Zone color.
- property diffuse_gradation_offset¶
- type: TextureFloatDiffuse gradation offset
- property diffuse_gradient_external¶
- type: PluginIf this parameter is set, it will be used instead of diffuse_positions, diffuse_interpolations and diffuse_colors to provide an external gradient.
- property diffuse_interpolations¶
- type: List<int>0:None; 1:Linear; 2:Smooth; 3:Spline
- property diffuse_output_offset¶
- type: float
- property diffuse_positions¶
- type: List<float>
- property dispersion¶
- type: floatAbbe value
- property dispersion_on¶
- type: booleanTrue to enable dispersion
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property fog_bias¶
- type: floatBias for the absorption
- property fog_color¶
- type: ColorThe absorption (fog) color
- property fog_color_tex¶
- type: TextureThe absorption (fog) color texture
- property fog_depth¶
- type: TextureFloatMultiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
- property fog_mult¶
- type: floatMultiplier for the absorption
- property fog_unit_scale_on¶
- type: booleanEnable unit scale multiplication, when calculating absorption. When this is enabled, the fog multiplier is in cm^-1. When this is disabled, the fog multiplier is in scene_units^-1.
- property fresnel¶
- type: booleanTrue to enable Fresnel reflections (angle dependent reflection amount)
- property fresnel_ior¶
- type: TextureFloatThe ior for calculating the Fresnel term
- property fresnel_ior_lock¶
- type: booleanTrue to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
- property gtr_energy_compensation¶
- type: int0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
- property gtr_gamma¶
- type: TextureFloatHow much to increase/decrease the tail of the glossy highlight when using GGX reflection model
- property highlight_interpolations¶
- type: List<int>0:None; 1:Linear; 2:Smooth; 3:Spline
- property highlight_mask¶
- type: TextureFloatHighlight mask
- property highlight_positions¶
- type: List<float>
- property highlight_rotation¶
- type: float
- property highlight_shape_external¶
- type: PluginIf this parameter is set, it will be used instead of highlight_positions, highlight_interpolations and highlight_values to provide an external gradient for the shape of the highlight.
- property highlight_split_g1¶
- type: float
- property highlight_split_g2¶
- type: float
- property highlight_type¶
- type: int0:Shape; 1:Texture
- property highlight_values¶
- type: List<TextureFloat>Highlight shape
- property hilight_glossiness¶
- type: TextureFloatThe glossiness of the hilights
- property hilight_glossiness_lock¶
- type: booleanTrue to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
- property hilight_soften¶
- type: floatHow much to soften hilights and reflections at grazing light angles
- property innerLineControl¶
- type: booleanUse separate color/width parameters for the inner edges.
- property light_blend_intensity¶
- type: TextureFloatLight Blend Intensity
- property light_blend_mode¶
- type: int0:None; 1:Normal; 2:Over; 3:Add; 4:Subtract; 5:Multiply; 6:Lighten; 7:Darken; 8:Saturate; 9:Desaturate; 10:Illuminate
- property light_color¶
- type: TextureLight color
- property light_override_on¶
- type: boolean
- property lineColorInner_tex¶
- type: TextureThe color of the cartoon line at inner edges.
- property lineColor_tex¶
- type: TextureThe outer color texture of the cartoon line.
- property lineWidthInner_tex¶
- type: TextureFloatCartoon line width texture at inner edges.
- property lineWidth_tex¶
- type: TextureFloatCartoon line width texture.
- property lpe_label¶
- type: StringLight path expressions material label which can be used to identify the material
- property maskColor¶
- type: TextureThis allows additional inner edges to be drawn where the texture changes sharply.
- property maskColorThreshold¶
- type: floatThis determines when inner edges will be created according to the extra texture.
- property metalness¶
- type: TextureFloatWhen this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
- property new_gtr_anisotropy¶
- type: booleanIf true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
- property normalThreshold_tex¶
- type: TextureFloatThis determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don’t set this value to pure 1.0 as this will fill curved objects completely.
- property opacity¶
- type: TextureFloatThe opacity of the material
- property opacity_color¶
- type: TextureThe color opacity map of the material
- property opacity_mode¶
- type: intThe opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
- property opacity_source¶
- type: intChoose between grayscale (0) or colored (1) opacity.
- property option_cutoff¶
- type: floatSpecifies a cutoff threshold for tracing reflections/refractions
- property option_double_sided¶
- type: booleantrue if the material is double-sided
- property option_energy_mode¶
- type: intEnergy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
- property option_fix_dark_edges¶
- type: booleantrue to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
- property option_glossy_fresnel¶
- type: booleantrue to enable glossy Fresnel
- property option_glossy_rays_as_gi¶
- type: intSpecifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
- property option_reflect_on_back¶
- type: booleantrue to compute reflections for back sides of objects
- property option_shading_model¶
- type: intShading model to use (0 - V-Ray, 1 - OpenPBR)
- property option_use_irradiance_map¶
- type: booleanfalse to perform local brute-force GI calculatons and true to use the current GI engine
- property option_use_roughness¶
- type: booleantrue to invert all glossiness values and use roughness instead
- property outerOverlapThreshold_tex¶
- type: TextureFloatThis determines when outer edges will be created for overlapping parts of one and the same object.
- property overlapThreshold_tex¶
- type: TextureFloatThis determines when inner edges will be created for overlapping parts of one and the same object.
- property refl_imap_color_thresh¶
- type: float
- property refl_imap_max_rate¶
- type: int
- property refl_imap_min_rate¶
- type: int
- property refl_imap_norm_thresh¶
- type: float
- property refl_imap_samples¶
- type: int
- property refl_interpolation_on¶
- type: booleanThis is deprecated and will be removed. This has no effect
- property reflect¶
- type: TextureThe reflection color (per-channel reflection factor) of the material
- property reflect_affect_alpha¶
- type: intDetermines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
- property reflect_depth¶
- type: intThe maximum depth for reflections
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: ColorThe color to use when the maximum depth is reached
- property reflect_glossiness¶
- type: TextureFloatThe glossiness of the reflections
- property reflect_subdivs¶
- type: intSubdivs for glossy reflectons
- property reflect_trace¶
- type: booleantrue to trace reflections and false to only do hilights
- property reflect_weight¶
- type: TextureFloatWeight of the reflection (specular) component
- property refr_imap_color_thresh¶
- type: float
- property refr_imap_max_rate¶
- type: int
- property refr_imap_min_rate¶
- type: int
- property refr_imap_norm_thresh¶
- type: float
- property refr_imap_samples¶
- type: int
- property refr_interpolation_on¶
- type: booleanThis is deprecated and will be removed. This has no effect
- property refract¶
- type: TextureThe refraction color of the material. In other words, relative amount of transmitted light for each color channel.
- property refract_affect_alpha¶
- type: intDetermines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
- property refract_affect_shadows¶
- type: booleanTrue to enable the refraction to affect the shadows cast by the material (as transparent shadows)
- property refract_depth¶
- type: intThe maximum depth for refractions
- property refract_exit_color¶
- type: ColorThe color to use when maximum depth is reached when refract_exit_color_on is true
- property refract_exit_color_on¶
- type: booleanIf false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
- property refract_glossiness¶
- type: TextureFloatGlossiness for refractions
- property refract_ior¶
- type: TextureFloatThe index of refraction
- property refract_subdivs¶
- type: intSubdivs for glossy refractions
- property refract_thin_walled¶
- type: booleanTrue to enable thin-walled refraction
- property refract_trace¶
- type: boolean1 to trace refractions; 0 to disable them
- property roughness¶
- type: TextureFloatThe roughness of the diffuse part of the material
- property roughness_model¶
- type: intThe roughness model. 0 - Gamma-based; 1 - Oren-Nayar
- property self_illumination¶
- type: TextureThe self-illumination color of the material
- property self_illumination_gi¶
- type: booleanTrue if the self-illumination should affect GI
- property shadow_color¶
- type: TextureShadow color
- property shadow_opacity¶
- type: float
- property shadow_override_on¶
- type: boolean
- property sheen_amount¶
- type: TextureFloatValue controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
- property sheen_color¶
- type: TextureThe sheen color of the material
- property sheen_glossiness¶
- type: TextureFloatThe glossiness of the sheen layer of the material
- property specular_colors¶
- type: List<Texture>Zone color.
- property specular_gradient_external¶
- type: PluginIf this parameter is set, it will be used instead of specular_positions, specular_interpolations and specular_colors to provide an external gradient.
- property specular_interpolations¶
- type: List<int>0:None; 1:Linear; 2:Smooth; 3:Spline
- property specular_positions¶
- type: List<float>
- property thin_film_ior¶
- type: TextureFloatThe index of refraction of the thin film.
- property thin_film_on¶
- type: booleantrue to enable thin film reflections.
- property thin_film_thickness¶
- type: TextureFloatThe blend between the minimum and maximum thin film thickness.
- property thin_film_thickness_max¶
- type: floatThe maximum thickness of the thin film layer in nanometers.
- property thin_film_thickness_min¶
- type: floatThe minimum thickness of the thin film layer in nanometers.
- property toon_edge_override_on¶
- type: booleanEnable overriding the toon edge settings for the V-Ray Toon atmospheric objects in the scene.
- property toon_edge_priority¶
- type: intPriority of this material’s toon edges.
- property translucency¶
- type: intTranslucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency; 5 - Volumetric (water) model; 6 - SSS (wax) model)
- property translucency_amount¶
- type: TextureFloatTranslucency amount for volumetric or SSS translucency
- property translucency_color¶
- type: TextureFilter color for the translucency effect
- property translucency_light_mult¶
- type: floatA multiplier for the calculated lighting for the translucency effect
- property translucency_scatter_coeff¶
- type: floatScattering cone (0.0f - no scattering, 1.0f - full scattering
- property translucency_scatter_dir¶
- type: floatScatter direction (0.0f is backward, 1.0f is forward)
- property translucency_surfaceLighting¶
- type: intDetermines how direct illumination is computed for sub-surface scattering. The uniform method spreads light more uniformly inside the material and is faster for skin etc. The directional method tends to propagate more light in the direction from which it illuminates the surface. The directional method requires the ‘affect shadows’ option to be enabled so that shadows extend below the surface; this method may also produce a faceted look on low-poly objects.
- property translucency_thickness¶
- type: floatMaximum distance to trace inside the object
- property transparency_ids¶
- type: List<int>
- property transparency_source¶
- type: int0:Object ID; 1:Material ID
- property transparency_values¶
- type: List<Texture>Transparency values
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- property volume¶
- type: PluginVolume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
- class plugins.BRDFToonOverride¶
Bases:
object
Wrapper for other BRDF plugins that adds override for VolumeVRayToon
- property base_brdf¶
- type: PluginBase BRDF
- property innerLineControl¶
- type: booleanUse same lineColor/Width param values for both silhouette and inner edges.
- property lineColor¶
- type: ColorThe outer color of the cartoon line.
- property lineColorInner¶
- type: ColorThe color of the cartoon line at inner edges.
- property lineColorInner_tex¶
- type: TextureThe color of the cartoon line at inner edges.
- property lineColor_tex¶
- type: TextureThe outer color texture of the cartoon line.
- property lineWidth¶
- type: floatCartoon line width.
- property lineWidthInner¶
- type: floatCartoon line width of inner lines.
- property lineWidthInner_tex¶
- type: TextureFloatCartoon line width texture at inner edges.
- property lineWidth_tex¶
- type: TextureFloatCartoon line width texture.
- property normalThreshold¶
- type: floatThis determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don’t set this value to pure 1.0 as this will fill curved objects completely.
- property opacity¶
- type: floatOpacity of the cartoon line.
- property opacity_tex¶
- type: TextureFloatOpacity texture of the cartoon line.
- property outerOverlapThreshold¶
- type: floatThis determines when outer edges will be created for overlapping parts of one and the same object.
- property overlapThreshold¶
- type: floatThis determines when inner edges will be created for overlapping parts of one and the same object.
- class plugins.BRDFVRayMtl¶
Bases:
object
General purpose energy preserving BRDF with one diffuse, reflective and refractive layer. Recommended unless you have specific needs it doesn’t cover. [gpuSupport=(partial)]
- property anisotropy¶
- type: TextureFloatThe anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
- property anisotropy_axis¶
- type: intWhich local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
- property anisotropy_derivation¶
- type: intWhat method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
- property anisotropy_rotation¶
- type: TextureFloatThe rotation of the anisotropy axes, from 0.0 to 1.0
- property anisotropy_uvwgen¶
- type: PluginThe uvw generator to use for anisotropy when anisotropy_derivation is 1
- property brdf_type¶
- type: intThe BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
- property bump_amount¶
- type: TextureFloatBump amount
- property bump_map¶
- type: TextureBase bump map
- property bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property channels¶
- type: List<Plugin>Render channels in which the result of this material will be written to.
- property coat_amount¶
- type: TextureFloatValue controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
- property coat_anisotropy¶
- type: TextureFloatThe anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
- property coat_anisotropy_rotation¶
- type: TextureFloatThe rotation of the coat anisotropy axes, from 0.0 to 1.0
- property coat_bump_amount¶
- type: TextureFloatCoat bump amount
- property coat_bump_lock¶
- type: booleanLock the coat bump map to the base bump map
- property coat_bump_map¶
- type: TextureCoat bump map
- property coat_bump_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property coat_color¶
- type: TextureThe coat color of the material
- property coat_darkening¶
- type: TextureFloatCoat darkening factor for the base diffuse and reflection layers
- property coat_glossiness¶
- type: TextureFloatThe glossiness of the coat layer of the material
- property coat_ior¶
- type: TextureFloatThe index of refraction of the coat layer of the material
- property compensate_camera_exposure¶
- type: booleanTrue if the camera exposure should be compensated for self-illumination
- property diffuse¶
- type: TextureThe diffuse color of the material
- property dispersion¶
- type: floatAbbe value
- property dispersion_on¶
- type: booleanTrue to enable dispersion
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property fog_bias¶
- type: floatBias for the absorption
- property fog_color¶
- type: ColorThe absorption (fog) color
- property fog_color_tex¶
- type: TextureThe absorption (fog) color texture
- property fog_depth¶
- type: TextureFloatMultiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
- property fog_mult¶
- type: floatMultiplier for the absorption
- property fog_unit_scale_on¶
- type: booleanEnable unit scale multiplication, when calculating absorption. When this is enabled, the fog multiplier is in cm^-1. When this is disabled, the fog multiplier is in scene_units^-1.
- property fresnel¶
- type: booleanTrue to enable Fresnel reflections (angle dependent reflection amount)
- property fresnel_ior¶
- type: TextureFloatThe ior for calculating the Fresnel term
- property fresnel_ior_lock¶
- type: booleanTrue to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
- property gtr_energy_compensation¶
- type: int0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
- property gtr_gamma¶
- type: TextureFloatHow much to increase/decrease the tail of the glossy highlight when using GGX reflection model
- property hilight_glossiness¶
- type: TextureFloatThe glossiness of the hilights
- property hilight_glossiness_lock¶
- type: booleanTrue to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
- property hilight_soften¶
- type: floatHow much to soften hilights and reflections at grazing light angles
- property lpe_label¶
- type: StringLight path expressions material label which can be used to identify the material
- property metalness¶
- type: TextureFloatWhen this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
- property new_gtr_anisotropy¶
- type: booleanIf true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
- property opacity¶
- type: TextureFloatThe opacity of the material
- property opacity_color¶
- type: TextureThe color opacity map of the material
- property opacity_mode¶
- type: intThe opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
- property opacity_source¶
- type: intChoose between grayscale (0) or colored (1) opacity.
- property option_cutoff¶
- type: floatSpecifies a cutoff threshold for tracing reflections/refractions
- property option_double_sided¶
- type: booleantrue if the material is double-sided
- property option_energy_mode¶
- type: intEnergy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
- property option_fix_dark_edges¶
- type: booleantrue to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
- property option_glossy_fresnel¶
- type: booleantrue to enable glossy Fresnel
- property option_glossy_rays_as_gi¶
- type: intSpecifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
- property option_reflect_on_back¶
- type: booleantrue to compute reflections for back sides of objects
- property option_shading_model¶
- type: intShading model to use (0 - V-Ray, 1 - OpenPBR)
- property option_use_irradiance_map¶
- type: booleanfalse to perform local brute-force GI calculatons and true to use the current GI engine
- property option_use_roughness¶
- type: booleantrue to invert all glossiness values and use roughness instead
- property refl_imap_color_thresh¶
- type: float
- property refl_imap_max_rate¶
- type: int
- property refl_imap_min_rate¶
- type: int
- property refl_imap_norm_thresh¶
- type: float
- property refl_imap_samples¶
- type: int
- property refl_interpolation_on¶
- type: booleanThis is deprecated and will be removed. This has no effect
- property reflect¶
- type: TextureThe reflection color (per-channel reflection factor) of the material
- property reflect_affect_alpha¶
- type: intDetermines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
- property reflect_depth¶
- type: intThe maximum depth for reflections
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: ColorThe color to use when the maximum depth is reached
- property reflect_glossiness¶
- type: TextureFloatThe glossiness of the reflections
- property reflect_subdivs¶
- type: intSubdivs for glossy reflectons
- property reflect_trace¶
- type: booleantrue to trace reflections and false to only do hilights
- property reflect_weight¶
- type: TextureFloatWeight of the reflection (specular) component
- property refr_imap_color_thresh¶
- type: float
- property refr_imap_max_rate¶
- type: int
- property refr_imap_min_rate¶
- type: int
- property refr_imap_norm_thresh¶
- type: float
- property refr_imap_samples¶
- type: int
- property refr_interpolation_on¶
- type: booleanThis is deprecated and will be removed. This has no effect
- property refract¶
- type: TextureThe refraction color of the material. In other words, relative amount of transmitted light for each color channel.
- property refract_affect_alpha¶
- type: intDetermines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
- property refract_affect_shadows¶
- type: booleanTrue to enable the refraction to affect the shadows cast by the material (as transparent shadows)
- property refract_depth¶
- type: intThe maximum depth for refractions
- property refract_exit_color¶
- type: ColorThe color to use when maximum depth is reached when refract_exit_color_on is true
- property refract_exit_color_on¶
- type: booleanIf false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
- property refract_glossiness¶
- type: TextureFloatGlossiness for refractions
- property refract_ior¶
- type: TextureFloatThe index of refraction
- property refract_subdivs¶
- type: intSubdivs for glossy refractions
- property refract_thin_walled¶
- type: booleanTrue to enable thin-walled refraction
- property refract_trace¶
- type: boolean1 to trace refractions; 0 to disable them
- property roughness¶
- type: TextureFloatThe roughness of the diffuse part of the material
- property roughness_model¶
- type: intThe roughness model. 0 - Gamma-based; 1 - Oren-Nayar
- property self_illumination¶
- type: TextureThe self-illumination color of the material
- property self_illumination_gi¶
- type: booleanTrue if the self-illumination should affect GI
- property sheen_amount¶
- type: TextureFloatValue controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
- property sheen_color¶
- type: TextureThe sheen color of the material
- property sheen_glossiness¶
- type: TextureFloatThe glossiness of the sheen layer of the material
- property thin_film_ior¶
- type: TextureFloatThe index of refraction of the thin film.
- property thin_film_on¶
- type: booleantrue to enable thin film reflections.
- property thin_film_thickness¶
- type: TextureFloatThe blend between the minimum and maximum thin film thickness.
- property thin_film_thickness_max¶
- type: floatThe maximum thickness of the thin film layer in nanometers.
- property thin_film_thickness_min¶
- type: floatThe minimum thickness of the thin film layer in nanometers.
- property translucency¶
- type: intTranslucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency; 5 - Volumetric (water) model; 6 - SSS (wax) model)
- property translucency_amount¶
- type: TextureFloatTranslucency amount for volumetric or SSS translucency
- property translucency_color¶
- type: TextureFilter color for the translucency effect
- property translucency_light_mult¶
- type: floatA multiplier for the calculated lighting for the translucency effect
- property translucency_scatter_coeff¶
- type: floatScattering cone (0.0f - no scattering, 1.0f - full scattering
- property translucency_scatter_dir¶
- type: floatScatter direction (0.0f is backward, 1.0f is forward)
- property translucency_surfaceLighting¶
- type: intDetermines how direct illumination is computed for sub-surface scattering. The uniform method spreads light more uniformly inside the material and is faster for skin etc. The directional method tends to propagate more light in the direction from which it illuminates the surface. The directional method requires the ‘affect shadows’ option to be enabled so that shadows extend below the surface; this method may also produce a faceted look on low-poly objects.
- property translucency_thickness¶
- type: floatMaximum distance to trace inside the object
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- property volume¶
- type: PluginVolume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
- class plugins.BRDFWard¶
Bases:
object
BRDF using the Ward model for highly diffuse surfaces. Consider using BRDFVRayMtl with type Ward instead. [gpuSupport=(partial)]
- property affect_alpha¶
- type: intSpecifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
- property anisotropy¶
- type: TextureFloatReflection anisotropy in the range (-1, 1)
- property anisotropy_rotation¶
- type: TextureFloatAnisotropy rotation in the range [0, 1]
- property anisotropy_uvwgen¶
- type: Plugin
- property back_side¶
- type: boolean
- property color¶
- type: Color
- property color_tex¶
- type: TextureBase color texture
- property color_tex_mult¶
- type: float
- property cutoff¶
- type: float
- property fix_dark_edges¶
- type: booleantrue to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
- property glossyAsGI¶
- type: intDetermines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
- property hilightGlossiness¶
- type: float
- property hilightGlossiness_tex¶
- type: TextureFloat
- property hilightGlossiness_tex_mult¶
- type: float
- property imap_color_thresh¶
- type: float
- property imap_max_rate¶
- type: int
- property imap_min_rate¶
- type: int
- property imap_norm_thresh¶
- type: float
- property imap_samples¶
- type: int
- property interpolation_on¶
- type: int
- property reflect_dim_distance¶
- type: floatHow much to dim reflection as length of rays increases
- property reflect_dim_distance_falloff¶
- type: floatFall off for the dim distance
- property reflect_dim_distance_on¶
- type: booleanTrue to enable dim distance
- property reflect_exit_color¶
- type: TextureThe color to use when the maximum depth is reached
- property reflectionGlossiness¶
- type: float
- property reflectionGlossiness_tex¶
- type: TextureFloat
- property reflectionGlossiness_tex_mult¶
- type: float
- property soften_edge¶
- type: floatSoften edge of the BRDF at light/shadow transition
- property subdivs¶
- type: int
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property trace_reflections¶
- type: boolean
- property transparency¶
- type: Color
- property transparency_tex¶
- type: TextureBase transparency texture
- property transparency_tex_mult¶
- type: float
- class plugins.BSDFPointParticle¶
Bases:
object
BRDF used to shade point particles [gpuSupport=(none)]
- property diffuse_color¶
- type: TextureDiffuse color
- property phase_function¶
- type: floatParameter used to determine the phase function of the brdf
- property use_particle_color¶
- type: booleantrue to render the particle colors instead of using the diffuse color
- class plugins.BakeView¶
Bases:
object
This plugin is used instead of RenderView when baking textures [gpuSupport=(partial)]
- property bake_node¶
- type: PluginThe node to bake
- property bake_uvwgen¶
- type: PluginThe uvw generator
- property dilation¶
- type: floatNumber of pixels to expand around geometry
- property flip_derivs¶
- type: booleantrue to flip the texture direction derivatives (reverses bump mapping)
- property fov¶
- type: floatField of view
- property from_camera¶
- type: int0 - shade reflections, etc. from rays along surface normal; 1 - bake from rays originating from camera.
- property mapped_bake_nodes¶
- type: List<Plugin>List of nodes to bake on a single image.
- property mapped_bake_nodes_auto¶
- type: booleanTrue to bake ‘mapped_bake_nodes’ into a single image without mapped regions.
- property mapped_bake_uvwgens¶
- type: List<Plugin>UVW generator for each node in mapped_bake_nodes. Alternatively use “bake_uvwgen” to assign the same UVW generator to all nodes.
- property mapped_x0¶
- type: List<int>Leftmost coordinate of the output region of each node in mapped_bake_nodes
- property mapped_x1¶
- type: List<int>Rightmost coordinate of the output region of each node in mapped_bake_nodes
- property mapped_y0¶
- type: List<int>Topmost coordinate of the output region of each node in mapped_bake_nodes
- property mapped_y1¶
- type: List<int>Bottommost coordinate of the output region of each node in mapped_bake_nodes
- property max_depth¶
- type: floatGeometry that is intersected further than this value along the ray will be ignored. If the value is zero then no geometry will be ignored.
- property mode¶
- type: int0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
- property normal¶
- type: int0 - Smooth normal, 1 - Geometry normal
- property projection_baking¶
- type: int0 - normal baking, 1 - projection baking
- property ray_offset¶
- type: floatThe ray’s beginning will be offseted this much along the normal.
- property target_nodes¶
- type: List<Plugin>The target objects for projection baking
- property transform¶
- type: Transform
- property u_max¶
- type: floatThe maximum u value to bake
- property u_min¶
- type: floatThe minimum u value to bake
- property uv_transform¶
- type: TransformTransformation to translate the provided UV coordinates to the expected UV space.
- property v_max¶
- type: floatThe maximum v value to bake
- property v_min¶
- type: floatThe minimum v value to bake
- class plugins.BitmapBuffer¶
Bases:
object
Provides bitmap data from a file to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]
- property allow_negative_colors¶
- type: booleanif false negative colors will be clamped
- property file¶
- type: StringThe file name; can contain <UDIM> or <UVTILE> tags for Mari or Mudbox tiles respectively,or $nU and $nV for explicit tiles; lower-case tags consider the tiles as starting from 0 whereas upper-case tags start from 1
- property filter_blur¶
- type: float
- property filter_type¶
- type: int-1 - nearest; 0 - no filtering; 1 - mip-map filtering; 2 - summed area table filtering; 3 - elliptical filtering; 4 - deprecated, do not use; 5 - sharp mip-map filtering
- property frame_number¶
- type: intWhen working with image sequences, this parameter specifies which image out of the sequence should be used. If parameter is omitted or defaulted, the frame number depends on the current frame time value.
- property frame_offset¶
- type: intStart frame offset for image sequences
- property frame_sequence¶
- type: booleanTrue if there are multiple files for animation with frame number in their names. Enables replacing “<frameNum>” in the given ‘file’ string with current frame number.
- property gamma¶
- type: float
- property ifl_end_condition¶
- type: intImage file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
- property ifl_playback_rate¶
- type: floatImage file list frame rate multiplier
- property ifl_start_frame¶
- type: intImage file list first frame number
- property interpolation¶
- type: intInterpolation method for the mip-map filtering (0 - bilinear, 1 - bicubic, 2 - biquadratic, 3 - 3dsMax (interpolation is based on the input bitmap format:for 8-bit files - use bicubic, for floating point or tiled - use bilinear))
- property load_file¶
- type: booleanif set to false, the file would not be loaded
- property maya_compatible¶
- type: booleanIf true alpha can be generated from intensity.Maya checks if alpha is 1.0 everywhere, and if so, uses the intensity for alpha value
- property psd_alpha_name¶
- type: List<int>Legacy parameter for PSD files. Contains a text string encoded as an int array
- property psd_group_name¶
- type: List<int>Legacy parameter for PSD files. Contains a text string encoded as an int array
- property rgb_color_space¶
- type: StringThe linear RGB color space of the texture. Default: “raw”. Texture will be converted from this color space to the renderer color space. Builtin supported linear color spaces are “raw” for no conversion, “lin_srgb” for sRGB, and “acescg” for ACEScg. If the OCIO environment variable is set or if the SettingsUnitsInfo “ocio_config_file” parameter is set, the value can be any color space available in the OCIO config. This conversion is applied after the transfer function. The parameter transfer_function must be set, or else texture filtering will NOT work correctly.
- property transfer_function¶
- type: int0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
- property use_data_window¶
- type: booleantrue to use the data window information in e.g. OpenEXR files; otherwise false
- class plugins.CameraDefault¶
Bases:
object
Default camera object. Used to replace a Camera{*} instance in interactive mode. [gpuSupport=(full)]
- property orthographic¶
- type: boolean
- class plugins.CameraDome¶
Bases:
object
Defines a dome camera when present in the scene [gpuSupport=(full)]
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
- property flip_x¶
- type: booleanFlip in the horizontal image direction
- property flip_y¶
- type: booleanFlip in the vertical image direction
- property fov¶
- type: floatField of view (radians)
- property scene_name¶
- type: StringThe original scene name of the camera associated with the plugin
- class plugins.CameraFilmTransform¶
Bases:
object
Applies a transformation to the camera film when present in the scene
- property pivotx¶
- type: floatThe rotation pivot y coordinate
- property pivoty¶
- type: floatThe rotation pivot x coordinate
- property postscale¶
- type: floatThe postScale that will be applied to the camera
- property prescale¶
- type: floatThe prescale that will be applied to the camera
- property rot_before_trans¶
- type: booleanIf true, the rotation will be applied before the translation
- property rotation¶
- type: floatThe rotation around the pivot that will be applied to the camera
- property transx¶
- type: floatThe normalized translation along x axis that will be applied to the camera
- property transy¶
- type: floatThe normalized translation along y axis that will be applied to the camera
- class plugins.CameraLensSystem¶
Bases:
object
Camera based on a system of lenses
- property ISO¶
- type: float
- property anisotropy¶
- type: floatBokeh anisotropy
- property blades_enable¶
- type: boolean1- enable Bokeh effects; 0- disable Bokeh effects
- property blades_num¶
- type: intnumber of blades - 0 means its disabled
- property blades_rotation¶
- type: floatblade rotation in radians
- property bmpaperture_affects_exposure¶
- type: booleanThis will make the Bitmap Aperture’s size and shape affect the exposure
- property bmpaperture_enable¶
- type: boolean1- enable the use of bitmap aperture; 0- disable bitmap aperture
- property bmpaperture_resolution¶
- type: inttexture sampling resolution for the importance sampling
- property bmpaperture_tex¶
- type: Texture
- property center_bias¶
- type: floatcenter bias
- property chromatic_aberration¶
- type: boolean1 - unable chromatic aberration; 0 - disable chromatic aberration
- property distortion¶
- type: floatdistortion
- property distortion_tex¶
- type: Texture
- property distortion_type¶
- type: int0-quadratic; 1-cubic; 2-lens file; 3-texture
- property dof_display_threshold¶
- type: floatdisplay threshold for depth-of-field
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
- property enable_thin_lens_equation¶
- type: booleanDetermine if the focus distance will affect the fov or focal length calculation due to thin lens equation
- property exposure¶
- type: boolean1- exposure color correction; 0-disable exposure color correction
- property f_number¶
- type: floatf-stop
- property film_width¶
- type: floatfilm gate in mm
- property focal_length¶
- type: floatfocal length in mm
- property focus_distance¶
- type: floatfocus distance in world units
- property fov¶
- type: floatthe FOV value (in radians) to use when specify_fov is true
- property horizontal_offset¶
- type: floatThe horizontal offset
- property horizontal_shift¶
- type: floatthe horizontal lens shift
- property latency¶
- type: floatshutter latency in seconds
- property lens_file¶
- type: StringLENS file with camera lens-type image distortion description
- property lens_shift¶
- type: floatlens shift
- property lens_system_description_file¶
- type: StringFile with tabular lens system description
- property optical_vignetting¶
- type: floatoptical vignetting (“cat’s eye bokeh”) amount
- property shutter_angle¶
- type: floatshutter angle in degrees
- property shutter_offset¶
- type: floatshutter offset in degrees
- property shutter_speed¶
- type: floatthe shutter speed in seconds^-1
- property specify_focus¶
- type: boolean
- property specify_fov¶
- type: booleantrue to use explicit field of view and false to use the focal length
- property subdivs¶
- type: int
- property target_distance¶
- type: floattarget distance
- property targeted¶
- type: boolean1-specify a target distance; 0-target distance not specified
- property type¶
- type: int0-still camera; 1-movie camera; 2- video camera
- property use_dof¶
- type: boolean
- property use_moblur¶
- type: boolean
- property vertical_offset¶
- type: floatThe vertical offset
- property vignetting¶
- type: floatStrength of vignetting effect
- property white_balance¶
- type: Color
- property zoom_factor¶
- type: floatzoom factor
- class plugins.CameraPhysical¶
Bases:
object
Defines a physical camera when present in the scene. Affects DoF, exposure, motion blur etc. [gpuSupport=(partial)]
- property ISO¶
- type: floatSensor sensitivity (unbounded)
- property anisotropy¶
- type: floatBokeh anisotropy
- property blades_enable¶
- type: booleanSet to true to enable Bokeh effects
- property blades_num¶
- type: intNumber of blades - 0 disables Bokeh
- property blades_rotation¶
- type: floatBlade rotation in radians
- property bmpaperture_affects_exposure¶
- type: booleanThis will make the Bitmap Aperture’s size and shape affect the exposure
- property bmpaperture_enable¶
- type: booleanSet to true to enable the use of bitmap aperture
- property bmpaperture_resolution¶
- type: intTexture sampling resolution for the importance sampling
- property bmpaperture_tex¶
- type: TextureAperture texture to use when bmpaperture_enable=1. The aperture is open where the texture is white.
- property camera_shader_tex¶
- type: TextureCamera shader
- property center_bias¶
- type: floatBias toward the center of the lens for DOF sampling
- property distortion¶
- type: floatDistortion amount
- property distortion_tex¶
- type: TextureDistortion texture to use when distortion_type=3. Values are in image space - (0,0) maps to bottom left, (1,1) maps to top right.
- property distortion_type¶
- type: intType of optical distortion (0 - Quadratic, 1 - Cubic, 2 - Lens file, 3 - Texture)
- property dof_display_threshold¶
- type: floatDisplay threshold for depth-of-field
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
- property enable_thin_lens_equation¶
- type: booleanDetermine if the focus distance will affect the fov or focal length calculation due to thin lens equation
- property exposure¶
- type: int0 - disable exposure color correction; 1 - physical exposure color correction; 2 - exposure color correction from exposure value
- property exposure_value¶
- type: floatExposure value to use with exposure mode 2
- property f_number¶
- type: floatF-stop
- property film_width¶
- type: floatFilm gate in mm
- property focal_length¶
- type: floatFocal length in mm
- property focus_distance¶
- type: floatFocus distance in world units (if specify_focus=1). Affects the lens light attenuation and thin lens model.
- property fov¶
- type: floatThe FOV value (in radians) to use when specify_fov is true
- property horizontal_offset¶
- type: floatThe horizontal offset
- property horizontal_shift¶
- type: floatThe horizontal lens shift
- property latency¶
- type: floatShutter latency in seconds for video camera
- property lens_file¶
- type: StringLENS file with camera lens-type image distortion description
- property lens_shift¶
- type: floatLens shift
- property optical_vignetting¶
- type: floatOptical vignetting (“cat’s eye bokeh”) amount
- property rolling_shutter_duration¶
- type: floatRolling shutter duration (the time for the shutter to pass through the image) in seconds^-1
- property rolling_shutter_mode¶
- type: intRolling shutter mode: 0=Disabled, 1=Top to bottom, 2=Bottom to top, 3=Left to right, 4=Right to left
- property scene_name¶
- type: StringThe original scene name of the camera associated with the plugin
- property shutter_angle¶
- type: floatShutter angle in degrees for movie camera
- property shutter_offset¶
- type: floatShutter offset in degrees for movie camera
- property shutter_speed¶
- type: floatThe shutter speed in seconds^-1 for still camera
- property specify_focus¶
- type: booleanSet to true to enable the focus_distance parameter
- property specify_fov¶
- type: booleanSet to true to use explicit field of view from the “fov” value and false to use the focal length
- property subdivs¶
- type: intDeprecated. This has no effect.
- property target_distance¶
- type: floatTarget distance (if specify_focus=0). Affects only the distance of the focal plane.
- property targeted¶
- type: booleanHas no effect. Target distance is used when the focus distance is not used (if specify_focus=0).
- property type¶
- type: intThis defines how the shutter works (0 - Still camera, 1 - Movie camera, 2 - Video camera
- property use_dof¶
- type: booleanSet to true to enable raytraced depth of field effect
- property use_moblur¶
- type: booleanSet to true to enable motion blur
- property vertical_offset¶
- type: floatThe vertical offset
- property vignetting¶
- type: floatStrength of vignetting effect
- property white_balance¶
- type: ColorWhite point color
- property zoom_factor¶
- type: floatZoom factor
- class plugins.ColorCorrect¶
Bases:
object
Applies color corrections to a base texture. http://www.cuneytozdas.com/software/3dsmax/ColorCorrect/help/reference.htm [gpuSupport=(none)]
- property alpha_channel¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
- property alpha_gain¶
- type: TextureFloat
- property alpha_offset¶
- type: TextureFloat
- property blue_channel¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
- property blue_gain¶
- type: TextureFloat
- property blue_offset¶
- type: TextureFloat
- property green_channel¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
- property green_gain¶
- type: TextureFloat
- property green_offset¶
- type: TextureFloat
- property hsl_hue_gain¶
- type: TextureFloat
- property hsl_hue_offset¶
- type: TextureFloat
- property hsl_lightness_gain¶
- type: TextureFloat
- property hsl_lightness_offset¶
- type: TextureFloat
- property hsl_on¶
- type: boolean
- property hsl_saturation_gain¶
- type: TextureFloat
- property hsl_saturation_offset¶
- type: TextureFloat
- property hsv_hue_gain¶
- type: TextureFloat
- property hsv_hue_offset¶
- type: TextureFloat
- property hsv_on¶
- type: boolean
- property hsv_saturation_gain¶
- type: TextureFloat
- property hsv_saturation_offset¶
- type: TextureFloat
- property hsv_value_gain¶
- type: TextureFloat
- property hsv_value_offset¶
- type: TextureFloat
- property post_clamp¶
- type: boolean
- property post_clamp_max¶
- type: float
- property post_clamp_min¶
- type: float
- property post_clamp_normalize¶
- type: boolean
- property post_invert¶
- type: boolean
- property post_mono¶
- type: boolean
- property postprocess¶
- type: boolean
- property pre_brightness¶
- type: floatAdded to the texture brightness
- property pre_clamp¶
- type: booleantrue to clamp the input color
- property pre_clamp_max¶
- type: floathigh clamp value
- property pre_clamp_min¶
- type: floatlow clamp value
- property pre_clamp_normalize¶
- type: booleantrue to normalize the clamped input to 0.0-1.0
- property pre_contrast¶
- type: floatContrast
- property pre_gamma¶
- type: floatGamma
- property pre_invert¶
- type: booleantrue to invert the input color
- property pre_mono¶
- type: booleantrue to convert to grayscale
- property pre_unmult_alpha¶
- type: booleantrue to unmultiply alpha
- property premultiply_new_alpha¶
- type: boolean
- property preprocess¶
- type: booleantrue to enable preprocessing
- property red_channel¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
- property red_gain¶
- type: TextureFloat
- property red_offset¶
- type: TextureFloat
- property rgba_on¶
- type: boolean
- property source_color¶
- type: AColorSource color
- property texture_map¶
- type: TextureThe texture being color corrected
- class plugins.ColorCorrection¶
Bases:
object
Applies color corrections to a base texture [gpuSupport=(full)]
- property adv_base¶
- type: floatContrast base
- property adv_brightness¶
- type: floatColor multiplier
- property adv_contrast¶
- type: floatColor contrast
- property adv_exposure_mode¶
- type: intExposure mode (0 - Gain, 1 - F-Stops, 2 - Printer Lights)
- property adv_offset¶
- type: floatColor offset
- property adv_printer_lights_per¶
- type: floatPrinter lights per
- property adv_rgb_base¶
- type: ColorContrast base rgb
- property adv_rgb_brightness¶
- type: ColorColor multiplier rgb
- property adv_rgb_contrast¶
- type: ColorColor contrast rgb
- property adv_rgb_offset¶
- type: ColorColor offset rgb
- property adv_use_blue¶
- type: booleantrue to use the blue component ov the adv_rgb_* parameters
- property adv_use_green¶
- type: booleantrue to use the green component ov the adv_rgb_* parameters
- property adv_use_red¶
- type: booleantrue to use the red component ov the adv_rgb_* parameters
- property brightness¶
- type: floatValue is added to the texture brightness
- property contrast¶
- type: float
- property hue_shift¶
- type: floatadded to the color hue
- property hue_tint¶
- type: AColorHue tint
- property lightness_mode¶
- type: intLightness mode (0 - standard, 1 - advanced)
- property rewire_alpha¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
- property rewire_blue¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
- property rewire_green¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
- property rewire_red¶
- type: int0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
- property saturation¶
- type: floatadded to the color saturation
- property source_color¶
- type: AColorSource color
- property texture_map¶
- type: TextureThe texture being color corrected
- property tint_strength¶
- type: float
- class plugins.ColorMapperTest¶
Bases:
object
null
- property clamp_level¶
- type: floatThe clamp level
- property gamma¶
- type: floatThe gamma value if type is set to 2.
- property type¶
- type: intThe type of color mapping: 0 - linear, 1 - sRGB, 2 - gamma
- class plugins.ColorTextureToMono¶
Bases:
object
Converts input color texture to its intensity as floating point output [gpuSupport=(none)]
- property color_texture¶
- type: Texture
- property value¶
- type: float
- class plugins.CustomGlsl¶
Bases:
object
null
- class plugins.EnvFogMeshGizmo¶
Bases:
object
Defines the limits of a volume that will be filled with fog by linking a geometry source plugin [gpuSupport=(partial)]
- property fade_out_radius¶
- type: floatfade out effect for the edges
- property geometry¶
- type: Plugin
- property lights¶
- type: List<Plugin>
- property transform¶
- type: Transform
- class plugins.EnvironmentFog¶
Bases:
object
Renders volumetric fog. Optionally enclosed within the space defined by EnvFogMeshGizmo instances. [gpuSupport=(partial)]
- property affect_alpha¶
- type: booleanWhether the alpha channel is affected
- property affect_background¶
- type: booleanWhen this option is off, the background will not be obscured by the fog.
- property affect_camera¶
- type: booleanSpecifies if the fog will be visible to camera rays.
- property affect_gi¶
- type: booleanSpecifies if the fog should affect GI rays.
- property affect_reflections¶
- type: booleanSpecifies whether the fog will be rendered in reflections.
- property affect_refractions¶
- type: booleanSpecifies whether the fog will be rendered in refractions.
- property affect_shadows¶
- type: booleanSpecifies if the fog should affect shadow rays.
- property color¶
- type: ColorDefines the color of the fog, when it is illuminated by light sources.
- property color_mult¶
- type: floatFog color multiplier
- property color_tex¶
- type: TextureDefines the color of the fog, when it is illuminated by light sources. You can also use a texture map to drive the fog color.
- property cutoff_threshold¶
- type: floatControls when the raymarcher will stop traversing the volume. If the accumulated volume transparency falls below this threshold, the volume will be considered opaque and tracing will be aborted. Higher values make the rendering faster but may introduce artifacts.
- property deep_output¶
- type: booleanToggle the deep image output. Note that enabling this option will force ray marching even for simple volumetrics, which can cause slower rendering.
- property density¶
- type: floatFog density. A multiplier for the Fog distance parameter.
- property density_tex¶
- type: TextureFloatTexture for fog density. A multiplier for the Fog distance parameter that allows a texture to be used for the density of the fog.
- property distance¶
- type: floatDistance between fog particles. Controls the fog density. Larger values make the fog more transparent, while smaller values make it more dense.
- property emission¶
- type: ColorFog emission color. Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI.
- property emission_mult¶
- type: floatFog emission multiplier.
- property emission_mult_tex¶
- type: TextureFloatFog emission multiplier texture.
- property emission_tex¶
- type: TextureFog emission texture. Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI.
- property enabled¶
- type: booleanIf false, disable the rendering
- property fade_out_mode¶
- type: intfade out mode 0: Multiply by density, 1: Add density to falloff
- property fade_out_radius¶
- type: floatfade out effect for the edges
- property gizmos¶
- type: List<Plugin>List of gizmos
- property height¶
- type: floatFog starting point along the up-axis. By default the up axis is Z.
- property ior¶
- type: floatIndex of refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction.
- property jitter¶
- type: booleanIf true, add a random offset when starting sampling.
- property light_mode¶
- type: intlight mode 0: no lights, 1: Use per-gizmo lights, 2: Override per-gizmo lights, 3: Intersect with per-gizmo lights, 4: Add to per-gizmo lights
- property lights¶
- type: List<Plugin>A list with lights. How they affect the fog depends on the ‘Light mode’ parameter as well.
- property max_steps¶
- type: intMaximum number of steps through the volume.
- property opacity_mode¶
- type: booleanIf true, density will be treated as opacity.
- property per_object_fade_out_radius¶
- type: booleanfade out effect for the edges per object
- property phase_function¶
- type: floatControls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval [-1 1]. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic (‘diffuse’).
- property scale¶
- type: List<float>stretch aspect for the 3 axis, when the fog container must grow/shrink preserving its original density
- property scatter_bounces¶
- type: intNumber of GI bounces calculated inside the fog.
- property scatter_gi¶
- type: booleanWhen on, the fog will also scatter global illumination. Note that this can be quite slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When this option is on, the currently selected global illumination algorithm in the V-Ray settings will be used to accelerate GI inside the volume (e.g. the irradiance map, light cache, photon map or brute-force).
- property shadow_opacity¶
- type: floatVolume opacity scale for shadow rays.
- property simplify_gi¶
- type: booleanSimplify global illumination. When this option is checked V-Ray will use a simplified method for calculating the GI when rendering parts of the fog that are textured or are being faded out.
- property solid_mode¶
- type: booleanIf true, this will cause to disable randomization when sampling and take 1 sample at 0.5 density.
- property solid_threshold¶
- type: floatSolid mode transparency threshold
- property step_size¶
- type: floatDetermines the size of one step through the volume. Smaller steps produce more accurate results but are slower to render. In general, dense volumes require smaller step sizes than more transparent volumes. In practice, step sizes that are two to three times smaller than the Fog distance parameter work well.
- property subdivs¶
- type: intThis parameter determines the number of points inside the fog at which volumetric lighting is evaluated. Smaller values for this parameter render faster, but may produce noise in the image. Higher values render longer, but with less noise. It is only used when there are no texture maps specified, in which case the volume properties are the same everywhere.
- property tex_samples¶
- type: intNumber of texture samples for each step through the volume. This allows to sample textures more accurately than the volumetric lighting. It is useful in cases where the textures vary much faster than the lighting itself (e.g. for detailed fractal textures).
- property transparency¶
- type: ColorThe transparency of the Fog volume at thickness given by the Fog distance parameteri.e. the color of a white ray after traveling the specified distance inside the fog volume.Non-gray colors will result in colored attenuation of the light passing through the fog. This parameter changes the extinction coefficient of the fog while the ‘Fog Color’ parameter sets the single scattering albedo.
- property transparency_tex¶
- type: TextureTexture for Fog transparency. The transparency of the Fog volume at thickness given by the Fog distance parameteri.e. the color of a white ray after traveling the specified distance inside the fog volume.Non-gray colors will result in colored attenuation of the light passing through the fog. This parameter changes the extinction coefficient of the fog while the ‘Fog Color’ parameter sets the single scattering albedo.
- property use_height¶
- type: booleanWhether or not the height should be taken into account.
- property use_shade_data¶
- type: booleanTrue if the shade data should be used when sampling textures. The light mode will be ignored if this is true and the shader is not global!
- property use_shade_instance¶
- type: booleanTrue if the shade instance should be used when sampling textures.
- property yup¶
- type: booleanIf true, y is the up axis, not z.
- class plugins.ExtChannel¶
Bases:
object
A plugin which represents single channel data and metadata. [gpuSupport=(full)]
- property component_type¶
- type: intChannel integral (building block) type
- property data_acolor¶
- type: List<AColor>
- property data_color¶
- type: List<Color>
- property data_double¶
- type: List<double>
- property data_float¶
- type: List<float>
- property data_int¶
- type: List<int>
- property data_matrix¶
- type: List<Matrix>
- property data_raw¶
- type: List<int>
- property data_string¶
- type: List<String>
- property data_transform¶
- type: List<Transform>
- property data_vector¶
- type: List<Vector>
- property flags¶
- type: intBitmask of channel flags (0x1 - is id channel, 0x2 - data should be interpolated)
- property id¶
- type: intChannel unique ID
- property name¶
- type: StringChannel name
- property num_components¶
- type: intChannel components number (within single element) - ‘arity’
- property structure_type¶
- type: StringChannel structure type (scalar, vector, color, quat…)
- class plugins.ExtMapChannels¶
Bases:
object
A plugin with mapping channels overrides. [gpuSupport=(full)]
- property map_channels¶
- type: List<Object>A list of mapping channels. Each channel itself is a list of 3 elements: (0 - channel name; 1 - vertices; 2 - faces; 3 - channel index (optional)) or (0 - channel name; 1 - strings; 2 - per-face index into strings; 3 - channel index (optional)) if the vertices list has exactly 1 vertex and the faces list is empty this will be a constant channel - for every uvw request the only vertex will be returned.
- class plugins.FilterArea¶
Bases:
object
AA filter with equal weight within a circle [gpuSupport=(full)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterBox¶
Bases:
object
AA filter with equal weight within a square [gpuSupport=(full)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterCatmullRom¶
Bases:
object
Catmull-Rom cubic spline AA filter [gpuSupport=(none)]
- class plugins.FilterCookVariable¶
Bases:
object
Cook exponential AA filter [gpuSupport=(none)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterGaussian¶
Bases:
object
Gaussian function AA filter [gpuSupport=(full)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterLanczos¶
Bases:
object
Lanczos AA filter (windowed sinc function) [gpuSupport=(full)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterMitNet¶
Bases:
object
Mitchell-Netravali cubic spline AA filter [gpuSupport=(none)]
- property blur¶
- type: floatThe ‘B’ value in the filter polynomial. Larger values reduce ringing but may cause the image to appear softer.
- property ringing¶
- type: floatThe ‘C’ value in the filter polynomial. Larger values make the result appear sharper but may introduce ringing.
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterPoint¶
Bases:
object
Zero radius AA filter [gpuSupport=(full)]
- class plugins.FilterSinc¶
Bases:
object
Sinc function AA filter [gpuSupport=(none)]
- property size¶
- type: floatFilter width in pixels
- class plugins.FilterTriangle¶
Bases:
object
AA filter with weight linearly falling off from the center [gpuSupport=(none)]
- property size¶
- type: floatFilter width in pixels
- class plugins.Float3ToAColor¶
Bases:
object
Converts separate float inputs for the 4 RGBA channels into one color texture output [gpuSupport=(partial)]
- property alpha¶
- type: TextureFloatAlpha
- property color¶
- type: OutputTextureThe resulting color
- property float1¶
- type: TextureFloatFirst color
- property float2¶
- type: TextureFloatSecond color
- property float3¶
- type: TextureFloatThird color
- property invert¶
- type: boolean
- class plugins.FloatToTex¶
Bases:
object
Converts a single scalar or scalar output parameter to a scalar texture. For passing to parameters that won’t work otherwise, such as inside some lists. [gpuSupport=(full)]
- property input¶
- type: TextureFloat
- class plugins.GeomBifrost¶
Bases:
object
Bifrost geometry source plugin for V-Ray for Maya
- property acceleration_pp¶
- type: List<Color>Per-particle acceleration.
- property age_pp¶
- type: List<float>Per-particle age.
- property delay_load¶
- type: booleanIf true, delay load the OpenVDB voxels until requested.
- property file¶
- type: StringThe path to the OpenVDB file
- property ids¶
- type: List<int>The particle ids.
- property interpolation¶
- type: intThe grid interpolation sampler (0:linear, 1:quadratic: 2:none).
- property positions¶
- type: List<Vector>The positions of the particles.
- property primary_visibility¶
- type: booleanIf off, shading an intersection with this mesh will not generate a gbuffer.
- property render_grid¶
- type: StringThe name of the OpenVDB grid to render.
- property stream¶
- type: List<int>If “file” is missing, read the vdb data from a memory stream.
- property texture_coord_u¶
- type: List<float>The u texture coordinate of the particles.
- property texture_coord_v¶
- type: List<float>The v texture coordinate of the particles.
- property userScalar1PP¶
- type: List<float>Custom per particle user scalar.
- property velocities¶
- type: List<Vector>The velocities of the particles.
- property velocity_grid¶
- type: StringThe name of the OpenVDB velocity grid to use for motion blur.
- class plugins.GeomBox¶
Bases:
object
Geometry source plugin for a simple box. It is able to handle a camera inside it. [gpuSupport=(none)]
- property is_volumetric¶
- type: booleantrue to handle the case when the camera is inside the box
- property size_x¶
- type: floatThe size in the X direction
- property size_y¶
- type: floatThe size in the Y direction
- property size_z¶
- type: floatThe size in the Z direction
- class plugins.GeomDisplacedMesh¶
Bases:
object
Wrapper for another geometry source plugin. Adds displacement. [gpuSupport=(partial)]
- property cache_normals¶
- type: booleanThis parameter controls if auto-bump would be used for calculating the normals of the generated triangles. If set to 0 a mix of auto-bump and cached normals would be used. If set to 1 only cached normals would be used.
- property displace_2d¶
- type: booleanUse to enable 2d displacement. Overrides the vector_displacement flag.
- property displace_2d_multi_tile¶
- type: booleanEnable or disable support for tiled textures (UDIM/UVTILE) when generating 2d displacement.
- property displace_2d_transform¶
- type: TransformTransform applied on the uvws when sampling the texture. Used to expand the uv range from [0..1].
- property displacement_amount¶
- type: floatDetermines the displacement amount for white areas in the displacement map; if use_globals is true this is multiplied by the global displacement amount option.
- property displacement_shift¶
- type: floatThis constant value is added to the displacement map
- property displacement_tex_color¶
- type: TextureThe displacement texture. Its intensity is used if the displacement is 2d.
- property displacement_tex_float¶
- type: TextureFloatThe displacement texture
- property edge_length¶
- type: floatIf use_globals is false, this determines the approximate edge length for the sub-triangles.
- property filter_blur¶
- type: floatThe amount of UV space to average for filtering purposes. A value of 1.0 will average thw whole texture.
- property filter_texture¶
- type: booleanFilter the texture for 2d displacement.
- property image_width¶
- type: intThis parameter overrides the imgWidth parameter from VRayFrameData during the calculation of the subdivision depth.
- property keep_continuity¶
- type: booleanIf true, the plugin will attempt to keep the continuity of the displaced surface.
- property map_channel¶
- type: intThe mapping channel to use for vector and 2d displacement.
- property map_channel_name¶
- type: StringThe mapping channel name to use for vector and 2d displacement. Override the map_channel parameter if valid
- property max_bound¶
- type: ColorThe biggest value for the displacement texture.
- property max_subdivs¶
- type: intIf use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
- property mesh¶
- type: PluginThe triangle mesh that will be displaced
- property min_bound¶
- type: ColorThe lowest value for the displacement texture.
- property object_space_displacement¶
- type: intIf 1, the parent transformation will affect the amount of displacement. Used only when doing 3D displacement. If 2, the world-space bounding box will affect the amount of displacement.
- property precision¶
- type: intIncrease for curved surfaces to avoid artifacts.
- property resolution¶
- type: intResolution at which to sample the displacement map for 2d displacement.
- property static_displacement¶
- type: booleanIf true, the resulting triangles of the displacement algorithm will be inserted into the rayserver as static geometry.
- property tight_bounds¶
- type: booleanWhen this is on, initialization will be slower, but tighter bounds will be computed for the displaced triangles making rendering faster.
- property use_bounds¶
- type: booleanIf true, the min/max values for the displacement texture are specified by the min_bound and max_bound parameters; if false, these are calculated automatically.
- property use_globals¶
- type: booleanIf true, the global displacement quality settings will be used.
- property vector_displacement¶
- type: intWhen this is 1, the red, green and blue channels of displacement_tex_color will be used to perform vector displacement with base 0.5; if this is 2, then the map matches the Mudbox displacement maps.
- property view_dep¶
- type: booleanIf use_globals is false, this determines if view-dependent tesselation is used.
- property water_level¶
- type: floatGeometry below this displacement level will be clipped away.
- class plugins.GeomEnmesh¶
Bases:
object
Places a copy of a reference geometry on a source geometry based on placement parameters. [gpuSupport=(none)]
- property cropbox_x¶
- type: floatCropbox size along X axis
- property cropbox_y¶
- type: floatCropbox size along Y axis
- property cropbox_z¶
- type: floatCropbox size along Z axis
- property flip_axis¶
- type: intDetermine which axis is Up for the reference geometry
- property flip_u¶
- type: booleanTrue if U coordinates of the source mesh should be flipped
- property flip_v¶
- type: booleanTrue if V coordinates of the source mesh should be flipped
- property gizmo_center¶
- type: VectorThe center of the ref mesh gizmo
- property gizmo_rotate¶
- type: MatrixThe rotation applied to the ref mesh gizmo
- property gizmo_scale¶
- type: MatrixThe scale applied to the ref mesh gizmo
- property height¶
- type: floatHeight of the layer
- property height_offset¶
- type: floatThe offset along the surface normals based on the height in percent
- property map_channel¶
- type: intMapping channel index
- property map_channel_name¶
- type: StringMapping channel name. Overrides “map_channel” if not empty.
- property obj_scale¶
- type: floatScale coefficient of the reference geometry
- property offset_u¶
- type: floatThe general offset along the U axis
- property offset_v¶
- type: floatThe general offset along the V axis
- property random_offset_u¶
- type: floatThe random offset to apply along the U axis in the range [0, 1]
- property random_offset_v¶
- type: floatThe random offset to apply along the V axis in the range [0, 1]
- property random_rotation¶
- type: floatThe random rotation to apply, either rotation steps or a rotation angle both in the range [0, 360] based on useRotationStep parameter
- property ref_nodes¶
- type: List<Plugin>The list of reference nodes
- property rep_u¶
- type: floatRepetition of the reference geometry within the texture in U
- property rep_v¶
- type: floatRepetition of the reference geometry within the texture in V
- property rotation¶
- type: floatThe angle of rotation in degrees to apply to the reference geometry
- property source_mesh¶
- type: PluginGeometry to be textured.
- property use_mesh_ids¶
- type: booleanTrue if ref mesh face ids should be used for shading in cases like multi subtex, false - if source mesh ids should be used
- property use_mesh_uvw_mapping¶
- type: booleanTrue if ref mesh UVW mapping should be used, false - if source mesh uvw mapping should be used
- property use_rotation_step¶
- type: booleanTrue if random rotation should be done in steps, false - if randRotation should be treated as a random angle
- class plugins.GeomGaussians¶
Bases:
object
Geometry source plugin for raytracing a cloud of 3D Gaussians. [gpuSupport=(none)]
- property affect_camera¶
- type: booleanCamera rays to see the Gaussians.
- property affect_matte_surfaces¶
- type: booleanGaussians to be seen in matte surfaces.
- property affect_reflections¶
- type: booleanGaussians to be seen in reflections.
- property affect_refractions¶
- type: booleanGaussians to be seen in refractions.
- property affect_shadows¶
- type: booleanGaussians to cast shadows on shaded geometry.
- property color¶
- type: ColorUser-specified color multiplier
- property file¶
- type: String
- property flip_axis¶
- type: intWhen 1, performs a rotation of -90 degrees around the X axis. When 2, 90 degrees rotation around the Y axis and flip Y.
- property intensity¶
- type: floatUser-specified intensity multiplier.
- property rgb_color_space¶
- type: intThe RGB color space of the input data (0 - default, 1 - sRGB, 2 - ACEScg, 3 - raw).
- property scale¶
- type: floatUser-defined scale of the Gaussian model.
- class plugins.GeomHair¶
Bases:
object
Geometry source plugin. Generates hair/fur or similar strand geometry over a base triangle mesh [gpuSupport=(partial)]
- property areaList¶
- type: List<float>A list of triangle surface areas. An element here corresponds to an element in faceList, if faceList is not NULL.
- property bend¶
- type: floatThe amount of hair bending.
- property bend_direction_tex¶
- type: TextureA texture for the bend direction of hair strands.
- property bend_tex¶
- type: TextureFloatA texture for the bend.
- property curl_angle¶
- type: floatThe angle of the curl applied at each knot.
- property curl_enabled¶
- type: booleanTrue if curl should be applied to the hair.
- property curl_radius¶
- type: floatThe radius of the curls.
- property curl_radius_var¶
- type: floatThe curl radius variation.
- property curl_tex¶
- type: Texture
- property density_tex¶
- type: TextureFloatA texture for the density.
- property dir_var¶
- type: floatThe direction variation.
- property distribution¶
- type: int0 : per face; 1 : per area
- property faceList¶
- type: List<int>A list of face indices that will have hair generated on them. If NULL all faces will have hair on them.
- property fixed_areas¶
- type: intTrue if areaList should be used to determine the number of hairs when distribution is ‘per area’.
- property flat_normals¶
- type: boolean
- property generate_w_coord¶
- type: booleanIf true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
- property gravity_base¶
- type: floatThe base gravity.
- property gravity_tex¶
- type: TextureFloatA texture for the gravity.
- property gravity_var¶
- type: floatThe gravity variation.
- property gravity_vector¶
- type: VectorThe gravity force direction vector.
- property hair_knots¶
- type: intNumber of segments along the length of a single hair.
- property hair_sides¶
- type: intNumber of segments along the circumference of a single hair.
- property ignore_base_mesh_displacement¶
- type: booleanIf false, fur will be displaced via using the parent mesh displacement map.
- property initial_direction_tex¶
- type: TextureA texture for the initial direction of hair strands.
- property length_base¶
- type: floatThe base hair length.
- property length_tex¶
- type: TextureFloatA texture for the length.
- property length_var¶
- type: floatThe hair length variation.
- property lod_enabled¶
- type: booleanLevel of detail toggle. Enables detail decrease along distance form the camera.
- property lod_rate¶
- type: floatLevel of detail rate. Rate of decrease. The distance to reach half the hairs count with twice the thickness.
- property lod_startDistance¶
- type: floatLevel of detail starting distance. The distance from wich the effect is applied.
- property map_channel¶
- type: intMap channel to derive the uv space from.
- property mesh¶
- type: PluginThe triangle mesh that will have hairs generated on it.
- property mtlID¶
- type: intMaterial ID of the faces of the mesh. This is only valid if the placement is by material ID.
- property mtlIDList¶
- type: List<int>A list of material IDs, if not empty will be used in place of the ‘mtlID’ parameter.
- property override_mtlID¶
- type: intThe override material ID.
- property override_mtlID_on¶
- type: booleanMaterial ID will be overriden.
- property perArea¶
- type: floatNumber of hairs per unit area if distribution==1
- property perFace¶
- type: intNumber of hairs per face if distribution==0
- property placement¶
- type: intThe type of placement of the fur on the mesh. The possible values are 0 : Entire Object, 1 : Selected Faces, 2 : Material ID.
- property scale¶
- type: floatFur scaling factor.
- property taper¶
- type: floatThe amount of taper applied to hairs.
- property tessellation_edge_length¶
- type: floatHair tessellation edge length in pixels.
- property tessellation_on¶
- type: booleanTessellate hair with respect to the camera position.
- property thickness_base¶
- type: floatThe base hair thickness.
- property thickness_tex¶
- type: TextureFloatA texture for the thickness.
- property thickness_var¶
- type: floatThe hair thickness variation.
- class plugins.GeomImagePlane¶
Bases:
object
Geometry source plugin. Defines a plane that is to be used with a background image at a finite position instead of the normal background infinitely away. [gpuSupport=(none)]
- class plugins.GeomInstancer¶
Bases:
object
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(full)]
- property base_transform¶
- type: TransformAdditional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
- property exclude_list¶
- type: List<String>Plugin instance names list to hide when “file” is used.
- property exclude_list_inclusive¶
- type: intWhen on, the “exclude_list” is considered an “Include List”.
- property extra_channels¶
- type: List<Plugin>Extra channels that hold auxiliary instances data
- property flip_axis¶
- type: intAxis flipping when “file” is used: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from Z-up to Y-up, 3 - transform the axis from Y-up to Z-up
- property instance_ids¶
- type: List<int>Unique ID of the instance. Sorted in ascending order.
- property instances_generator¶
- type: PluginAn external plugin that generates instances data
- property light_color_override¶
- type: StringName of user attribute to be used to multiply (tint) light color
- property light_intensity_override¶
- type: StringName of user attribute to be used to multiply light intensity
- property map_channels¶
- type: List<Object>Instance map channel overrides. Optional; allows map channel override per-instance. A lists of 1 or 2 lists: List(map_channel) or List(List(mc0,mc1,…,mcN), List(0,1,…,N)): 1 - materials; 2 - per-instance index into the first list (-1 means unset)).
- property object_properties¶
- type: List<Object>Instances object properties. A lists of 1 or 2 lists: List(VRayObjectProperties) or List(List(ObjProps0,ObjProps1,…,ObjPropsN), List(0,1,…,N)): 1 - nodes; 2 - per-instance index into plugins (-1 means unset)). Single list with single value means all values are the same for all instances.
- property shaders¶
- type: List<Object>Instance shaders. Optional, allows shader override per-instance. A lists of 1 or 2 lists: List(shader) or List(List(shd0,shd1,…,shdN), List(0,1,…,N)): 1 - materials; 2 - per-instance index into the first list (-1 means unset)).
- property shaders_match¶
- type: List<Object>Scene name based shader overrides when “file” is used. Works only in rayserver mode. A list of lists. Each inner list has the format [“path”, shaderPlugin, …]. Path element supports wildcard pattern matching. For example List(List(“scene/cubes/pCube[1]*”, red1@material, “scene/spheres/pSphere[12]/*”, VRayMtl4@material)).
- property shaders_match_file¶
- type: StringScene name based shader override file. If set “shaders_match” and “shaders_match_indexes” are ignored.
- property shaders_match_indexes¶
- type: List<int>Instance scene name shader override index into “shaders_match” list.
- property sources¶
- type: List<Object>Instancing sources. Supports any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces. A lists of 1 or 2 lists: List(Node) or List(List(Node0,Node1,…,NodeN), List(0,1,…,N)): 1 - nodes; 2 - per-instance index into the first list (-1 means unset)). Single list with single value means all values are the same for all instances.
- property transforms¶
- type: List<Transform>Instance transforms
- property transforms_vector¶
- type: List<Vector>Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
- property trimmers¶
- type: List<Object>Instance face trimming plugins. Optional, allows trimming faces per-instance. A lists of 1 or 2 lists: List(plugin) or List(List(plg0,plg1,…,plgN), List(0,1,…,N)): 1 - plugins; 2 - per-instance index into the first list (-1 means unset)).
- property use_rayserver¶
- type: booleanFor internal usage only. Wrap instance into the rayserver. If turned off the behaviour is similar to the Instancer2 plugin. This is automatically turned off internally for GPU.
- property use_source_transform¶
- type: intMultiply instance transform with the source transform (0: Off, 1: On, 2: For lights only)
- property user_attributes¶
- type: List<Object>User attribute values per-instance. A lists of lists. Each sub-list could be: List(0 - attribute name; 1 - int / float list of values per-instance) or List(0 - attribute name; 1 - strings; 2 - per-instance index into strings (-1 means unset)) Single value list means all values are the same for all instances.
- property velocities¶
- type: List<Vector>Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
- class plugins.GeomLocalRayserver¶
Bases:
object
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(none)]
- property source_geometry¶
- type: List<Plugin>The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
- class plugins.GeomMayaHair¶
Bases:
object
Geometry source plugin. Defines explicit hair or similar strand geometry [gpuSupport=(partial)]
- property colors¶
- type: List<Color>Color values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
- property compatibility_with¶
- type: intCompatibility mode (0 - Default (Maya); 1 - Houdini). Currently affects velocity interpolation only. In Houdini mode velocity will respect interval center.
- property generate_w_coord¶
- type: booleanIf true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
- property geom_splines¶
- type: booleanIf true, hair strands geometry will be represented as splines, instead of line segments.
- property geom_tesselation_mult¶
- type: floatManual control over the number of subdivisions when intersecting the spline based hairs.
- property hair_vertices¶
- type: List<Vector>A list with the positions of the hair vertices in object space. The number of elements should be equal to the sum of the elements of the num_hair_vertices parameter.
- property incandescence¶
- type: List<Color>Incandescence values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
- property map_channels¶
- type: List<Object>A list of mapping channels; each channel itself is a list of 4 elements - the channel index, number of knots per strand, the knots array (vectors) and channel name. Channel index 0 is used for UVW coordinates if and only if strand_uvw is not set.
- property max_tesselation_factor¶
- type: intMaximum number of subdivisions when geom_splines is true
- property min_pixel_width¶
- type: floatRestricts the hair strands to not be thinner than the specified value, in pixels. The V-Ray hair shader will make the hairs more transparent instead to achieve the same density.
- property num_hair_vertices¶
- type: List<int>A list of the number of hair vertices, one for each hair strand.
- property opacity¶
- type: floatThe Maya hair shader does not allow for different transparency on each hair vertex. Instead it uses a single opacity parameter for all of them.
- property strand_uvw¶
- type: List<Vector>UVW values for each hair strand.Should have the same number of elements as num_hair_vertices.
- property transparency¶
- type: List<Color>Transparency values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
- property use_global_hair_tree¶
- type: booleanIf true, the hair will be added to the global static hair tree.
- property velocities¶
- type: List<Vector>A list with the position deltas of the hair vertices in object space. The number of elements should be equal to the sum of the elements of the num_hair_vertices parameter. Optional, if omitted, the positions of the next keyframewill be used for motion blur.
- property w_coord_affect_channels¶
- type: StringA string of space separated list of channels that will be affected by the generateWCoords property.
- property w_coord_affect_channels_use¶
- type: booleanIf true, V-Ray will only generate a W mapping coordinate for channels in the w_coord_affect_channels list.
- property widths¶
- type: List<float>The width of the hair strands at each vertex.Should have the same number of elements as hair_vertices.
- property widths_in_pixels¶
- type: booleanIf true, the widths parameter is in pixels, otherwise it is in world units.
- property xgen_generated¶
- type: intIf 1, the hair is generated by XGen. For XGen hair: the tangents when tesselating are computed the same as XGen; the colors, incandescence and transparency arrays are per-strand; if geom_splines=false, hair is tesselated with a constant factor equal to the square of geom_tesselation_mult.
- class plugins.GeomMeshFile¶
Bases:
object
Geometry source plugin. Dynamically loads/unloads geometry voxels from a proxy file. [gpuSupport=(partial)]
- property alembic_layers¶
- type: List<String>List of Alembic files for layering.
- property alembic_mode¶
- type: intAlembic Channels Mode (0 - Default; 1 - Houdini). Default: will try to re-construct color channel from channels containing individual color components. This may alter channel names. Houdini: will construct color channels from scalar channels setting all colors components to the same scalar value. This mode uses channel names as is.
- property anim_abc_time¶
- type: floatAnimated Alembic override time to render
- property anim_frame¶
- type: floatAnimated proxy override frame to render
- property anim_length¶
- type: intSpecifies the length of the animation sequence.
- property anim_offset¶
- type: floatAnimated proxy initial frame offset
- property anim_override¶
- type: intIf set to 1 controls if ‘Sequence start’(anim_start) and ‘Sequence length’(anim_length) are taken in consideration. Useful only, when the file name contains frame filter. If set to 2 ‘Override Frame’(anim_frame) is used.
- property anim_speed¶
- type: floatAnimated proxy playback speed
- property anim_start¶
- type: intSpecifies the first frame of the animation sequence.
- property anim_type¶
- type: intAnimated proxy playback type (0 - loop; 1 - once; 2 - ping-pong; 3 - still)
- property compute_bbox¶
- type: booleanTrue to compute the bounding box, false to read it from the file
- property compute_normals¶
- type: intTrue to calculate smooth normals
- property custom_reorder_mesh_set_indices¶
- type: List<int>Indices of custom/user-guided proxy mesh sets reordering
- property custom_reorder_mesh_set_names¶
- type: List<String>Names of custom/user-guided proxy mesh sets reordering
- property custom_reorder_mesh_set_types¶
- type: List<int>Types of custom/user-guided proxy mesh sets reordering (0-uv/uvw set, 1-color set, 2-shader set)
- property file¶
- type: StringA .vrmesh or .abc geometry cache to load on demand
- property first_map_channel¶
- type: intSpecifies how to remap the mapping channels: -1 - no remapping; 0 - channel 0, 1 - channel 1
- property flip_axis¶
- type: int0 do not rotate the coordinate system;1 to transform the proxy from Maya to Max coordinate system;2 to transform from Max to Maya
- property flip_normals¶
- type: booleanTrue to flip the vertex normals
- property hair_tessellation_length¶
- type: floatHair tessellation edge length in pixels.
- property hair_visibility_list_ids¶
- type: List<int>Visibility list of hair ids. Either include or exclude
- property hair_visibility_list_names¶
- type: List<String>Visibility list of hair names. Either include or exclude
- property hair_visibility_lists_type¶
- type: intSpecifies the type of both names and ids lists. 0 - exclude; 1 - include
- property hair_width_multiplier¶
- type: floatHair width multiplier
- property instancing¶
- type: intHandle Alembic instances
- property load_hair¶
- type: intLoad hair data from the proxy file.
- property load_mesh¶
- type: intLoad mesh data from the proxy file.
- property load_particles¶
- type: intLoad particles data from the proxy file.
- property material_assignments_file¶
- type: String
- property merge_equal_vertices¶
- type: booleanIf false, the vertices with equal coordinates won’t be merged.
- property num_preview_faces¶
- type: intnumber of faces in preview
- property object_path¶
- type: StringStarting object path in Alembic hierarchy
- property particle_render_mode¶
- type: intSet to 0 to render particles as spheres. Set it to 1 to render them as points
- property particle_use_normals¶
- type: booleanUse particle normals from Alembic
- property particle_visibility_list_ids¶
- type: List<int>Visibility list of particle system ids. Either include or exclude
- property particle_visibility_list_names¶
- type: List<String>Visibility list of particle system names. Either include or exclude
- property particle_visibility_lists_type¶
- type: intSpecifies the type of both names and ids lists. 0 - exclude; 1 - include
- property particle_width_multiplier¶
- type: floatParticle width multiplier
- property pixel_scale¶
- type: floatModifies the loaded level of detail; larger values reduce the detail level
- property point_cloud_mult¶
- type: floatA LOD multiplier. A value smaller than 1.0 means that the level will be of greater detail than required by distance to the object.
- property primary_visibility¶
- type: booleanWhether this geometry is visible to primary camera rays
- property reference_mesh¶
- type: PluginThe reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
- property reference_normal_channel¶
- type: StringMap channel name to use as reference mesh normals.
- property reference_transform¶
- type: TransformThe transform of the reference mesh.
- property reference_vertex_channel¶
- type: StringMap channel name to use as reference mesh vertices.
- property reorder_channels_by_name_indices¶
- type: booleanIf true - reorder the loaded Alembic channels according the number suffix in their names, if false - leave channels in the order they are in the mesh file.
- property scale¶
- type: floatSize scaling factor
- property smooth_angle¶
- type: floatSmooth angle in degrees
- property smooth_uv¶
- type: booleanTrue to smooth UVs when rendering this mesh as a subdivision surface
- property smooth_uv_borders¶
- type: booleanTrue to smooth UVs at mesh borders when rendering this mesh as a subdivision surface
- property sort_voxels¶
- type: intSort Alembic voxels after reading by their names. 0 - skip sorting; 1 - sort
- property subdiv_all_meshes¶
- type: booleanTrue to subdivide Alembic PolyMesh and SubD objects; false to subdivide only SubD objects
- property subdiv_level¶
- type: intThe subdivision level
- property subdiv_preserve_geom_borders¶
- type: booleanIf true, the borders won’t be subdivided
- property subdiv_preserve_map_borders¶
- type: intDetermines the smoothing mode of the mapping channels’ borders. 0-None, 1-Internal and 2-All
- property subdiv_type¶
- type: int0 for Catmull-Clark subdivision and 1 for Loop subdivision
- property subdiv_uvs¶
- type: booleanSubdivide or skip mapping channels
- property tessellate_hair¶
- type: booleanTessellate hair with respect to the camera position.
- property use_alembic_offset¶
- type: booleanTrue to use Alembic animation frame offset
- property use_alembic_transform¶
- type: booleanSet to 1 to use Alembic object transform (this is the default behavior). If set to 0 all object transformations inside the Alembic file are ignored and user must to provide correct transformation on Node level.
- property use_alembic_visibility¶
- type: booleanTrue to use Alembic visibility (default). False value is useful when host application provides custom Alembic visibility handling.
- property use_face_sets¶
- type: intTurn on/off face sets. 0 - off, 1 - append to name, 2- append to name with slash
- property use_full_names¶
- type: booleanRead the full path instead of only the name
- property use_point_cloud¶
- type: booleanIf true, use the point cloud inside the vrmesh if available.
- property use_velocity¶
- type: intIf file name contains the frame pattern don’t try to load multiple files - use file for the current frame and velocity. In case of a file with multiple frames and velocity channel - only velocity channel will be used; if velocity channel is missing - no motion blur will be generated at all.Affects only when “alembic_mode” is set to 1 (Houdini).
- property velocity_color_set¶
- type: StringOptional name for the color set where the velocity is written.
- property velocity_multiplier¶
- type: floatAlembic velocity multiplier
- property visibility_list_ids¶
- type: List<int>Visibility list of mesh ids. Either include or exclude
- property visibility_list_names¶
- type: List<String>Visibility list of mesh names. Either include or exclude
- property visibility_lists_type¶
- type: intSpecifies the type of both names and ids lists. 0 - exclude; 1 - include
- property visibility_overrides_rules¶
- type: List<String>Wildcard rules used to override visibility
- property visibility_overrides_values¶
- type: List<boolean>Visibility override values, used together with visibility_overrides_rules
- class plugins.GeomMeshLoader¶
Bases:
object
null
- property bbox_size¶
- type: floatBox size to fill with spheres
- property num_spheres¶
- type: intNumber of spheres
- property sphere_segments¶
- type: intSphere segments
- property sphere_size¶
- type: floatSphere size
- class plugins.GeomMeshLoader1¶
Bases:
object
null
- property bbox_size¶
- type: floatBox size to fill with spheres
- property num_spheres¶
- type: intNumber of spheres
- property sphere_segments¶
- type: intSphere segments
- property sphere_size¶
- type: floatSphere size
- property use_displacement¶
- type: booleantrue to enable noise displacement texture
- class plugins.GeomMeshTest¶
Bases:
object
null
- property bbox_size¶
- type: floatBox size to fill with spheres
- property num_spheres¶
- type: intNumber of spheres
- property sphere_segments¶
- type: intSphere segments
- property sphere_size¶
- type: floatSphere size
- class plugins.GeomMetaballSystem¶
Bases:
object
Metaball geometry source [gpuSupport=(none)]
- property cacheBlockSize¶
- type: intCache consolidation block size: from 1 to 8
- property cacheRecursiveBuild¶
- type: intIf true - voxel cache will be build recursively
- property cacheSize¶
- type: intCache size: from 1 to 5
- property clampField¶
- type: intIf true - the field will be clamped before texturing
- property clampThreshold¶
- type: floatField clamping level
- property distanceFunction¶
- type: intDistance function - 0: Power of two; 1: Power of three; 2: Power of four; 3: Power of five; 4: Hermit in power of two; 5: Hermit in power of three; 6: Hermit in power of five; 7: Wyvill;
- property fieldTexture¶
- type: TextureField texture
- property mbSamples¶
- type: intNumber of samples for motion blur. 0 - Use global settings
- property negativeParticles¶
- type: List<Plugin>List with negative particle systems
- property particleRadius¶
- type: floatSize of partiles when useParticleSize is false
- property positiveParticles¶
- type: List<Plugin>List with positive particle systems
- property primary_visibility¶
- type: booleanIf off shading an intersection with this geometry will not generate a gbuffer.
- property smoothExpansion¶
- type: floatCorrection coefficient for surface expansion: from 0.0 to 1.0
- property smoothRadius¶
- type: floatRadius of the smoothing filter
- property smoothingBumps¶
- type: intIf true - smoothing of the field bump will be performed
- property stepLength¶
- type: floatRay marching step length
- property textureFunction¶
- type: int0 - Multiplication; 1 - Addition;
- property textureMultiplier¶
- type: floatMultiplier of the texture
- property threshold¶
- type: floatField threshold value
- property useCache¶
- type: intIf true - voxel cache will be used for intersection speed-up
- property useParticleSize¶
- type: inttrue : use particle size; false : use particleRadius for size
- property useTexture¶
- type: intIf true - texture will be applied on field
- class plugins.GeomParticleSystem¶
Bases:
object
Geometry source plugin. Defines a particle system. Particles are spheres or using another geometry source. [gpuSupport=(partial)]
- property acceleration_pp¶
- type: List<Color>Per-particle acceleration.
- property age_pp¶
- type: List<float>Per-particle age.
- property colors¶
- type: List<Color>Per-particle diffuse color.
- property data_source¶
- type: PluginExternal data source to be used instead of positions, velocities, ids and radii
- property emission_pp¶
- type: List<Color>Per-particle emission color.
- property ids¶
- type: List<int>The particle IDs. Some particles may disappear within the motion blur interval so we need these when storing moving primitives in MovingParticleGeomGen. This parameter is required to render motion blur.
- property lifespan_pp¶
- type: List<float>Per-particle lifespan.
- property line_width¶
- type: floatThe width of streak particles, in pixels
- property mesh¶
- type: PluginThe triangle mesh that will be instanced.This is used only for some of the particle render types.
- property multi_count¶
- type: intThe number of particles generated for each input particle, when the render type is multipoints or multistreaks.
- property multi_radius¶
- type: floatThe maximum distance between the original and a generated particle when the render type is multipoints or multistreaks.
- property normals¶
- type: List<Vector>Per-particle normals for point particles.
- property opacity_pp¶
- type: List<float>Per-particle opacity.
- property point_radii¶
- type: booleanIf true, the point size will be taken form radii parameter
- property point_size¶
- type: floatThe size of point and multipoint particles, in pixels.
- property point_size_from_ortho_width¶
- type: booleanIf true and the camera is orthographic, the size is calculated from the camera’s width
- property point_world_size¶
- type: booleanIf true, the point size is in world space, not screen space
- property positions¶
- type: List<Vector>The positions of the particles.
- property primary_visibility¶
- type: booleanIf off, shading an intersection with this mesh will not generate a gbuffer.
- property radii¶
- type: List<float>The particle radii when the particles are spheres.
- property radius¶
- type: floatThe constant particle radius when radii is empty.
- property render_type¶
- type: int3 - multipoints; 4 - multistreak; 6 - points; 7 - Spheres; 8 - Sprites; 9 - Streak.Everything else gives a warning and renders as spheres.
- property sprite_num_pp¶
- type: List<int>Per-Particle sprite number.
- property sprite_orientation¶
- type: int0 - orient sprites towards the camera center, 1 - orient sprites parallel to the camera plane
- property sprite_rotate¶
- type: List<float>Parameter for per particle twist (z-axis rotation).
- property sprite_scale_x¶
- type: List<float>Parameter for per particle scale on the X-axis.
- property sprite_scale_y¶
- type: List<float>Parameter for per particle scale on the Y-axis.
- property sprite_size_x¶
- type: floatThe width of sprite particles in world units.
- property sprite_size_y¶
- type: floatThe height of sprite particles in world units.
- property sprite_twist¶
- type: floatThe twist of sprite particles in degrees.
- property tail_length¶
- type: floatThe length of streak particles, in world units, the actual length depends on the particle velocity as well.
- property user_color_pp_1¶
- type: List<Color>Corresponds to Maya’s userVector1PP.
- property user_color_pp_2¶
- type: List<Color>Corresponds to Maya’s userVector2PP.
- property user_color_pp_3¶
- type: List<Color>Corresponds to Maya’s userVector3PP.
- property user_color_pp_4¶
- type: List<Color>Corresponds to Maya’s userVector4PP.
- property user_color_pp_5¶
- type: List<Color>Corresponds to Maya’s userVector5PP.
- property user_float_pp_1¶
- type: List<float>Corresponds to Maya’s userScalar1PP.
- property user_float_pp_2¶
- type: List<float>Corresponds to Maya’s userScalar2PP.
- property user_float_pp_3¶
- type: List<float>Corresponds to Maya’s userScalar3PP.
- property user_float_pp_4¶
- type: List<float>Corresponds to Maya’s userScalar4PP.
- property user_float_pp_5¶
- type: List<float>Corresponds to Maya’s userScalar5PP.
- property velocities¶
- type: List<Vector>The velocities of the particles. This is in world units per frame.
- class plugins.GeomPartio¶
Bases:
object
Partio geometry source plugin for V-Ray for Maya [gpuSupport=(partial)]
- property by_frame¶
- type: int
- property cache_offset¶
- type: int
- property default_color¶
- type: Color
- property directory¶
- type: String
- property format¶
- type: String
- property prefix¶
- type: String
- property static¶
- type: boolean
- class plugins.GeomPerfectSphere¶
Bases:
object
Geometry source plugin for a simple sphere. [gpuSupport=(none)]
- property flip_normals¶
- type: booleanFlips the normals of the sphere
- property radius¶
- type: floatThe radius of the sphere in object space.
- class plugins.GeomPlane¶
Bases:
object
Geometry source plugin. Defines an infinite plane. [gpuSupport=(full)]
- property real_world_scale¶
- type: intSpecifies whether to use real-world scale, which changes the UV coordinates. 0 - Don’t use world scale. 1 - Use world scale.
- class plugins.GeomRayserverInstancer¶
Bases:
object
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(none)]
- property base_transform¶
- type: TransformAdditional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
- property exclude_list¶
- type: List<String>Plugin instance names list to hide when “file” is used.
- property exclude_list_inclusive¶
- type: intWhen on, the “exclude_list” is considered an “Include List”.
- property flip_axis¶
- type: intAxis flipping when “file” is used: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from Z-up to Y-up, 3 - transform the axis from Y-up to Z-up
- property map_channel_indexes¶
- type: List<int>Instance map channel index into “map_channels” array. Optional; used only if “map_channels” are set. The value of -1 means don’t override.
- property map_channels¶
- type: List<Plugin>Instance map channel overrides. Optional; allows map channel override per-instance. It’s a separate list to reduce export size, because instances may share the same map channel plugin.
- property object_properties¶
- type: PluginObject properties.
- property shader_indexes¶
- type: List<int>Instance shader index into “shaders” array. Optional; used only if “shaders” are set. The value of -1 means don’t override.
- property shaders¶
- type: List<Plugin>Instance shaders. Optional; allows shader override per-instance. Single item will override all shaders. It’s a separate list to reduce export size, because instances may share the same shader.
- property shaders_match¶
- type: List<Object>Scene name based shader overrides when “file” is used. Works only in rayserver mode. A list of lists. Each inner list has the format [“path”, shaderPlugin, …]. Path element supports wildcard pattern matching. For example List(List(“scene/cubes/pCube[1]*”, red1@material, “scene/spheres/pSphere[12]/*”, VRayMtl4@material)).
- property shaders_match_file¶
- type: StringScene name based shader override file. If set “shaders_match” and “shaders_match_indexes” are ignored.
- property shaders_match_indexes¶
- type: List<int>Instance scene name shader override index into “shaders_match” list.
- property source_geometry¶
- type: List<Plugin>The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
- property transforms¶
- type: List<Transform>Instance transforms
- property transforms_vector¶
- type: List<Vector>Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
- property user_attributes_bin¶
- type: List<int>Per-instance serialized user attributes (refer to BinUserAttributesWriter).
- property velocities¶
- type: List<Vector>Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
- class plugins.GeomScatter¶
Bases:
object
Chaos Scatter instancing plugin [gpuSupport=(full)]
- property area_modifiers¶
- type: List<Plugin>Include/exclude meshes or GeomScatterSpline
- property area_modifiers_axis¶
- type: List<int>Area Modifiers axis (X/Y/Z)
- property area_modifiers_density¶
- type: List<float>Area Modifiers density
- property area_modifiers_falloff_far¶
- type: List<float>Area Modifiers far falloff
- property area_modifiers_falloff_near¶
- type: List<float>Area Modifiers near falloff
- property area_modifiers_operation¶
- type: List<int>Area Modifiers operator (Include/Exclude)
- property area_modifiers_scale¶
- type: List<float>Area Modifiers scale
- property area_modifiers_vertex_counts¶
- type: List<int>Include/exclude spline vertex counts
- property area_modifiers_vertices¶
- type: List<Vector>Include/exclude spline vertices
- property avoid_collisions¶
- type: booleanDiscard colliding instances
- property avoid_collisions_spacing¶
- type: floatBounding box multiplier for collision detection
- property camera_clipping_enabled¶
- type: booleanCamera clipping enable flag
- property camera_clipping_extend_view¶
- type: floatUniform extension to camera view frustum in all directions
- property camera_clipping_far_distance¶
- type: floatCamera far clipping distance
- property camera_clipping_mode¶
- type: intCamera clipping mode
- property camera_clipping_near_distance¶
- type: floatCamera near clipping distance
- property camera_clipping_near_far_enabled¶
- type: booleanCamera near/far clipping enable flag
- property camera_clipping_selected_cam¶
- type: PluginSelected clipping camera plugin, if the mode=’SelectedCamera’
- property compatibility_altitude_falloff_inconsistency¶
- type: booleanIf true - use the old altitude falloff density calculations, which may suffer inconsistencies under different paltform/os.
- property compatibility_altitude_falloff_unstable_randomization¶
- type: booleanIf true - use the old altitude falloff density randomization, which may show differences under specific circumstances.
- property compatibility_cyclic_map_channel_selection¶
- type: booleanIf true - brings back the map channel cyclic selection; If false use the exact channel selected or 0 the channel isn’t available)
- property compatibility_edited_instances_avoidance_legacy¶
- type: booleanIf true - use the legacy incorrect population rearrangement in the vicinity of edited instances
- property compatibility_light_bounding_box_mode¶
- type: intIf 0 - use the lights object space bounding boxes. If 1 - use max-specific lights object space bounding boxes (area lights related). If 2 - use the lights world bounding boxes to approximate object-space bounding boxes (legacy).
- property compatibility_omit_rest_pose_transformations¶
- type: booleanIf true - use the legacy insufficient treatment in the temporal consistency of the collision avoidance in animated scenes with changing transformations.
- property compatibility_planar_map_no_scale_swap¶
- type: booleanIf true - use the old planar map calculation, which does not swap scale factors on axis swap.
- property compatibility_sample_model_tm_at_rest_pose¶
- type: booleanIf true - acquire the preserved model transform at rest pose time.
- property compatibility_single_channel_limitation¶
- type: booleanIf true - use the old single user channel limitation, which does not allow using different channels for different plugged maps.
- property compatibility_skip_original_rotation¶
- type: booleanIf true - skip original model rotation, which is used to influence instances scattering on a spline.
- property compatibility_skip_transformations_rebase¶
- type: booleanIf true - skip transformations rebase related to the up axis.
- property compatibility_spline_scatter_normals_refdir¶
- type: booleanIf true - use static/constant reference direction for spline scattering normals
- property compatibility_tiny_triangles_scattering¶
- type: booleanIf true - use the old too benevolent treatment of instances scattered onto very small triangles of the mesh when using UV-distribution
- property compatibility_transforms_inconsistency¶
- type: booleanIf true - enable the legacy transforms calculation, which may suffer inconsistencies under different paltform/os.
- property compatibility_use_volatile_edited_instance_ids¶
- type: booleanIf true - enable the legacy volatile/unsafe instance IDs for the edited instances; If false - have them safe
- property edge_trimming_enabled¶
- type: intEdge trimming enable flag
- property flip_axis¶
- type: intDetermine which axis is Up for the target and model geometry objects
- property instance_count_limit¶
- type: intLimits the maximum number of scattered instances
- property instance_override_info_packs¶
- type: List<int>List of IDs for the overridden instances, where each pack of 3 integeres represents uint64 ID hi&low part and override flags
- property instance_override_placements¶
- type: List<Vector>List of placements (barycoors and target triangle index) for the overridden instances
- property instance_override_transforms¶
- type: List<Transform>List of transforms for the overridden instances
- property instances_cryptomatte_override¶
- type: booleanIf true - override all instance names, paths and attributes with those of the scatter node;if false - have instance match their prototype names. Used for altering Cryptomatte node name channel appearance.
- property look_at_enabled¶
- type: booleanLook at auto-rotation enabled (false/true)
- property look_at_falloff_curve¶
- type: List<Vector>Look at falloff curve control points
- property look_at_falloff_curve_interp¶
- type: intLook at falloff curve interpolation
- property look_at_falloff_distance¶
- type: floatMax fallOff distance from the focusDirection position
- property look_at_horizontal¶
- type: booleanWhen true,instances are rotated horizontally (only)
- property look_at_models_orientation_axis¶
- type: intModel objects orientation axis
- property look_at_models_orientation_axis_invert¶
- type: booleanModel objects orientation axis inversion (false/true)
- property look_at_target¶
- type: PluginReference to the focus target object selected by the user
- property map_channel¶
- type: intTarget meshes mapping channel index
- property map_channel_name¶
- type: StringTarget meshes mapping channel name. Overrides “map_channel” if not empty.
- property model_frequencies¶
- type: List<float>Relative frequency with which models are selected
- property model_parents¶
- type: List<int>Parent index of the models
- property models¶
- type: List<Plugin>Objects to be scattered
- property presample_surface_color_map¶
- type: booleanEnable/disable surface color maps presample.
- property rest_pose_enabled¶
- type: booleanEnable temporal consistency
- property rest_pose_frame¶
- type: doubleRest pose frame used for temporal consistency
- property scatter_type¶
- type: intScatter type (Splines/Surfaces/In bounding box
- property seed¶
- type: intThe seed of the random distribution
- property spline_follow_amount¶
- type: floatControls orientation of instances. 1.0 - follow spline direction, 0.0 - unchanged
- property spline_jitter¶
- type: floatAmount of randomness in on-spline distribution
- property spline_offset¶
- type: floatOffset for all instances, 1 means the instances will shift by one place
- property spline_spacing¶
- type: floatDistance between instances on spline
- property spline_transforms¶
- type: List<Transform>Spline target transforms
- property spline_vertex_counts¶
- type: List<int>Spline target vertex counts
- property spline_vertices¶
- type: List<Vector>Spline target vertices. Allows for multiple separate splines one after the other. For two separate splines spline_vertices will contain all vertices and spline_vertex_counts will contain two numbers.
- property surface_altitude_limit_enabled¶
- type: booleanAltitude limit enabled (false/true)
- property surface_altitude_limit_falloff_curve¶
- type: List<Vector>Altitude falloff curve control points
- property surface_altitude_limit_falloff_curve_interp¶
- type: intAltitude falloff curve interpolation
- property surface_altitude_limit_max¶
- type: floatMaximum altitude
- property surface_altitude_limit_min¶
- type: floatMinimum altitude
- property surface_altitude_limit_mode¶
- type: intAltitude limit mode (Position independent/World)
- property surface_map_jitter_u¶
- type: floatSurface map jitter U
- property surface_map_jitter_v¶
- type: floatSurface map jitter V
- property surface_map_lock_v¶
- type: booleanLock V for spacing, jitter and offset
- property surface_map_offset_u¶
- type: floatSurface map offset U
- property surface_map_offset_v¶
- type: floatSurface map offset V
- property surface_map_pattern¶
- type: intUV mapping pattern
- property surface_map_planar¶
- type: booleanOverride by planar mapping
- property surface_map_planar_axis¶
- type: intThe projection axis for planar mapping on non-planar meshes
- property surface_map_spacing_u¶
- type: floatSurface map spacing U
- property surface_map_spacing_v¶
- type: floatSurface map spacing V
- property surface_random_count¶
- type: intSurface scatter count
- property surface_random_density_map¶
- type: TextureFloatDistribution density texture
- property surface_random_density_map_pattern¶
- type: intDistribution density texture pattern
- property surface_random_edge_size¶
- type: floatSquare size for distribution per area
- property surface_random_use_density¶
- type: booleanUse instances per area
- property surface_scatter_mode¶
- type: intSurface scatter mode (Random/UV)
- property surface_slope_limit_enabled¶
- type: booleanSlope limit enabled (false/true)
- property surface_slope_limit_max¶
- type: floatMaximum slope in radians
- property surface_slope_limit_min¶
- type: floatMinimum slope in radians
- property surface_slope_limit_mode¶
- type: intSlope limit up axis mode (Local/World)
- property target_factors¶
- type: List<float>Relative scatter probability factors for target meshes
- property targets¶
- type: List<Plugin>Geometry to scatter on
- property targets_tangent_mode¶
- type: intTangents computation mode for target surfaces
- property transforms_rotation_from¶
- type: VectorRotation From
- property transforms_rotation_map¶
- type: TextureRotation map
- property transforms_rotation_map_mode¶
- type: intMode for interpreting rotation map
- property transforms_rotation_map_x¶
- type: booleanEnable rotation map on X axis
- property transforms_rotation_map_y¶
- type: booleanEnable rotation map on Y axis
- property transforms_rotation_map_z¶
- type: booleanEnable rotation map on Z axis
- property transforms_rotation_normal_alignment¶
- type: floatNormal Alignment
- property transforms_rotation_preserve¶
- type: booleanPreserve model rotation
- property transforms_rotation_step¶
- type: floatRotation Step
- property transforms_rotation_step_x¶
- type: booleanEnable rotation stepping on X axis
- property transforms_rotation_step_y¶
- type: booleanEnable rotation stepping on Y axis
- property transforms_rotation_step_z¶
- type: booleanEnable rotation stepping on Z axis
- property transforms_rotation_to¶
- type: VectorRotation To
- property transforms_scale_from¶
- type: VectorScale From
- property transforms_scale_map¶
- type: TextureScale map
- property transforms_scale_map_mode¶
- type: intMode for interpreting scale map
- property transforms_scale_map_x¶
- type: booleanEnable scale map on X axis
- property transforms_scale_map_y¶
- type: booleanEnable scale map on Y axis
- property transforms_scale_map_z¶
- type: booleanEnable scale map on Z axis
- property transforms_scale_preserve¶
- type: booleanPreserve model scale
- property transforms_scale_step¶
- type: floatScale Step
- property transforms_scale_step_x¶
- type: booleanEnable scale stepping on X axis
- property transforms_scale_step_y¶
- type: booleanEnable scale stepping on Y axis
- property transforms_scale_step_z¶
- type: booleanEnable scale stepping on Z axis
- property transforms_scale_to¶
- type: VectorScale To
- property transforms_scale_uniform¶
- type: booleanUniform Scaling
- property transforms_translation_from¶
- type: VectorTranslation From
- property transforms_translation_map¶
- type: TextureTranslation map
- property transforms_translation_map_mode¶
- type: intMode for interpreting translation map
- property transforms_translation_map_x¶
- type: booleanEnable translation map on X axis
- property transforms_translation_map_y¶
- type: booleanEnable translation map on Y axis
- property transforms_translation_map_z¶
- type: booleanEnable translation map on Z axis
- property transforms_translation_step¶
- type: floatTranslation Step
- property transforms_translation_step_x¶
- type: booleanEnable translation stepping on X axis
- property transforms_translation_step_y¶
- type: booleanEnable translation stepping on Y axis
- property transforms_translation_step_z¶
- type: booleanEnable translation stepping on Z axis
- property transforms_translation_to¶
- type: VectorTranslation To
- property volume_random_count¶
- type: intVolume scatter count
- property volume_random_edge_size¶
- type: floatCube size for distribution per volume
- property volume_random_use_density¶
- type: booleanUse instances per volume
- class plugins.GeomScatterSpline¶
Bases:
object
Chaos Scatter spline input plugin [gpuSupport=(full)]
- property triangulate¶
- type: intTriangulate as mesh (0:off; 1:on; 2:only if closed)
- property vertices¶
- type: List<Vector>Spline vertices
- class plugins.GeomStaticMesh¶
Bases:
object
Geometry source plugin. Defines mesh data (including UV coordinates and per-face material IDs). Supports motion blur and dynamic loading. [gpuSupport=(full)]
- property compatibility_with¶
- type: intCompatibility mode (0 - Default (Maya); 1 - Houdini; 2 - 3dsMax extended time instancing). Currently affects velocity interpolation and motion blur samples processing.
- property dynamic_geometry¶
- type: intBuild time optimization modes. When set, V-Ray will reduce build times for ray accelerating structures at the cost of slightly increased render time. 0 - None; 1 - Dynamic Geometry; 2 - Embree Geometry
- property edge_creases_sharpness¶
- type: List<float>Sharpness values for each creased edge.
- property edge_creases_vertices¶
- type: List<int>The indices of the vertices of the creased edges. Contains two indices per edge.
- property edge_visibility¶
- type: List<int>A list of edge visibility flags, each integer in the list has edge visibility information for 10 consecutive faces (3 bits per face)
- property faceNormals¶
- type: List<int>Array of indices into the ‘normals’ array. Each three consecutive indices form a triangle, so each vertex can have a unique normal for each triangle it is part of. The size of this array should match the size of ‘faces’.
- property face_mtlIDs¶
- type: List<int>Material IDs for each face
- property faces¶
- type: List<int>Array of indices into the ‘vertices’ array. Each three consecutive indices form a triangle.
- property first_poly_vertices¶
- type: List<int>A list of indices of the first vertices of the polygons of degree greater than 4. Used by the OpenSubdiv library for subdivision.
- property map_channels¶
- type: List<Object>A list of mapping channels; each channel itself is a list of 3 elements - the channel index, the channel vertices and the channel faces.
- property map_channels_names¶
- type: List<String>A list containing the names of the mapping channels.
- property normals¶
- type: List<Vector>Array of normal vectors
- property osd_preserve_geometry_borders¶
- type: booleanTrue to keep the geometry boundaries in place while subdividing the mesh with OpenSubdiv.
- property osd_preserve_map_borders¶
- type: intDifferent modes for subdividing the uv boundaries with OpenSubdiv. The valid values are: 0 - none; 1 - internal; 2 - all
- property osd_subdiv_enable¶
- type: booleanTrue to enable OpenSubdiv subdivision.
- property osd_subdiv_level¶
- type: intLevel of OpenSubdiv subdivision. 0 means no subdivison.
- property osd_subdiv_type¶
- type: intType of OpenSubdiv subdivision. 0 - Catmull Clark, 1 - Loop
- property osd_subdiv_uvs¶
- type: booleanTrue to smooth UVs when applying subdivision with OpenSubdiv
- property primary_visibility¶
- type: booleanWhether this geometry is visible to primary camera rays. If off shading an intersection with this mesh will not generate a gbuffer.
- property reference_mesh¶
- type: PluginThe reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
- property reference_transform¶
- type: TransformThe transform of the reference mesh.
- property shaders_names¶
- type: List<Object>A list of shader names; each item is a list of 2 elements - 0: face material ID, 1: shader name
- property smooth_derivs¶
- type: List<Object>A list of mapping channels with smooth derivs; this can also be a single boolean value to specify whether all channels are smooth.
- property smooth_uv¶
- type: booleanTrue to smooth UVs when rendering this mesh as a subdivision surface.
- property smooth_uv_borders¶
- type: booleanTrue to smooth UVs at mesh borders when rendering this mesh as a subdivision surface.
- property velocities¶
- type: List<Vector>Per vertex velocities, taken from a ColorSet in Maya
- property vertex_creases_sharpness¶
- type: List<float>The sharpness values of the creased vertices.
- property vertex_creases_vertices¶
- type: List<int>A list of creased vertices.
- property vertices¶
- type: List<Vector>Array of Vector vertex positions for the mesh (in object space)
- property weld_threshold¶
- type: floatIf this parameter is present, the vertices of the mesh which are within the given threshold of one another will be welded. If absent or negative, no welding is performed.
- class plugins.GeomStaticNURBS¶
Bases:
object
Geometry source plugin. Defines a smooth NURBS surface. [gpuSupport=(none)]
- property cvs¶
- type: List<Object>List of lists. Each inner list defines one NURB spline with control vertices (vectors).
- property flatnessCoef¶
- type: floatSpecifies how far the approximation can deviate from the actual NURBS surface
- property flipNormals¶
- type: booleanIf true, invert the directions
- property generateStatic¶
- type: boolean
- property listTrimCurves¶
- type: List<Plugin>List of NURBSCurve objects - the trimming curves
- property maxSubdivDepth¶
- type: intMaximum depth of subdivision when tessellating the NURBS
- property primary_visibility¶
- type: booleanWhether this geometry is visible to primary camera rays
- property reference_nurbs¶
- type: PluginThe reference nurbs object which is used to calculate the uvw coordinates when a 3d placement is used.
- property reference_transform¶
- type: TransformThe transform of the reference nurbs object.
- property regularSubdiv¶
- type: boolean
- property regularUSteps¶
- type: int
- property regularVSteps¶
- type: int
- property trims¶
- type: List<Plugin>List of TrimmingRegion objects. The orientation is used to determine whether the trim will generate geometry inside of it or outside of it
- property trimsComplex¶
- type: PluginA single TrimmingRegionsComplex plug-in containing all the trim information.
- property uDegree¶
- type: int
- property uDirectionType¶
- type: int(0 - Clamped, 1 - Closed, 2 - Open)
- property uKnots¶
- type: List<float>U direction knot values
- property vDegree¶
- type: int
- property vDirectionType¶
- type: int(0 - Clamped, 1 - Closed, 2 - Open)
- property vKnots¶
- type: List<float>V direction knot values
- property weights¶
- type: List<Object>List of lists. Each inner list contains the weights (floats) for one NURB spline. Must match the control vertices lists in ‘cvs’.
- class plugins.GeomStaticSmoothedMesh¶
Bases:
object
Wrapper for another geometry source plugin. Adds face smoothing (subdivision). Can also directly add displacement instead of chaining with GeomStaticDisplacedMesh [gpuSupport=(full)]
- property cache_normals¶
- type: booleanIf this option is equal to 1 then the normals of the generated triangles are cached. It has effect only if the surface is displaced.
- property classic_catmark¶
- type: booleanIf equal to 1 then the classical Catmull-Clark masks will be used for meshes which contain only quadrangles.
- property displacement_amount¶
- type: floatDetermines the displacement amount for white areas in the displacement map; if use_globals is true this is multiplied by the global displacement amount option.
- property displacement_shift¶
- type: floatThis constant value is added to the displacement map
- property displacement_tex_color¶
- type: TextureThe displacement texture. Its intensity is used if the displacement is 2d.
- property displacement_tex_float¶
- type: TextureFloatThe displacement texture
- property edge_length¶
- type: floatIf use_globals is false, this determines the approximate edge length for the sub-triangles.
- property image_width¶
- type: intThis parameter overrides the imgWidth paramter from VRayFrameData during the calculation of the subdivision depth.
- property keep_continuity¶
- type: booleanIf true, the plugin will attempt to keep the continuity of the displaced surface
- property map_channel¶
- type: intThe mapping channel to use for vector displacement.
- property map_channel_name¶
- type: StringThe mapping channel name to use for vector displacement. Overrides the map_channel parameter if valid.
- property max_bound¶
- type: ColorThe biggest value for the displacement texture
- property max_subdivs¶
- type: intIf use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
- property mesh¶
- type: PluginThe triangle mesh that will be displaced
- property min_bound¶
- type: ColorThe lowest value for the displacement texture
- property object_space_displacement¶
- type: booleanIf true, the parent transformation will affect the amount of displacement. Used only when doing 3D displacement.
- property preserve_geometry_borders¶
- type: booleanIf true, edges on the geometry border won’t be subdivided
- property preserve_map_borders¶
- type: intThe valid values are: -1 - not set; 0 - none; 1 - internal; 2 - all
- property static_subdiv¶
- type: booleanTrue if the resulting triangles of the subdivision algorithm will be inserted into the rayserver as static geometry.
- property use_bounds¶
- type: booleanIf true, the min/max values for the displacement texture are specified by the min_bound and max_bound parameters; if false, these are calculated automatically.
- property use_globals¶
- type: booleanIf true, the global displacement quality settings will be used.
- property vector_displacement¶
- type: intWhen this is 1, the red, green and blue channels of displacement_tex_color will be used to perform vector displacement with base 0.5; if this is 2, then the map matches the Mudbox displacement maps in absolute tangent space; 3 - vector displacement in object space.
- property view_dep¶
- type: booleanIf use_globals is false, this determines if view-dependent tessellation is used.
- property water_level¶
- type: floatGeometry below this displacement level will be clipped away
- class plugins.InfoRenderEngine¶
Bases:
object
Provide render engine type as a plugin in the vrscene
- property build¶
- type: StringAutomatically set! Do not set from the integration yourself! Source control revision (git hash).
- property build_date¶
- type: StringAutomatically set! Do not set from the integration yourself! Format: YYYY-MM-DD HH:MM GMT
- property build_mod¶
- type: StringThe build modification string: ADV/EDU/PLE. ADV is assumed if blank/missing.
- property build_number¶
- type: StringAutomatically set! Do not set from the integration yourself! 5-digit build number, e.g. 31234.
- property engine_type¶
- type: StringRendering platform identifier: cpu/cuda/rtx.
- property exporter_version¶
- type: StringThe version of the V-Ray integration, formatted as <Major>.<Minor>0.<Branch><Hotfix>.
- property host¶
- type: StringHost application like “3ds Max”, “Maya”.
- property host_version¶
- type: StringHost application version as string.
- property version¶
- type: StringAutomatically set! Do not set from the integration yourself! V-Ray core version currently formatted as <Major>.<Minor>0.<Branch><Hotfix>.
- class plugins.Instancer¶
Bases:
object
Top-level geometry plugin. Efficiently instances objects in the scene. Often used for particles and vegetation. [gpuSupport=(partial)]
- property acceleration_pp¶
- type: List<Color>Per-particle acceleration.
- property age_pp¶
- type: List<float>Per-particle age.
- property colors¶
- type: List<Color>Per-particle diffuse color.
- property emission_pp¶
- type: List<Color>Per-particle emission color.
- property extra_channels¶
- type: List<Plugin>Extra channels that hold auxiliary instances data
- property instances¶
- type: List<Object>A list of N+1 elements where N is the number of instances; the first element is a time value, the rest are lists with elements: particle id, transform, velocity transform, hasInstanceTime, instanceTime, additional_params_flags, additional_param_1, …, additional_param_N, visibility, node, node, node, …
- property instances_material_override¶
- type: PluginUse override material even if particle has a material specified.
- property lifespan_pp¶
- type: List<float>Per-particle lifespan.
- property nsamples¶
- type: intNumber of transform samples for motion blur
- property opacity_pp¶
- type: List<float>Per-particle opacity.
- property render_ids_gen_mode¶
- type: intValues for this parameter other than 0 are EXPERIMENTAL and WORK IN PROGRESS. This parameter tells the Instancer how to generate the render IDs for its instances. 0 - each instance has the same render ID as its source Node. 1 - all instances have the same render ID even those generated from different Nodes. 2 - all instances have different render IDs even those generated from the same Node.
- property shading_needs_ids¶
- type: booleanSet to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
- property use_additional_params¶
- type: booleanIf this is set to ‘true’ the lists in the ‘instances’ parameter have additional parameters after ‘time instancing’ parameters - an int with flags indicating what parameters follow and after that the parameters that follow. Their types depend on the flags in the int and are in a strictly defined order. New flags may be added and additional parameters for them can be added at the end of the chain. The flags are defined in HierarchicalParameterizedNodeParameters in an enum.
- property use_direct_velocity¶
- type: booleanDirectly interpolate particle velocity.
- property use_time_instancing¶
- type: intIf this is set to 1 or 2 the ‘instances’ parameter will contain the elements hasInstanceTime (bool) and instanceTime (double). Otherwise, they should not be present.0 - no time instancing applied. 1 - time instancing applied - only sequential times/samples permitted2 - time instancing applied - arbitrary times/samples permitted (used along with TimeInstancedGeom)
- property use_visibility¶
- type: booleanUse particle visibility. If set to ‘true’ the lists in the ‘instances’ parameter have particle visibility parameter after ‘additional parameters’.
- property user_color_pp_1¶
- type: List<Color>Corresponds to Maya’s userVector1PP.
- property user_color_pp_2¶
- type: List<Color>Corresponds to Maya’s userVector2PP.
- property user_color_pp_3¶
- type: List<Color>Corresponds to Maya’s userVector3PP.
- property user_color_pp_4¶
- type: List<Color>Corresponds to Maya’s userVector4PP.
- property user_color_pp_5¶
- type: List<Color>Corresponds to Maya’s userVector5PP.
- property user_float_pp_1¶
- type: List<float>Corresponds to Maya’s userScalar1PP.
- property user_float_pp_2¶
- type: List<float>Corresponds to Maya’s userScalar2PP.
- property user_float_pp_3¶
- type: List<float>Corresponds to Maya’s userScalar3PP.
- property user_float_pp_4¶
- type: List<float>Corresponds to Maya’s userScalar4PP.
- property user_float_pp_5¶
- type: List<float>Corresponds to Maya’s userScalar5PP.
- property visible¶
- type: booleanIf false, no geometry will be generated and rendered
- class plugins.Instancer2¶
Bases:
object
Geometry source plugin that feeds a top-level plugin such as Node. Efficiently instances objects in the scene. Often used for particles and vegetation. [gpuSupport=(partial)]
- property acceleration_pp¶
- type: List<Color>Per-particle acceleration.
- property age_pp¶
- type: List<float>Per-particle age.
- property colors¶
- type: List<Color>Per-particle diffuse color.
- property emission_pp¶
- type: List<Color>Per-particle emission color.
- property extra_channels¶
- type: List<Plugin>Extra channels that hold auxiliary instances data
- property instances¶
- type: List<Object>A list of N+1 elements where N is the number of instances; the first element is a time value, the rest are lists with elements: particle id, transform, velocity transform, hasInstanceTime, instanceTime, additional_params_flags, additional_param_1, …, additional_param_N, visibility, node, node, node, …
- property instances_material_override¶
- type: PluginUse override material even if particle has a material specified.
- property lifespan_pp¶
- type: List<float>Per-particle lifespan.
- property nsamples¶
- type: intNumber of transform samples for motion blur
- property opacity_pp¶
- type: List<float>Per-particle opacity.
- property render_ids_gen_mode¶
- type: intValues for this parameter other than 0 are EXPERIMENTAL and WORK IN PROGRESS. This parameter tells the Instancer how to generate the render IDs for its instances. 0 - each instance has the same render ID as its source Node. 1 - all instances have the same render ID even those generated from different Nodes. 2 - all instances have different render IDs even those generated from the same Node.
- property shading_needs_ids¶
- type: booleanSet to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
- property use_additional_params¶
- type: booleanIf this is set to ‘true’ the lists in the ‘instances’ parameter have additional parameters after ‘time instancing’ parameters - an int with flags indicating what parameters follow and after that the parameters that follow. Their types depend on the flags in the int and are in a strictly defined order. New flags may be added and additional parameters for them can be added at the end of the chain. The flags are defined in HierarchicalParameterizedNodeParameters in an enum.
- property use_direct_velocity¶
- type: booleanDirectly interpolate particle velocity.
- property use_time_instancing¶
- type: intIf this is set to 1 or 2 the ‘instances’ parameter will contain the elements hasInstanceTime (bool) and instanceTime (double). Otherwise, they should not be present.0 - no time instancing applied. 1 - time instancing applied - only sequential times/samples permitted2 - time instancing applied - arbitrary times/samples permitted (used along with TimeInstancedGeom)
- property use_visibility¶
- type: booleanUse particle visibility. If set to ‘true’ the lists in the ‘instances’ parameter have particle visibility parameter after ‘additional parameters’.
- property user_color_pp_1¶
- type: List<Color>Corresponds to Maya’s userVector1PP.
- property user_color_pp_2¶
- type: List<Color>Corresponds to Maya’s userVector2PP.
- property user_color_pp_3¶
- type: List<Color>Corresponds to Maya’s userVector3PP.
- property user_color_pp_4¶
- type: List<Color>Corresponds to Maya’s userVector4PP.
- property user_color_pp_5¶
- type: List<Color>Corresponds to Maya’s userVector5PP.
- property user_float_pp_1¶
- type: List<float>Corresponds to Maya’s userScalar1PP.
- property user_float_pp_2¶
- type: List<float>Corresponds to Maya’s userScalar2PP.
- property user_float_pp_3¶
- type: List<float>Corresponds to Maya’s userScalar3PP.
- property user_float_pp_4¶
- type: List<float>Corresponds to Maya’s userScalar4PP.
- property user_float_pp_5¶
- type: List<float>Corresponds to Maya’s userScalar5PP.
- property visible¶
- type: booleanIf false, no geometry will be generated and rendered
- class plugins.LightAmbient¶
Bases:
object
Ambient light source (GL-style fake GI) [gpuSupport=(none)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property ambient_shade¶
- type: TextureFloatThe ambient component of the omni light
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay¶
- type: floatExponent for the distance decay function. The default is the inverse square law. 0 disables decay.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightAmbientMax¶
Bases:
object
V-Ray implementation of the ambient light in 3dsMax [gpuSupport=(none)]
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: TextureThe ambient color
- property compensate_exposure¶
- type: booleantrue to compensate for camera exposure
- property enabled¶
- type: booleantrue if the light is enabled
- property gi_min_distance¶
- type: floatminimal distance for gi rays
- property mode¶
- type: intSpecifies which rays are affected by the ambient light
- class plugins.LightDirect¶
Bases:
object
Infinite directional (parallel) light source [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property beamRadius¶
- type: floatRadius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property spreadAngle¶
- type: floatA value larger than 0.0 makes the light cast soft shadows
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightDirectMax¶
Bases:
object
V-Ray implementation of the directional light in 3dsMax [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_start¶
- type: floatMinimum distance to start applying decay
- property decay_type¶
- type: intDecay type (0 - no decay, 1 - linear, 2 - square)
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property fallsize¶
- type: floatThe entire spot cone, in radians
- property far_attenuation¶
- type: booleantrue to use far attenuation
- property far_attenuation_end¶
- type: floatfar attenuation end distance
- property far_attenuation_start¶
- type: floatfar attenuation start distance
- property hotspot¶
- type: floatThe hotspot, in radians
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property near_attenuation¶
- type: booleantrue to use near attenuation
- property near_attenuation_end¶
- type: floatNear attenuation end distance
- property near_attenuation_start¶
- type: floatNear attenuation start distance
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property overshoot¶
- type: booleantrue if the light is not limited in the beam
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property projector_map¶
- type: Texture
- property rect_aspect¶
- type: floatAspect for the rectangle shape
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius1¶
- type: floatV-size for box shadows
- property shadowRadius2¶
- type: floatW-size for box shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowShape¶
- type: intShape for soft shadows (0 - box, 1 - sphere)
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property shape_type¶
- type: intThe shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightDirectModo¶
Bases:
object
Infinite directional (parallel) light source. Similar to LightDirect, but treats soft shadows differently. [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property beamRadius¶
- type: floatRadius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property spreadAngle¶
- type: floatA value larger than 0.0 makes the light cast soft shadows
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightDome¶
Bases:
object
Dome light source for image based lighting. Intersected infinitely away from the scene (when a ray doesn’t hit anything) [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property affect_alpha¶
- type: booleanDetermines whether or not the Dome light is visible in the Alpha channel of the render. When enabled, you will have a white alpha where the background is visible. When disabled, you will have black alpha where the background is visible.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property dome_adaptive¶
- type: booleanSpeeds up the rendering by optimising the sampling algorithm for the Dome light. No light portals are needed with this setup. Light Cache must be set as the GI engine for this feature. Adaptive lights must be enabled.
- property dome_emitRadius¶
- type: floatDefines a sphere around the center of the dome light FROM which photons are fired. This radius should encompass all geometry in the scene.
- property dome_finite_on¶
- type: intIf enabled, the dome light becomes a finite half dome with ground. Intersections are still infinitely far away, but illumination is computed like for a finite light.
- property dome_grid_res¶
- type: intThis is a debug parameter, which is not expected to be modified by users. The resolution of the dome light grid.
- property dome_rayDistance¶
- type: floatThe maximum distance to which shadow rays are going to be traced, when the ray distance mode is set to explicit.
- property dome_rayDistanceMode¶
- type: intSpecifies the method of determining the maximum distance to which shadow rays are going to be traced.
- property dome_spherical¶
- type: booleanWhen enabled, the dome light covers the entire sphere around the scene. When off, the light covers a hemisphere only.
- property dome_targetRadius¶
- type: floatDefines a sphere around the center of the dome light TOWARD which photons are fired. This radius should encompass all glass and metal surfaces that you want to create caustics.
- property dome_tex¶
- type: TextureSpecify the texture to use. You have to set use_dome_tex=1 as well.
- property dome_u_tiles¶
- type: intThis is a debug parameter, which is not expected to be modified by users. Number of tiles in u direction of the dome light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property finite_cameraHeight¶
- type: floatThe height of the camera center from the ground. This is the point of projection of the infinite dome to the finite.
- property finite_groundBlend¶
- type: floatDetermines the blending amount between the finite ground and upper hemisphere.
- property finite_radius¶
- type: floatThe radius of the finite dome.
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanTrue if the light is NOT directly visible from the camera and false otherwise.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property tex_adaptive¶
- type: floatThe adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity
- property tex_resolution¶
- type: intThe texture presampling resolution
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_dome_tex¶
- type: booleanTrue if the texture should be used
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightIES¶
Bases:
object
Light source using .ies file definitions of real fixtures [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property area_speculars¶
- type: booleantrue to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property filter_color¶
- type: ColorA color multiplier for the light
- property ies_file¶
- type: StringIES file with luminaire description
- property ies_light_diameter¶
- type: floatLight shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
- property ies_light_height¶
- type: floatLight shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
- property ies_light_length¶
- type: floatLight shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
- property ies_light_shape¶
- type: intIES light shape; if -1 the default light shape from IES profile is used.
- property ies_light_width¶
- type: floatLight shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property new_max_intensity¶
- type: floatThe new maximum intensity after rescaling the intensities in the IES file, when rescale_max_intensty is true. This value is in cd(candelas).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property override_prescribed_power¶
- type: booleanif false then the prescribed power from the IES profile is used as a reference power,if true the reference power is calculated by V-Ray, based on the photometry data from the profile
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property power¶
- type: floatLimuous power (in lm); if zero, the default lumious power from the IES profile is used.
- property rescale_max_intensty¶
- type: booleanIf this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property soft_shadows¶
- type: int0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightIESMax¶
Bases:
object
LightIESMax is deprecated, please use LightIES instead
This is 3dsMax only. Use LightIES instead. Light source using .ies file definitions of real fixtures [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property area_speculars¶
- type: booleantrue to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property filter_color¶
- type: ColorA color multiplier for the light
- property ies_file¶
- type: StringIES file with luminaire description
- property ies_light_diameter¶
- type: floatLight shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
- property ies_light_height¶
- type: floatLight shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
- property ies_light_length¶
- type: floatLight shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
- property ies_light_shape¶
- type: intIES light shape; if -1 the default light shape from IES profile is used.
- property ies_light_width¶
- type: floatLight shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property new_max_intensity¶
- type: floatThe new maximum intensity after rescaling the intensities in the IES file, when rescale_max_intensty is true. This value is in cd(candelas).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property override_prescribed_power¶
- type: booleanif false then the prescribed power from the IES profile is used as a reference power,if true the reference power is calculated by V-Ray, based on the photometry data from the profile
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property power¶
- type: floatLimuous power (in lm); if zero, the default lumious power from the IES profile is used.
- property rescale_max_intensty¶
- type: booleanIf this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property soft_shadows¶
- type: int0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightInstancer¶
Bases:
object
Light instancing plugin. [gpuSupport=(full)]
- property colors¶
- type: List<Color>Instances colors.
- property enabled¶
- type: booleanSwitch to enabled/disable light instances illumation.
- property intensities¶
- type: List<float>Instances intensities.
- property source_light¶
- type: PluginThe instancing source. Supports any plugin providing EXT_LIGHT_INTERFACE.
- property transforms¶
- type: List<Transform>Instances transforms.
- property transforms_vector¶
- type: List<Vector>Instances transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
- property use_source_light_transform¶
- type: booleanMultiply instance transform with the source light transform.
- class plugins.LightLuminaire¶
Bases:
object
A light source representing the pre-computed radiance of a luminaire. [gpuSupport=(none)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property file¶
- type: StringThe filename of the luminaire cache. By default, the wavelet-compressed cache (.vlw) is expected but also grid (.vlg) and spherical harmonics (.vlsh) caches are supported.
- property filter_strength¶
- type: floatMultiplier for the spread of vMF lobe, measured in number of (equiangular) bins.
- property filtering¶
- type: booleanTurn on filtering for grid and wavelet proxies.
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanTrue if the light is NOT directly visible from the camera and false otherwise.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lod_on¶
- type: booleanTurn on level of detail for wavelet-based fields.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property noDecay¶
- type: booleanWhen enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property occludeLights¶
- type: booleanWhen enabled, the light will occlude other lights for shadow, GI and reflection rays when it’s invisible.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property sampling_mode¶
- type: intImportance sampling stretegy - 0: sample the box bounding sphere uniformly, 1: sample the solid angles of the visible box sides, 2: sampling multiple pre-baked viewpoints, 3: pre-baked viewpoints + hierarchical wavelet sampling (only wavelet representation), 4: hierarchical wavelet sampling (only wavelet representation)
- property scale¶
- type: floatScaling factor of the luminaire.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightMesh¶
Bases:
object
Area light source based on a custom geometry source [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property cache_tex¶
- type: booleanWhen this is true the texture will be cached at tex_resolution x tex_resolution and this cached texture will be used to determine the texture color for shadows rays, speeding up light evaluation, especially for complex procedural textures
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property doubleSided¶
- type: booleanControls whether light is emitted from both sides of each face.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property geometry¶
- type: PluginA geometry mesh plugin which will provide the shape of the light
- property ignoreLightNormals¶
- type: booleanNormally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanTrue if the light is NOT directly visible from the camera and false otherwise.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lightPortal¶
- type: intSpecifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property map_channels¶
- type: PluginA plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.
- property noDecay¶
- type: booleanWhen enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property occludeLights¶
- type: booleanWhen enabled, the light will occlude other lights for shadow, GI and reflection rays when it’s invisible.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property tex¶
- type: TextureThe light texture. You also need use_tex=1.
- property tex_resolution¶
- type: intThe internal texture resolution
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- property use_tex¶
- type: booleanTrue if the texture should be used
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter).
- class plugins.LightOmni¶
Bases:
object
Omnidirectional point light source [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay¶
- type: floatExponent for the distance decay function. The default is the inverse square law. 0 disables decay.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightOmniMax¶
Bases:
object
V-Ray implementation of the omnidirectional light in 3dsMax [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_start¶
- type: floatMinimum distance to start applying decay
- property decay_type¶
- type: intDecay type (0 - no decay, 1 - linear, 2 - square)
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property far_attenuation¶
- type: booleantrue to use far attenuation
- property far_attenuation_end¶
- type: floatfar attenuation end distance
- property far_attenuation_start¶
- type: floatfar attenuation start distance
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property near_attenuation¶
- type: booleantrue to use near attenuation
- property near_attenuation_end¶
- type: floatNear attenuation end distance
- property near_attenuation_start¶
- type: floatNear attenuation start distance
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property projector_map¶
- type: Texture
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius1¶
- type: floatV-size for box shadows
- property shadowRadius2¶
- type: floatW-size for box shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowShape¶
- type: intShape for soft shadows (0 - box, 1 - sphere)
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightRectangle¶
Bases:
object
Rectangular or disc shaped area light source [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property directional¶
- type: floatNarrow the spread of the lighting and make the light directional
- property directional_strength¶
- type: floatControls the strength of the directional distribution
- property doubleSided¶
- type: booleanControls whether light is emitted from both sides of each face.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property ignoreLightNormals¶
- type: booleanNormally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanTrue if the light is NOT directly visible from the camera and false otherwise.
- property is_disc¶
- type: booleanTrue if the light is disc shaped (round)
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lightPortal¶
- type: intSpecifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property noDecay¶
- type: booleanWhen enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property occludeLights¶
- type: booleanWhen enabled, the light will occlude other lights for shadow, GI and reflection rays when it’s invisible.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property rect_tex¶
- type: TextureThe light texture. You also need use_rect_tex=1.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property tex_adaptive¶
- type: floatThe adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity
- property tex_resolution¶
- type: intThe texture presampling resolution
- property transform¶
- type: TransformThe transformation of the light
- property u_size¶
- type: floatThe u dimension of the light (actually half-width) in scene units
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- property use_rect_tex¶
- type: booleanTrue if the texture should be used
- property v_size¶
- type: floatThe v dimension of the light (actually half-height) in scene units
- class plugins.LightSphere¶
Bases:
object
Spherical area light source [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanTrue if the light is NOT directly visible from the camera and false otherwise.
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property noDecay¶
- type: booleanWhen enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property occludeLights¶
- type: booleanWhen enabled, the light will occlude other lights for shadow, GI and reflection rays when it’s invisible.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property radius¶
- type: floatThe radius of the sphere light (in scene units).
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property sphere_segments¶
- type: intDefines the smoothness of the sphere when visible in camera/reflection rays.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightSpot¶
Bases:
object
Spot light source without area (directed point light) [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property barnDoor¶
- type: booleantrue to produce a barn door effect.
- property barnDoorBottom¶
- type: floatangle between the light direction and the bottom barn door
- property barnDoorLeft¶
- type: floatangle between the light direction and the left barn door
- property barnDoorRight¶
- type: floatangle between the light direction and the right barn door
- property barnDoorTop¶
- type: floatangle between the light direction and the top barn door
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property coneAngle¶
- type: floatThe entire spot cone, in radians
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay¶
- type: floatExponent for the distance decay function. The default is the inverse square law. 0 disables decay.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property dropOff¶
- type: floatThe dropOff attribute
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property endDistance1¶
- type: floatEnd of first decay region
- property endDistance2¶
- type: floatEnd of second decay region
- property endDistance3¶
- type: floatEnd of third decay region
- property falloffType¶
- type: intThe type of transition in the penumbra region; 0 - linear; 1 - smooth cubic
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property penumbraAngle¶
- type: floatThe penumbra region, in radians; positive is outside the spot cone; negative is inside
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property startDistance1¶
- type: floatStart of first decay region
- property startDistance2¶
- type: floatStart of second decay region
- property startDistance3¶
- type: floatStart of third decay region
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property useDecayRegions¶
- type: booleanTrue to use decay regions.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LightSpotMax¶
Bases:
object
V-Ray implementation of the spot light in 3dsMax [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_start¶
- type: floatMinimum distance to start applying decay
- property decay_type¶
- type: intDecay type (0 - no decay, 1 - linear, 2 - square)
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property fallsize¶
- type: floatThe entire spot cone, in radians
- property far_attenuation¶
- type: booleantrue to use far attenuation
- property far_attenuation_end¶
- type: floatfar attenuation end distance
- property far_attenuation_start¶
- type: floatfar attenuation start distance
- property hotspot¶
- type: floatThe hotspot, in radians
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property near_attenuation¶
- type: booleantrue to use near attenuation
- property near_attenuation_end¶
- type: floatNear attenuation end distance
- property near_attenuation_start¶
- type: floatNear attenuation start distance
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property overshoot¶
- type: booleantrue if the light is not limited in the beam
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property projector_map¶
- type: Texture
- property rect_aspect¶
- type: floatAspect for the rectangle shape
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadius1¶
- type: floatV-size for box shadows
- property shadowRadius2¶
- type: floatW-size for box shadows
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowShape¶
- type: intShape for soft shadows (0 - box, 1 - sphere)
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property shape_type¶
- type: intThe shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.LuminaireBaker¶
Bases:
object
Baking the emission of complex luminaires into a field representation [gpuSupport=(none)]
- property bin_spread¶
- type: float
- property bin_subdivs¶
- type: intDirectional resolution for the wavelet representation.
- property compression_ratio¶
- type: floatRatio 0.04 means that we keep 4% of all wavelet coefficients.
- property dump_dir¶
- type: StringDirectory for dumping debug data.
- property enabled¶
- type: booleanTurn on light baking.
- property exclude_mtl_ids¶
- type: List<int>Faces with these ids will not be included in the luminaire box.
- property file¶
- type: StringThe filename of the exported data.
- property filter_strength¶
- type: floatStrength of the filtering
- property filtering¶
- type: booleanTurn on filtering.
- property include_mtl_ids¶
- type: List<int>Faces with these ids will be included in the luminaire box.
- property intensity_threshold¶
- type: floatIf all elements of a side texture or side sampler are bellow this value then discard it.
- property max_unoccluded_photons¶
- type: floatThe maximal fraction of unoccluded photons. If more, the box minimization algorithm suggests that no pre-baked field cache is needed.
- property minimize_box¶
- type: booleanMinimize the bounding box instead of baking a field. The result will be printed in the form of reduce_box_min and reduce_box_max parameters. Note that photon_subdivs can be reduced for minimization (e.g. by a factor of 10).
- property minimize_box_threshold¶
- type: floatFraction of the maximum grid value below which grid cells are discarded during box minimization.
- property node¶
- type: PluginNode of the light to bake.
- property photon_subdivs¶
- type: intTotal photon subdivs distributed among all active light sources.
- property reduce_box_max¶
- type: VectorDecrease the box maximum by a fraction of the total box size.
- property reduce_box_min¶
- type: VectorIncrease the box minimum by a fraction of the total box size.
- property resolution¶
- type: intThe resolution of the six-planar textures.
- property texel_radius¶
- type: float
- property texel_sh_degree¶
- type: intPer texel SH degree. Total number of coefficients is (degree+1)*(degree+1)
- property type¶
- type: intType of directional representation. 0: Spherical harmonics, 1: Grid, 2: Wavelets
- property use_convex_hull¶
- type: booleanUse the convex hull as bounding geometry.
- property viewpoint_supersamples¶
- type: intThe number of samples per viewpoint sampler’s texel.
- class plugins.MaterialOverrider¶
Bases:
object
Replaces materials for specific nodes, similar to how SettingsLightLinker overrides which lights are used [gpuSupport=(partial)]
- property enabled¶
- type: booleanEnable material overrider
- property excluded_nodes_material¶
- type: PluginA single material that will be used to shade excluded nodes
- property first_hit_only¶
- type: booleanIf true do the overriding only for the first hit so that we keep the original material for GI, reflection etc.
- property global_material¶
- type: PluginA global override material used in the Override All mode
- property inclusion_materials¶
- type: List<Plugin>List of material plugins to consider for inclusion
- property inclusion_nodes¶
- type: List<Plugin>List of node plugins to consider for inclusion
- property mode¶
- type: int0:Override Selected; 1:Override All
- property override_lights_visibility¶
- type: booleanEnable lights visibility overriding
- property patterns¶
- type: List<String>A list of lists: (([user_attribute:]pattern, material), …).
- property visible_lights¶
- type: List<Plugin>List of visible lights
- class plugins.MayaGamma¶
Bases:
object
Applies gamma to the input texture. Gamma is textured unlike TexMaxGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]
- property color¶
- type: OutputTextureThe resulting color
- property gamma¶
- type: TextureGamma values
- property input¶
- type: TextureThe input color
- class plugins.MayaLightDirect¶
Bases:
object
Infinite directional (parallel) light source. Similar to LightDirect but defines shadow radius in degrees instead of distance units.gpuSupport=(partial)
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property areaSpeculars¶
- type: booleanIf true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property beamRadius¶
- type: floatRadius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property color¶
- type: AColorColor of the light
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property intensity¶
- type: floatLight intensity
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property photonSubdivs¶
- type: intDetermines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadowRadius¶
- type: floatThe size of the light; 0.0 is a point light, larger values produces soft (area) shadows
- property shadowRadiusMode¶
- type: intThe units for the shadow radius (0 - radians; 1 - degrees)
- property shadowRadius_tex¶
- type: TextureFloatA float texture that if present will override the shadows radius parameter
- property shadowSubdivs¶
- type: intControls the number of samples used to compute lighting
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property transform¶
- type: TransformThe transformation of the light
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- class plugins.MayaMtlMatte¶
Bases:
object
Maya matte material. Controls how the alpha channel is affected. [gpuSupport=(none)]
- property alpha_transparency¶
- type: TextureFloatAlpha transparency (used only in mode 3)
- property base_mtl¶
- type: PluginBase material
- property matte_opacity¶
- type: TextureFloatMatte opacity (0 is transparent; 1 is opaque or normal)
- property mode¶
- type: intThe matte mode (0 - black hole; 1 - solid matte; 2 - opacity gain; 3 - solid alpha)
- class plugins.MayaMultiplyDivide¶
Bases:
object
Provides multiplication/division of two input textures. Subset of TexAColorOp. [gpuSupport=(full)]
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property operation¶
- type: intOperation (1 - multiply, 2 - divide, 3 - power)
- class plugins.MayaProjectionTex¶
Bases:
object
null
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property base_texture¶
- type: Texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property nouvw_transparency¶
- type: Texture
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property transparency_mult¶
- type: Texture
- property transparency_offset¶
- type: Texture
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.MeshGeometryTrim¶
Bases:
object
A plugin with per-face visibility list. [gpuSupport=(full)]
- property visibility_list¶
- type: List<int>A list containing bitpacked per-face visibility for the target mesh/proxy.
- property voxels_face_basis¶
- type: List<int>Optional list of indices, indicating where each voxel visibility bits are positioned in the ‘visibility_list’.Used in case TexExtMaterialID is targeting a proxy geometry, which is possibly consisting of several voxels.
- class plugins.Mtl2Sided¶
Bases:
object
Two-sided material that can use different base materials for the front and back side of triangles. Use specifically for translucent objects like leaves and curtains. [gpuSupport=(partial)]
- property back¶
- type: PluginThe material for the side that is opposite the surface normal.
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to.
- property force_1sided¶
- type: booleanTrue to make the sub-materials one-sided.
- property front¶
- type: PluginThe material for the surface on the same side as the normal.
- property mult_by_front_diffuse¶
- type: booleanTrue to multiply the back side color by the cached diffuse color of the front BRDF.
- property translucency¶
- type: ColorTranslucency between front and back.
- property translucency_tex¶
- type: TextureTranslucency texture.
- property translucency_tex_mult¶
- type: floatMultiplier for the translucency texture.
- class plugins.MtlDoubleSided¶
Bases:
object
Deprecated. Use MtlSingleBRDF and its double_sided parameter. [gpuSupport=(none)]
- property base_mtl¶
- type: PluginBase material
- class plugins.MtlGLSL¶
Bases:
object
Renders using a material description from a GLSL shader definition file [gpuSupport=(none)]
- property bump_replaces_normal¶
- type: booleanTrue to replace the normal on the GPU when this plugin is attached as a bump map
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property clamp_result¶
- type: booleanDetermines whether to clamp the final result
- property clamp_value¶
- type: floatThe upper clamp limit for the result color should the clamp_result flag is true
- property inline_shader¶
- type: String
- property max_ray_depth¶
- type: int
- property shader_file¶
- property transparency¶
- type: Color
- property transparency_tex¶
- type: Texture
- property transparency_tex_mult¶
- type: float
- property uniforms¶
- type: List<Object>Non-varying state variables referenced by the shader
- property use_inline_shader¶
- type: booleanTrue to load the embedded shader instead of an external shader file
- property use_shader_alpha¶
- type: booleanSwitch for using either the transparency parameters or the shader alpha result
- property uvw_generators¶
- type: List<Plugin>
- property vertex_channels¶
- type: List<Object>Specifies additional mapping channels accessible through vr_VertexData[]
- class plugins.MtlMDL¶
Bases:
object
Renders using an nVidia MDL material description file [gpuSupport=(full)]
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property displacement_tex¶
- type: OutputTextureMDL material.geometry.displacement as texture
- property imports_list¶
- type: List<Object>List of import declarations to be inserted inside the temporary module
- property input_parameters¶
- type: List<Object>Input parameter values in the order and type declared by the MDL shader. Each odd position of the list is a parameter name and the even position after it is the value.
- property max_ray_depth¶
- type: intMaximum trace depth allowed for material evaluation
- property mdl_material¶
- type: StringDeprecated. Supplanted by mdl_material_signature
- property mdl_material_signature¶
- type: StringThe fully-qualified name of the MDL material to be loaded from the specified module, e.g. “mdl::metal_examples::cast_iron(color,texture_2d,bool,float,float3)”
- property mdl_module¶
- type: StringThe fully-qualified MDL name of the MDL module (including package names, starting with “::”)
- property mdl_path_list¶
- type: StringSemicolon-separated list of MDL search directories
- property remap_roughness¶
- type: intExpect squared roughness for GGX (on by default)
- property try_to_use_vraymtl¶
- type: intAttempt to construct VRayMtl from the MDL material. Defaults to ‘off’ if the transformation is impossible (0 - off, 1 - only for RTGPU, 2 - CPU and GPU)
- property uvw_generators¶
- type: List<Plugin>List of UVW generators that the material textures will indexed by position in the list
- class plugins.MtlMaterialID¶
Bases:
object
Extends a base material with an ID that can be used by matte render channels [gpuSupport=(partial)]
- property base_mtl¶
- type: PluginThe base material
- property lpe_label¶
- type: StringLight path expressions material label which can be used to identify the material (e.g. CR’some_label’L).
- property material_id_color¶
- type: TextureThe material ID color
- property material_id_number¶
- type: int
- class plugins.MtlMayaRamp¶
Bases:
object
Material plugin with parameters similar to using multiple TexRamp inputs. For use in V-Ray for Maya. [gpuSupport=(none)]
- property ambient_tex¶
- type: Textureambient texture
- property bump_brdf¶
- type: Pluginbump BRDF used internally for bump mapping
- property channels¶
- type: List<Plugin>Render channels the result will be written to
- property color_colors¶
- type: List<Texture>colors of the color ramp
- property color_input¶
- type: int0: light angle, 1: facing angle, 2: brightness, 3: normalized brightness
- property color_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property color_positions¶
- type: List<Object>positions of the color ramp
- property diffuse_tex¶
- type: TextureFloatdiffuse float texture
- property eccentricity_tex¶
- type: TextureFloateccentricity float texture
- property environm_colors¶
- type: List<Texture>colors of the environment ramp
- property environm_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property environm_positions¶
- type: List<Object>positions of the environment ramp
- property fscatter_tex¶
- type: TextureFloatforward scatter float texture
- property incan_colors¶
- type: List<Texture>colors of the incandescence ramp
- property incan_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property incan_positions¶
- type: List<Object>positions of the incandescence ramp
- property ior¶
- type: floatIOR for the material; this is ignored if the surface has a volume shader (the volume IOR is used).
- property reflection_limit¶
- type: intreflection limit
- property reflectivity_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property reflectivity_positions¶
- type: List<Object>positions of the reflectivity ramp
- property reflectivity_values¶
- type: List<TextureFloat>values of the reflectivity ramp
- property refraction_limit¶
- type: intThe maximum refraction bounces
- property refractions¶
- type: boolean
- property specularRollOff_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property specularRollOff_positions¶
- type: List<Object>positions of the specular roll off ramp
- property specularRollOff_values¶
- type: List<TextureFloat>values of the specular roll off ramp
- property specular_colors¶
- type: List<Texture>colors of the specular ramp
- property specular_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property specular_positions¶
- type: List<Object>positions of the specular ramp
- property specularity_tex¶
- type: TextureFloatspecularity float texture
- property transp_colors¶
- type: List<Texture>colors of the transparency ramp
- property transp_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property transp_positions¶
- type: List<Object>positions of the transparency ramp
- property volume¶
- type: Plugin
- class plugins.MtlMulti¶
Bases:
object
Contains a list of materials. Every triangle of a mesh defines which material it will use by ID (GeomStaticMesh.face_mtlIDs). [gpuSupport=(partial)]
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property ids_list¶
- type: List<int>A list of material IDs for the matching elements of mtls_list.
- property mtlid_gen¶
- type: TextureIntAn integer texture that generates material ids; if not present, neither mtlid_gen_float is present then surface material id will be used.
- property mtlid_gen_float¶
- type: TextureFloatA float texture that generates material ids; if not present, neither mtlid_gen is present then surface material id will be used.
- property mtlid_gen_float_round_mode¶
- type: intHow to round the values returned by ‘mtlid_gen_float’ when converting them to an integer.
- property mtls¶
- type: List<Plugin>(Deprecated; use mtls_list/ids_list instead). A list of two-element lists with the material id and the material plugin.
- property mtls_list¶
- type: List<Plugin>A list of the materials.
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shader_sets_list¶
- type: List<String>A list of shader set names to be matched to the materials. On GPU this only works with one geometry per material.
- property use_shader_set_patterns¶
- type: booleanAllow the use of wildcard patterns in shader_sets_list. On GPU this only works with one geometry per material.
- property volumes_list¶
- type: List<Plugin>A list of volumes.
- property wrap_id¶
- type: booleantrue to wrap the material ID’s to the largest specified ID for the material
- class plugins.MtlOSL¶
Bases:
object
Renders using a material description from an .osl/.oso shader definition file [gpuSupport=(none)]
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property flip_textures¶
- type: int0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
- property graph_owner¶
- type: int0 - does not manage an OSL shader group, 1 - manages a separate shader group.A node should be a graph owner if there is at least one non-OSL node that it is connected to.If a node is a graph owner it takes care of the building of the graph itself and providing outputs to any TexOSLOutputSelector that it is connected to.
- property include_path¶
- type: StringAlternative include directory
- property inline_shader¶
- type: StringOSL or OSO source code in Base64 representation.
- property input_parameters¶
- type: List<Object>Input parameter values in the order and type declared by the OSL shader. Each odd position of the list is a parameter name and the even position after it is the value.
- property max_ray_depth¶
- type: intMaximum trace depth allowed for material evaluation
- property output_closure¶
- type: StringName of the output closure color as declared in the OSL shader
- property shader_file¶
- property shader_type¶
- type: int0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
- property uvwgen¶
- type: PluginThe uvw generator for the material
- class plugins.MtlObjBBox¶
Bases:
object
This wrapper material provides object bounding box information for UVWGenObjectBBox [gpuSupport=(none)]
- property base_mtl¶
- type: PluginBase material
- property bbox_max¶
- type: VectorMax. coordinates for object bounding box
- property bbox_min¶
- type: VectorMin. coordinates for object bounding box
- class plugins.MtlOverride¶
Bases:
object
Wraps the default object material and adds override materials for GI, reflections, refractions, shadows. [gpuSupport=(partial)]
- property base_mtl¶
- type: PluginThe normal material (visible to the camera)
- property enable_gi_mtl¶
- type: booleanEnable the GI material.
- property enable_reflect_mtl¶
- type: booleanEnable the reflection material.
- property enable_refract_mtl¶
- type: booleanEnable the refraction material.
- property enable_shadow_mtl¶
- type: booleanEnable the shadow material.
- property environment_override¶
- type: TextureEnvironment override texture
- property environment_priority¶
- type: intEnvironment override priority (used when several materials override it along a ray path)
- property gi_mtl¶
- type: PluginThe GI material.
- property reflect_mtl¶
- type: PluginThe reflection material.
- property refract_mtl¶
- type: PluginThe refraction material.
- property shadow_mtl¶
- type: PluginThe shadow material.
- property use_environment_override¶
- type: booleanTrue to use the ‘environment override’ texture.
- class plugins.MtlRenderStats¶
Bases:
object
Wrapper for another material. Controls whether the object is visible to different types of rays. [gpuSupport=(partial)]
- property base_mtl¶
- type: PluginBase material
- property camera_visibility¶
- type: booleanWhether the object is visible from the camera (camera rays)
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property gi_visibility¶
- type: booleanWhether the object is visible to GI (generating and receiving)
- property reflections_visibility¶
- type: booleanWhether the object is visible in reflections
- property refractions_visibility¶
- type: booleanWhether the object is visible in refractions
- property shadows_receive¶
- type: booleanWhether the object receives shadows
- property shadows_visibility¶
- type: booleanWhether the object casts shadows (visible to lights for shadow rays)
- property visibility¶
- type: floatOverall visibility
- class plugins.MtlRoundEdges¶
Bases:
object
Wraps a base material and adds rounding of the object’s edges [gpuSupport=(partial)]
- property base_mtl¶
- type: PluginBase material
- property radius¶
- type: TextureFloatRounding radius
- property radius_mode¶
- type: int0 - the radius parameter is in object space, 1 - the radius parameter is in world space.
- property raytraced¶
- type: booleanTrue to use raytracing to compute the rounded corners and false to use static mesh analysis.
- property raytraced_consider_same_object_only¶
- type: booleanTrue to consider only corners on the same object, and false to consider other intersecting objects.
- property raytraced_mode¶
- type: intWhich corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.
- class plugins.MtlSelectRE¶
Bases:
object
Material that writes the alpha result of its sub-material to a list of alpha render elements. [gpuSupport=(none)]
- property alpha_elements¶
- type: List<Plugin>A list of alpha render elements.
- property base_mtl¶
- type: PluginThe base material. The alpha result of this material will be written to all alpha channels specified in the ‘alpha_elements’ parameter.
- class plugins.MtlSingleBRDF¶
Bases:
object
Material plugin for common use - links a single BRDF plugin (like BRDFVRayMtl). Adds option for how to shade the back side. [gpuSupport=(partial)]
- property allow_negative_colors¶
- type: booleantrue to allow negative color components; otherwise they will be clamped to 0
- property brdf¶
- type: PluginThe actual shader
- property channels¶
- type: List<Plugin>Render channels in which the result of this BRDF will be written to
- property double_sided¶
- type: int0 - single sided, 1 - to make the material double-sided, 2 - make back faces pointing at camera transparent for camera rays, 3 - make back faces transparent for all ray types except shadow rays, 4 - same as 3 but back faces are also visible to rays that have been refracted(and are not GI or reflection rays
- property filter¶
- type: ColorFilter to multiply the BRDF result with
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- class plugins.MtlStreakFade¶
Bases:
object
Implements the tail fade for streak particles in Maya. This works only as the top-most material. [gpuSupport=(none)]
- property base_mtl¶
- type: PluginBase material
- property fade¶
- type: float1.0f - no fade, < 1.0f - fade
- class plugins.MtlUVWScaler¶
Bases:
object
Wraps a material and modifies the UVW coordinates of the textures inside it [gpuSupport=(none)]
- property base_mtl¶
- type: PluginThe normal material that will have its UVWs scaled
- property uvw_mode¶
- type: intThe UVW modification mode (0 - no modification, 1 - override, 2 - multiply)
- property uvw_transform¶
- type: TransformUVW transformation matrix
- class plugins.MtlUVWSelect¶
Bases:
object
Wraps a material and changes its UVW coordinates, given it uses UVWGenSelect in texture nodes [gpuSupport=(full)]
- property base_mtl¶
- type: PluginThe normal material that will have its UVWs changed
- property face_material_ids¶
- type: List<int>Optional list of integers to additionally provide a face material ID for each UVWGen instance. If present, the number of entries must match the number of entries in ‘uvwgen_ids’.
- property uvwgen_ids¶
- type: List<String>List of string IDs, used to identify particular UVW generator by a texture alias. Has to match the number of entires in ‘uvwgens’.
- property uvwgens¶
- type: List<Plugin>List of UVW generator plugins used for this specific node. Has to match the number of ‘uvwgen_ids’.
- class plugins.MtlVRmat¶
Bases:
object
Renders using a material description from a .vrmat (XML) or .vrscene file where V-Ray plugins are described [gpuSupport=(full)]
- property filename¶
- type: StringA .vrmat, .vismat, .vrscene or .mtlx file
- property mtlindex¶
- type: intIf >=0, specifies an index of the material to use and mtlname is ignored. Only valid for MaterialX files.
- property mtlname¶
- type: StringWhich material to use. Top-level <Asset> name or MtlSingleBRDF name if .vrscene
- property mtlx_document¶
- type: StringMaterialX XML document as a string
- property param_override¶
- type: String(xml only) Override for a specific instance of a parameter. Requires full asset path plus ‘/paramname’.
Valid XML and vrmat syntax for the respective parameter is expected. Multiple overrides can be specified with colons. Example: “/Paint/Diffuse/color=<r>0.8</r><g>0.4</g><b>0.4</b>;/Paint/Diffuse/roughness=0.8”
- property param_override_all¶
- type: String(xml only) Override for all instances of a parameter. Requires only plugin type plus ‘/paramname’.
Valid XML and vrmat syntax for the respective parameter is expected. Multiple overrides can be specified with colons. Example: “MtlASGVIS/bump_units=1;BitmapBuffer/color_space=2”
- class plugins.MtlWrapper¶
Bases:
object
Wraps another Mtl plugin. Adds matte properties; reflection, GI and caustics overrides; which channels to affect etc. [gpuSupport=(partial)]
- property affect_alpha¶
- type: booleanTurn this on to make shadows affect the alpha contribution of the matte surface.
- property alpha_contribution¶
- type: floatThe contribution of the resulting color to the alpha channel.
- property alpha_contribution_tex¶
- type: TextureFloatSame as alpha_contribution but used for the Maya’s useBackground shader which supports textures as alpha contribution
- property base_material¶
- type: PluginThe base material
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property generate_caustics¶
- type: floatControls the caustics generated by the material.
- property generate_gi¶
- type: floatControls the GI generated by the material.
- property generate_render_elements¶
- type: booleanSetting this to false makes objects to not affect the render elements.
- property gi_amount¶
- type: floatDetermines the amount of gi shadows.
- property gi_quality_multiplier¶
- type: floatThis is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
- property gi_surface_id¶
- type: intIf two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
- property matte_for_secondary_rays¶
- type: intSet this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
- property matte_surface¶
- type: booleanMakes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
- property maya_background_shader_compatibility¶
- type: booleanSetting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
- property no_gi_on_other_mattes¶
- type: booleanThis will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
- property receive_caustics¶
- type: floatControls the caustics received by the material.
- property receive_gi¶
- type: floatControls the GI received by the material.
- property reflection_amount¶
- type: floatShows the reflections of the base material.
- property reflection_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from reflections.
- property reflection_filter_tex¶
- type: Texture
- property reflection_list_is_inclusive¶
- type: booleanSetting this to true will turn the reflection exclude list into inclusive (inverted).
- property refraction_amount¶
- type: floatShows the refractions of the base material.
- property refraction_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from refractions.
- property refraction_list_is_inclusive¶
- type: booleanSetting this to true will turn the refraction exclude list into inclusive (inverted).
- property shadow_brightness¶
- type: floatAn optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
- property shadow_brightness_tex¶
- type: TextureFloatSame as shadow_brightness but used for the Maya’s useBackground shader which supports textures as shadow brightness
- property shadow_tint_color¶
- type: ColorTint for the shadows on the matte surface.
- property shadows¶
- type: booleanTurn this on to make shadows visible on the matte surface.
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_irrad_map¶
- type: booleanAllow enable/disable of irradiance map per surface.
- class plugins.MtlWrapperMaya¶
Bases:
object
Same as MtlWrapper but renders black for reflection and refraction rays [gpuSupport=(partial)]
- property affect_alpha¶
- type: booleanTurn this on to make shadows affect the alpha contribution of the matte surface.
- property alpha_contribution¶
- type: floatThe contribution of the resulting color to the alpha channel.
- property alpha_contribution_tex¶
- type: TextureFloatSame as alpha_contribution but used for the Maya’s useBackground shader which supports textures as alpha contribution
- property base_material¶
- type: PluginThe base material
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property generate_caustics¶
- type: floatControls the caustics generated by the material.
- property generate_gi¶
- type: floatControls the GI generated by the material.
- property generate_render_elements¶
- type: booleanSetting this to false makes objects to not affect the render elements.
- property gi_amount¶
- type: floatDetermines the amount of gi shadows.
- property gi_quality_multiplier¶
- type: floatThis is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
- property gi_surface_id¶
- type: intIf two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
- property matte_for_secondary_rays¶
- type: intSet this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
- property matte_surface¶
- type: booleanMakes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
- property maya_background_shader_compatibility¶
- type: booleanSetting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
- property no_gi_on_other_mattes¶
- type: booleanThis will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
- property receive_caustics¶
- type: floatControls the caustics received by the material.
- property receive_gi¶
- type: floatControls the GI received by the material.
- property reflection_amount¶
- type: floatShows the reflections of the base material.
- property reflection_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from reflections.
- property reflection_filter_tex¶
- type: Texture
- property reflection_list_is_inclusive¶
- type: booleanSetting this to true will turn the reflection exclude list into inclusive (inverted).
- property refraction_amount¶
- type: floatShows the refractions of the base material.
- property refraction_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from refractions.
- property refraction_list_is_inclusive¶
- type: booleanSetting this to true will turn the refraction exclude list into inclusive (inverted).
- property shadow_brightness¶
- type: floatAn optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
- property shadow_brightness_tex¶
- type: TextureFloatSame as shadow_brightness but used for the Maya’s useBackground shader which supports textures as shadow brightness
- property shadow_tint_color¶
- type: ColorTint for the shadows on the matte surface.
- property shadows¶
- type: booleanTurn this on to make shadows visible on the matte surface.
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_irrad_map¶
- type: booleanAllow enable/disable of irradiance map per surface.
- class plugins.NURBSCurve¶
Bases:
object
Geometry source plugin. Defines a smooth NURBS curve. [gpuSupport=(none)]
- property boundary¶
- type: List<boolean>Mark curve as island or hole
- property cvs¶
- type: List<Vector>The control vertices of the curve
- property degree¶
- type: intDegree of the curve
- property knotVector¶
- type: List<float>The knots vector for the curve
- class plugins.Node¶
Bases:
object
Top-level geometry plugin. Places a geometric object in the scene and associates it with a material
- property bake_subdiv_filepath¶
- type: StringA file path for baking subdivision geometry to a *.vrmesh file. This will abort frame rendering!
- property geometry¶
- type: PluginGeometry source plugin for this object
- property is_instance_prototype¶
- type: intSet to true to disable this node from being compiled. Used for optimizing instancer wrapper nodes.
- property lights¶
- type: List<Plugin>List of lights that will be used with this object instead of all scene lights
- property map_channels¶
- type: PluginA plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.
- property material¶
- type: PluginMaterial for the object surface. If this is invalid the object will render transparent.
- property nsamples¶
- type: intNumber of transform samples for motion blur
- property objectID¶
- type: intObject ID for the rendering
- property object_properties¶
- type: PluginObject properties.
- property object_space_displacement¶
- type: intParameter to pass to the GeomDisplacedMesh wrapper created by the node. See GeomDisplacedMesh::object_space_displacement
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property primary_visibility¶
- type: booleanIf off shading an intersection with this mesh will not generate a gbuffer (object is invisible to direct camera rays).
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property time_for_geometry¶
- type: floatIf this is used (controlled by ‘use_time_for_geometry’) it will be given as the time for which the instance should be created and the geometry should be compiled for geometry that supports being created only at a certain time (currently only GeomMeshFile). Note that this time will not be used for the transform of the node - the current frame time will be used for that
- property transform¶
- type: TransformObject-to-world space transformation for the object
- property use_time_for_geometry¶
- type: booleanIf true the ‘time_for_geometry’ parameter will be used
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter).
- property visible¶
- type: booleantrue if the object is renderable (visible) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property volume¶
- type: PluginVolumetric shader if this object isn’t an opaque surface
- class plugins.OutputDeepWriter¶
Bases:
object
Settings for outputting deep image [gpuSupport=(none)]
- property exr_compression¶
- type: intCompression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression)
- property file¶
- type: StringThe name of the file in which the shade map information is stored.
- property float_colors_mode¶
- type: booleanStore 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
- property vrst_compression¶
- type: intCompression type for the .vrst files (0 - no compression, 1 - ZLIB compression)
- class plugins.OutputTest¶
Bases:
object
null
- class plugins.ParticleTex¶
Bases:
object
3d texture created from a list of particle systems [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude¶
- type: float
- property blend_alpha¶
- type: boolean
- property blend_method¶
- type: int0: Equal; 1: Proportional; 2: Biggest
- property color¶
- type: OutputTextureThe resulting color
- property color_mode¶
- type: int0: not per particle; 1: pp color; 2: pp emission 1; 3: pp user color 1; etc…
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property map¶
- type: Texture
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property pa_amplitude¶
- type: boolean
- property pa_color¶
- type: boolean
- property pa_radius¶
- type: boolean
- property pa_shift¶
- type: boolean
- property particle_systems¶
- type: List<Plugin>List of particle systems to get the particle data from
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property radius¶
- type: float
- property radius_mode¶
- type: int0: not per particle; 1: pp radius; 2: pp user scalar 1; etc…
- property radius_scale¶
- type: boolean
- property shift¶
- type: float
- property shift_mode¶
- type: boolean
- property source_transform¶
- type: Transformworld to ‘object’ transformation of the source
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.PhxShaderCache¶
Bases:
object
This plugin represents a single cache file from which the rendering data is loaded. The cache files can be in the Phoenix aur format, or in the OpenVDB or Field3D formats. [gpuSupport=(partial)]
- property TPF¶
- type: intticks per frame
- property anim_mode¶
- type: intPlayback Mode, 0 - Linear, 1 - Frame Index, 2 - Loop
- property blend_method¶
- type: intFrame Blending method for grid data
- property cache_load¶
- type: booleandeprecated
- property cache_path¶
- type: StringInput Cache Path
- property cell_size¶
- type: floatThe size of a single voxel, in scene units.
- property dynamic_offset_x¶
- type: floatThe x dynamic offset of the fluid container.
- property dynamic_offset_y¶
- type: floatThe y dynamic offset of the fluid container.
- property dynamic_offset_z¶
- type: floatThe z dynamic offset of the fluid container.
- property empty_grid_up_axis¶
- type: intSpecifies which axis should be used as up when constructing empty grids. Y is 1, Z is 2
- property flip_yz¶
- type: booleanIf true, the yz axis of the cache will be flipped.
- property free_mem_detect¶
- type: intinternally used
- property grid_size_x¶
- type: floatNumber of cells in x dimension if no cache file is specified; internally truncated to the nearest integer
- property grid_size_y¶
- type: floatNumber of cells in y dimension if no cache file is specified; internally truncated to the nearest integer
- property grid_size_z¶
- type: floatNumber of cells in z dimension if no cache file is specified; internally truncated to the nearest integer
- property isMayaFluid¶
- type: booleanTrue if this node represents Maya Fluid cache.
- property load_flags¶
- type: intDeprecated parameter
- property load_nearest¶
- type: booleanIf there is no cache file with the desired frame number, the nearest cache is found and loaded.
- property loop_overlap¶
- type: intNumber of overlapped frames in the looped animation mode.
- property max_length¶
- type: intPlay Length
- property mirror_z¶
- type: booleanIf true, the caches will be mirrored along the Z axis.
- property play_at¶
- type: intPlay Start
- property play_speed¶
- type: floatPlay Speed
- property raw_vdb_stream¶
- type: List<Object>A list of two items representing several VDB grids. First item is number of bytes, second item is VDB grid serialized represented as ListInt
- property read_offset¶
- type: intCache Start
- property smooth_mask¶
- type: int
- property smooth_randomize¶
- type: List<float>
- property smooth_similarity¶
- type: List<float>
- property smooth_threshold¶
- type: List<float>
- property t2f¶
- type: floatDirect time to frame transformation.
- property time_tform¶
- type: booleanIf true, Time Bend options would be applied to the animation sequence
- property usrchmap¶
- type: String3rd party caches channels mappings.
- property velocities_from_uvw¶
- type: booleanCreate velocity channel from the uvw movement channel.
- class plugins.PhxShaderFoam¶
Bases:
object
Phoenix’s Particle Shader plugin. Can be used to render particles in different modes such as points, bubbles or volumetric fog. [gpuSupport=(partial)]
- property absorption_color¶
- type: ColorSpecifies the fog absorption color
- property bounces¶
- type: intmax bounces
- property camera_visibility¶
- type: boolean
- property caust_mult¶
- type: float
- property cntmul_inc_meth¶
- type: intMethod for increasing the number of particles when using Count Multiplier
- property cntmul_inc_nbrs¶
- type: intMaximum number of neighbors to use for increasing the number of particles when using Count Multipliers
- property colfrompartchan¶
- type: booleanUse a particle channel for coloring the particles
- property color¶
- type: ColorSpecifies the particle color
- property colormap¶
- type: Texturecolor map
- property difmul¶
- type: floatdiffuse multiplier
- property displ_fade_from_liq¶
- type: booleanMeasure distance to the actual liquid mesh for suppressing the displacement
- property displ_fade_from_liq_dist¶
- type: floatThe displacement will be reduced with increasing distance from the liquid surface, and will be completely zeroed when it reaches this distance
- property enabled¶
- type: booleanenable rendering
- property envmap¶
- type: Textureenvironment texture
- property flatatoceanbord¶
- type: booleanNear the borders of a container in Ocean Mesh mode, particles will gradually fade towards the height of the ocean level, like the ocean mesh vertices do.
- property fogmult¶
- type: floatfog multiplier
- property fogmult_legacy¶
- type: floatAdditional fog multiplier for compatibility with old scenes.
- property fogres¶
- type: floatfog resolution
- property gen_gi_mult¶
- type: float
- property generate_caust¶
- type: int
- property generate_gi¶
- type: int
- property geommode¶
- type: int
- property gi_visibility¶
- type: boolean
- property gizmo¶
- type: Plugingeometry to define the rendering volume
- property gizmo_transform¶
- type: Transformworld transformation of the Render Cutter
- property glass¶
- type: Pluginglass geometry
- property glass_transform¶
- type: Transformworld transformation of the glass
- property gpuMaterial¶
- type: Plugin
- property hlmult¶
- type: floathighlights multiplier
- property hlwidth¶
- type: floathighlights width
- property ignoresize¶
- type: booleanignores the particle size
- property invgizmo¶
- type: intinvert the volume of the render cutter
- property lightcache¶
- type: intif true, a light cache will be used for diffuse lighting
- property lightcachesr¶
- type: floatspeedup of the light cache
- property lightlinks¶
- type: List<Plugin>light linking list used in volumetric mode
- property liquid_sim¶
- type: Pluginliquid Phoenix simulator used to determine above/under water flag
- property material_id¶
- type: ColorMaterial ID
- property mblimit¶
- type: intmaximum point expansion with motion blur
- property mbstep¶
- type: floatmotion blur step
- property minw¶
- type: floatreflection cut off
- property moblur¶
- type: intmotion blur - 0:From Renderer, 1:Force On, 2:Force Off
- property mode¶
- type: intrendering mode - 0:Bubbles, 1:Cellular, 2:Splashes, 3:Points, 4:Fog
- property nolqshadows¶
- type: booleandisable liquid shadows
- property objectID¶
- type: intObject ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property oceanlevel¶
- type: float
- property optimize¶
- type: booleanoptimize bad systems
- property part_age¶
- type: intif true, write to the particle age render element
- property particle_source¶
- type: List<Plugin>A list of particles source
- property particle_tm¶
- type: List<Object>A list of transformations per particles source
- property phase_function¶
- type: floatControls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval [-1 1]. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic (‘diffuse’). This parameter is ignored by the ‘Approximate’ and ‘Approximate+Shadows’ scattering modes.
- property pmprimary¶
- type: booleanenable/disable particle mode of primary rays
- property probabilistic¶
- type: intUse probabilistic sampling {0: Disabled; 1:V-Ray GPU Only; 2:Always}.
- property ptAlpha¶
- type: floatpoint opacity in point mode
- property ptShadStren¶
- type: floatPoint shadow strength in Point mode
- property ptSize¶
- type: floatPoint radius in Point mode
- property ptSizeExtra¶
- type: floatRadius of particles in Point mode in world space, used to prevent grid artifacts from occurring.
- property pvar¶
- type: floatpressure variation
- property rec_gi_mult¶
- type: float
- property receive_caust¶
- type: int
- property receive_gi¶
- type: int
- property reduction¶
- type: floatParticle Count Multiplier
- property reflections_visibility¶
- type: boolean
- property reflmap¶
- type: Texturereflection texture
- property refractions_visibility¶
- type: boolean
- property renderAsVolumetric¶
- type: booleanSet to true if the plugin should be rendered as a volumetric.
- property rendshadstep¶
- type: int
- property rendstep¶
- type: int
- property ri¶
- type: floatrefraction index
- property scattering¶
- type: intscattering method - 0:Ray-traced (GI only), 1:Disabled, 2:Approximate, 3:Approximate+Shadows
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property shadows_visibility¶
- type: boolean
- property subgroup¶
- type: intrender subgroup - 0:All, 1:Under Water, 2:Above Water, 3:Above Size Threshold, 4:Below Size Threshold
- property szadd¶
- type: floatsize addend
- property szdist¶
- type: floatsize distribution
- property szlimit¶
- type: floatsize threshold, used in conjunction with the subgroup parameter.
- property szmul¶
- type: floatsize multiplier
- property szmul_anim¶
- type: List<Object>A list of particle size multipliers per particle age
- property szmul_pa¶
- type: booleansize multiplier by particle age
- property szvar¶
- type: floatsize variation
- property usecolormap¶
- type: booleanenable the color map
- property useenvmap¶
- type: booleanenable the environment map
- property usegizmo¶
- type: intenable using of render cutter
- property useglass¶
- type: intenable using of glass geometry
- property useliquid¶
- type: intenable the liquid_sim
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property usereflmap¶
- type: booleanenable the reflection map
- property velmult¶
- type: floatparticle velocity multiplier
- property vertoffs¶
- type: floatShift the particles along the up axis. Can be used in fishtank simulations for custom alignment of the particles floating on the liquid surface.
- property volumetric_mode_geometry_RE¶
- type: booleanIf true, the shader will write to the geometric render elements (f.e. velocity) even if rendered as volumetric.
- property volzdepth¶
- type: intif true, write to the z-depth render element
- class plugins.PhxShaderFoamTex¶
Bases:
object
The foam texture, used by Phoenix to generate foam over the specified ocean texture. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property foamcolor¶
- type: ColorThe base color of the foam.
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property life¶
- type: floatFoam patterns lifespan.
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property ocean¶
- type: TextureOcean texture to be used for generating the foam.
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property ptrn¶
- type: floatFoam pattern pronunciation.
- property ptrnszx¶
- type: floatPattern size along X axis.
- property ptrnszy¶
- type: floatPattern size along Y axis.
- property thr¶
- type: floatFoam birth threshold.
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property tint¶
- type: ColorUnderwater foam tint color.
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property useuvw¶
- type: booleanUse a special map channels as vertex position. Designed for UVW that stores non-displaced vertex positions.
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property uwfoam¶
- type: floatUnderwater foam coefficient.
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.PhxShaderOceanTex¶
Bases:
object
The Ocean displacement texture, used by Phoenix to render its infinite ocean surface.gpuSupport=(full)
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property animmode¶
- type: int
- property bell¶
- type: float
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property directTime¶
- type: float
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property lod¶
- type: int
- property loopLength¶
- type: float
- property meter_scale¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property rgbmult¶
- type: float
- property rgboffset¶
- type: float
- property scaletex¶
- type: TextureDisplacement Scale
- property seed¶
- type: int
- property sharpness¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property up_vector¶
- type: int
- property usewind¶
- type: boolean
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property vector¶
- type: boolean
- property velcoh¶
- type: float
- property velmult¶
- type: float
- property w¶
- type: floatWidth of the valid texture sector
- property wind¶
- type: float
- class plugins.PhxShaderPGroup¶
Bases:
object
A Particle System simulated by Phoenix. Since one simulator can output many particle systems, these plugins are used to allow selecting just one of them into a Particle Shader or other object. [gpuSupport=(full)]
- property lifespan¶
- type: floatlifespan base
- property lifespan_mode¶
- type: intlifespan mode: 0-default, 1-constant, 2-random
- property lifespan_random¶
- type: floatlifespan randomization
- property lifespan_seed¶
- type: intlifespan randomization seed
- property pgroup¶
- type: Stringthe name of the particle group that will be used as a source
- property phoenix_sim¶
- type: PluginThe Phoenix simulator that exports the particle group
- class plugins.PhxShaderParticleTex¶
Bases:
object
The Phoenix Particle Texture that converts a particle system into a 3D texture map which denoted the particle positions either by attaching a piece of a texture to the particle position in a certain radius, or as a gray-scale map where the particle positions are bright and the rest or the space is black. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude¶
- type: float
- property amplitude_anim¶
- type: List<Object>
- property amplitude_time¶
- type: boolean
- property blend_alpha¶
- type: boolean
- property blending¶
- type: int
- property colfrompartchan¶
- type: booleanUse a particle channel for coloring the texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property colpartchan¶
- type: StringThe name of the particle channel that will be used for coloring the texture
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property local_space_particles¶
- type: boolean
- property map¶
- type: Texture
- property mulbysz¶
- type: boolean
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property partcolmax¶
- type: float
- property partcolmin¶
- type: float
- property partcolor_c¶
- type: List<Color>Colors of the particle channel color remap
- property partcolor_i¶
- type: List<int>Currently not used!
- property partcolor_p¶
- type: List<float>Positions of the particle channel color remap
- property partcolremap¶
- type: booleanUse a color gradient to remap the particle channel data to texture color
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property radius¶
- type: float
- property radius_anim¶
- type: List<Object>
- property radius_time¶
- type: boolean
- property remapcolcomp¶
- type: intIf the particle channel has more than one component, this allows to choose which one would be remapped
- property shift¶
- type: float
- property shift_anim¶
- type: List<Object>
- property shift_mode¶
- type: boolean
- property shift_time¶
- type: boolean
- property system¶
- type: List<Plugin>
- property system_tm¶
- type: List<Object>
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.PhxShaderPrtLoader¶
Bases:
object
A loader tool for Krakatoa PRT cache files containing only particle data that can be shaded by Phoenix’s Particle Shader. [gpuSupport=(full)]
- property filesrc¶
- type: StringPath to the PRT cache file
- property usetm¶
- type: booleanThe particles are transformed relative to the position of the prt loader icon
- property velmult¶
- type: floatVelocity multiplier for the particles
- class plugins.PhxShaderSim¶
Bases:
object
The grid container of Phoenix and the V-Ray Volume Grid that can be shaded as a volumetric, as a geometry volumetric, as an isosurface, or meshed. [gpuSupport=(partial)]
- property absorption_arg¶
- type: intSource for the Absorption data 0-Constant Color; 1-Texture
- property absorption_color¶
- type: ColorAbsorption Color
- property absorption_tex¶
- type: TextureAbsorption Texture
- property al_cmult¶
- type: float
- property al_csubdivs¶
- type: intnumber of caustics subdivision for lights
- property al_decay¶
- type: int0-none, 1-inverse, 2-inverse square
- property al_enable¶
- type: booleanenable the additional emissive lights
- property al_placing¶
- type: intemissive lights placement type, 0-simple, 1-inside, 2-grid
- property al_sampling¶
- type: intsampling type, 0-simple, 1-DMC
- property al_subdivs¶
- type: intnumber of subdivision for the DMC light sampling
- property alphaunitscale¶
- type: boolean
- property anisotropic_scattering_optimization¶
- type: intControls the application of optimized anisotropic scattering: 0 - disabled; 1 - enabled (more values can be added in the future). When enabled the anisotropic scattering optimization can significantly reduce the render times for highly scattering volumes (clouds for example). Due to certain assumptions made as part of the optimization, the optimized rendering result will more or less deviate from the rendering result produced by the exact (brute-force) anisotropic scattering computation. This parameter is ignored by the Approximate and Approximate+Shadows scattering modes.
- property basedensityscale¶
- type: float
- property bias¶
- type: float
- property blackbody¶
- type: floatImplicitly multiply the fire diagram with a black body exponent
- property borderFade¶
- type: floatBorder opacity fade out for volumes
- property bounces¶
- type: intmax GI bounces
- property brdfscatter¶
- type: floatA parameter used to replicate previous behavior of GI illumination. Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
- property brdfscatternogi¶
- type: floatA parameter used to replicate previous behavior of direct illumination (GI turned off). Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
- property cache¶
- type: PluginThe Phoenix cache that will be used with this simulator
- property cachestretchzone¶
- type: floatThe width of the zone where the cache data from the inner part of the cache would be copied all the way to the walls in order to fill air pockets that might exist in 3rd party caches, as a fraction of each of the simulator’s sides.
- property camera_visibility¶
- type: boolean
- property caust_mult¶
- type: float
- property cell_aspect¶
- type: List<float>Cell stretch aspect for the 3 axes
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property contentTime¶
- type: intforce using an externally set content time
- property coord_method¶
- type: intThe texture coordinates generation method.
- property darg¶
- type: intSource of the Smoke Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-Constant Color; 6-RGB; 10-Fuel; 32-Grid Channel from the ‘smoke_color_chan’ parameter
- property dcolor¶
- type: Colorraw diffuse table
- property dcolor_colors¶
- type: List<Color>colors of the diffuse color ramp
- property dcolor_interpolations¶
- type: List<int>Currently not used!
- property dcolor_offset¶
- type: float
- property dcolor_positions¶
- type: List<float>positions of the diffuse color ramp
- property dcolor_remap¶
- type: PluginThe gradient for remapping the Diffuse input to a diffuse color.
- property dcolor_scale¶
- type: float
- property difmul¶
- type: float
- property displ0¶
- type: Texture
- property displ1¶
- type: Texture
- property displ2¶
- type: Texture
- property displ2d¶
- type: int
- property displacement¶
- type: booleanEnable Displacement
- property displfade¶
- type: float
- property displgeomfade¶
- type: floatThe distance around the object where the displacement is going to be reduced.
- property displmul¶
- type: float
- property displvelfade¶
- type: float
- property dtex¶
- type: Texture
- property earg¶
- type: intSource of the Fire Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-RGB; 10-Fuel; 32-Grid Channel from the ‘fire_color_chan’ parameter
- property ecolor¶
- type: Colorraw emissive table
- property ecolor_colors¶
- type: List<Color>colors of the emission color ramp
- property ecolor_interpolations¶
- type: List<int>Currently not used!
- property ecolor_offset¶
- type: float
- property ecolor_positions¶
- type: List<float>positions of the emission color ramp
- property ecolor_remap¶
- type: PluginThe gradient for remapping the Fire base channel to self-illumination color.
- property ecolor_scale¶
- type: float
- property elum_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
- property elum_positions¶
- type: List<float>positions of the luminance ramp
- property elum_remap¶
- type: PluginThe gradient for remapping the Fire base channel to self-illumination intensity.
- property elum_values¶
- type: List<float>values of the luminance ramp
- property emult¶
- type: floatmultiplier for the fre color
- property enabled¶
- type: booleanSet to false to disable rendering.
- property etex¶
- type: Texture
- property etmult¶
- type: floatmultiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
- property ettex¶
- type: Texture
- property fadebylevel¶
- type: boolean
- property fadebyvel¶
- type: boolean
- property fadeobj¶
- type: PluginThe object that is going to be used for displacement fade
- property fadeobj_transform¶
- type: Transformworld transformation of the object
- property fire_color_chan¶
- type: StringString name of the grid channel that the Fire Color is based on when ‘earg’ is set to EmChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property fire_opacity_mode¶
- type: int0 - Use Smoke Opacity - fire will use the same opacity that is set in the ‘Smoke Opacity’ rollout. This way there will be no fire in cells where there is no smoke.
1 - Fully Visible - fire will always use ‘Opacity Multiplier’, regardless of the smoke opacity. 2 - Use Own Opacity - the Fire Luminance Gradient is used to determine the opacity.
- property firelightsspec¶
- type: booleanif true, the emissive lights will affect specular, so they will be visible in glossy reflections
- property frame_duration¶
- type: floatOverride the frame duration in the cache
- property gamma_mult¶
- type: floatGamma multiplier for the volume rendering output.
- property gen_gi_mult¶
- type: float
- property generate_caust¶
- type: boolean
- property generate_gi¶
- type: boolean
- property gi_visibility¶
- type: boolean
- property gizmo¶
- type: Plugingeometry to define the rendering volume
- property gizmo_transform¶
- type: Transformworld transformation of the Render Cutter
- property gridreduct¶
- type: float
- property hhfactor¶
- type: floatHeat Haze
- property instancedlights¶
- type: booleanIf true, the emissive lights will be created for instanced volumes.
- property invgizmo¶
- type: intinvert the volume of the render cutter
- property jitter¶
- type: booleanjitter
- property left_handed_coord¶
- type: booleandeprecated
- property lightcache¶
- type: booleanif true, a light cache will be used for diffuse lighting
- property lightcachesr¶
- type: float
- property lightlinks¶
- type: List<Plugin>Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the light linking in “Volumetric” render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should illuminate the volume “Volumetric” render mode
- property lights¶
- type: intadditional number of emissive lights
- property lightscut¶
- type: floatcut off threshold for the lights
- property lightsmult¶
- type: float
- property lightsmultself¶
- type: float
- property material_id¶
- type: ColorVolumetric Material ID
- property mbgrid¶
- type: booleanUse a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
- property mbself¶
- type: booleanIn all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
- property mbsmooth¶
- type: intNumber of Gaussian passes to smooth out the grid-based motion blur.
- property meshsubdiv¶
- type: floatOcean mesh camera subdivisions
- property mod_d¶
- type: boolean
- property mod_e¶
- type: boolean
- property mod_et¶
- type: int0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
- property mod_t¶
- type: boolean
- property mod_v¶
- type: int
- property node_transform¶
- type: TransformThe node-to-world transformation for the instance that uses this Simulator.
- property normalized_positions¶
- type: intIf true, ecolor_position, dcolor_positions and transp_positions are in the 0-1 range and e/d/tcolor_offset and e/d/tcolor_scale convert their ranges. This is used by hosts where the ramp controls are fixed between 0-1, unlike Phoenix’s native ramps
- property noscatter¶
- type: int0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
- property objectID¶
- type: intObject ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property oceanextramargin¶
- type: floatThe ocean is generated only in the camera view, which can lead to problems when using camera motion blur, using reflections, or when the ocean casts shadows on objects underwater. This option allows you to extend the ocean further from the borders of the camera view in order to solve such issues. The parameter is in % of the image size.
- property oceanhorizrough¶
- type: floatHorizon roughness of the ocean mesh
- property oceanlevel¶
- type: floatMesh ‘ocean’ level
- property oceantransitionzone¶
- type: floatThe width of the zone where the liquid level of the simulator gradually fades into the ocean level, as a fraction of the smaller of the horizontal sides of the simulator.
- property optvolpass¶
- type: booleanEnables the “Optimizing Volumetrics” prepass for grids over 15 million voxels which speeds up their sampling during rendering.
- property persistlights¶
- type: booleanif true, the emissive lights will be created, even if the volume is not renderable
- property phase_function¶
- type: floatControls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval [-1 1]. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic (‘diffuse’). This parameter is ignored by the ‘Approximate’ and ‘Approximate+Shadows’ scattering modes.
- property play_speed¶
- type: float
- property pmbounces¶
- type: intenable/disable particle mode of secondary rays. Used as a boolean, even though it’s exported as an int
- property pmprimary¶
- type: intenable/disable particle mode of primary rays. Used as a boolean, even though it’s exported as an int
- property prtsz¶
- type: floatSize of the particles used for mesh smoothing
- property pureocean¶
- type: booleanIn Ocean Mesh or Cap Mesh mode, the cache files will not be used and the ocean will be built without cache files for each frame
- property radmult¶
- type: float
- property rec_gi_mult¶
- type: float
- property receive_caust¶
- type: boolean
- property receive_gi¶
- type: boolean
- property reflections_visibility¶
- type: boolean
- property refractions_visibility¶
- type: boolean
- property rendMode¶
- type: intRender mode enum, one of the PhxRenderSets::RendMode enum values
- property render¶
- type: booleanSet to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
- property renderAsVolumetric¶
- type: booleanSet to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
- property rendshadstep¶
- type: intPercentage of the cell size. Lower values take longer to render.
- property rendstep¶
- type: intPercentage of the cell size. Lower values take longer to render.
- property sampler¶
- type: intSampler type: 0-box; 1-linear; 2-spherical
- property sarg¶
- type: intSource of the surface data: 0-Texture; 1-Temperature; 2-Smoke; 3-Speed; 10-Fuel; 22-Viscosity; 32-Grid Channel from the ‘surface_chan’ parameter
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property self_illum_map_min_pow¶
- type: float
- property selfshadow¶
- type: intif 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
- property shad_strength¶
- type: floatThe strength of the shadow.
- property shadowBreakings¶
- type: List<Plugin>Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the shadow breaking in “Volumetric” render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should not create shadows for this volume in “Volumetric” render mode.
- property shadow_opacity¶
- type: float
- property shadows_visibility¶
- type: boolean
- property simple_color¶
- type: AColorConstant Color
- property skiptransp¶
- type: float
- property smoke_color_chan¶
- type: StringString name of the grid channel that the Smoke Color is based on when ‘darg’ is set to DfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property smoke_opacity_chan¶
- type: StringString name of the grid channel that the Smoke Opacity is based on when ‘targ’ is set to TrChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property smoketransp¶
- type: floatSimple Smoke Factor
- property smooth_normals¶
- type: intIn order to get an even smoother looking result, even if the mesh is low res, the normals can be smoothed as well. However, when Ocean displacement is used to add fine details, the smoothing of normals should not diminish that and can be turned off. 0-Always; 1-When Displacement is Off; 2-Never
- property smoothmesh¶
- type: intMesh smoothing iterations
- property solidbelow¶
- type: booleanInvert Volume
- property stex¶
- type: TextureSurface Texture
- property stoptransp¶
- type: float
- property surface_chan¶
- type: StringString name of the grid channel that the Mesh/Isosurface is based on when ‘sarg’ is set to SfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property surflevel¶
- type: floatIsosurface Level
- property targ¶
- type: intSource of the Smoke Color Data: 0-Simple Smoke; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 10-Fuel; 32-Grid Channel from the ‘smoke_opacity_chan’ parameter
- property tmult¶
- type: float
- property transfext¶
- type: float
- property transfown¶
- type: float
- property transp¶
- type: floatraw transparency table
- property transp_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property transp_offset¶
- type: float
- property transp_positions¶
- type: List<float>positions of the transparency ramp
- property transp_power¶
- type: floatdeprecated
- property transp_remap¶
- type: PluginThe gradient for remapping the Opacity input to opacity.
- property transp_scale¶
- type: float
- property transp_values¶
- type: List<float>values of the transparency ramp
- property transpmode¶
- type: intif 1, the values are interpreted as opacity instead of transparency.
- property ttex¶
- type: Texture
- property unit_scale¶
- type: floatThe scaling between simulation and scene time units
- property useLegacyLightLinkingForVRayStd¶
- type: booleanIf true, the ‘lightlinks’ parameter will be used for light linking, and ‘shadowBreakings’ for shadow breaking. This method for light linking is kept for compatibility with V-Ray versions that cannot export SettingsLightLinker properly for volumes. For new scenarios, export the light linking using the SettingsLightLinker plugin!
- property use_node_transform_for_instancing¶
- type: booleanIf we need to take “node_transform” into consideration when creating volumes with instancers.
- property usebias¶
- type: int
- property usefadeobj¶
- type: intUse 1 to enable the displacement fading around an object
- property usegizmo¶
- type: intenable using of render cutter
- property useprt¶
- type: booleanUse FLIP Liquid particles for smoothing the mesh
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property uwglasses¶
- type: booleanIn Ocean Mesh or Cap Mesh mode, when the camera is placed under the water, the fog and the refraction of the liquid material will be applied to the view
- property varg¶
- type: int0-normal velocity; 2-texture
- property velocities¶
- type: List<Color>Specify directly the velocities in distance per frame
- property velocities_from_uvw¶
- type: booleanCreate velocity channel from uvw movement
- property velocity_mult¶
- type: floatVelocity multiplier for the volume renderer.
- property vol_moblur_method¶
- type: intThe Grid-Based motion blur method could be used instead of the default Ray-Traced method in cases when you need more visible motion blur streaks, especially with faster moving fluids. However, it could produce glitches and uses more memory.
- property volnorm¶
- type: intif true, write to normals in volume mode
- property volumetric_mode_geometry_RE¶
- type: booleanIf true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
- property volzdepth¶
- type: intif true, write to the z-depth render element
- property vtex¶
- type: TextureVelocity Texture - used by Maya Fluids
- property wind_from_movement¶
- type: boolean
- property wrapx¶
- type: boolean
- property wrapy¶
- type: boolean
- property wrapz¶
- type: boolean
- class plugins.PhxShaderSimGeom¶
Bases:
object
This plugin is created when rendering the Phoenix or V-Ray Volume Grid container in Volumetric Geometry, Volumetric Heat Haze or Isosurface render modes. Other render modes use either the PhoenixMeshPlugin, or the PhoenixVolPlugin. [gpuSupport=(partial)]
- property gpu_di_mode¶
- type: intMode for DI computations on the GPU
- property gpu_gi_mode¶
- type: intMode for GI computations on the GPU
- property gpu_samples_count¶
- type: intSamples count for cache computation on the GPU
- property phoenix_sim¶
- type: PluginA plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
- class plugins.PhxShaderSimMesh¶
Bases:
object
This plugin is created when rendering the Phoenix or V-Ray Volume Grid container in Mesh render mode. Other render modes use either the PhoenixGeomPlugin, or the PhoenixVolPlugin. [gpuSupport=(full)]
- property phoenix_sim¶
- type: PluginA plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
- property static_mesh¶
- type: PluginThe geometry used by the mesher
- class plugins.PhxShaderSimVol¶
Bases:
object
All grid containers and particle shaders that are in volumetric rendering mode are collected by this plugin’s single instance in order to be ray-marched simultaneously, which guarantees proper blending between intersecting volumetric effects. Particle shaders in Geometry Mode, as well as Phoenix Simulators and V-Ray Volume Grids that are in Volumetric Geometry, Isosurface or Mesh render mode are not collected by this plugin. [gpuSupport=(full)]
- property force_prob_samples¶
- type: intProbabilistic samples override, -1 won’t override
- property force_prob_samples_gi¶
- type: intProbabilistic samples for GI override, -1 won’t override
- class plugins.PhxShaderTex¶
Bases:
object
The Phoenix Grid Texture which is used to retrieve a grid container’s channel data and use it for any operation that accepts textures. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_intensity¶
- type: boolean
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property auto_map¶
- type: booleanif true, the texture will no use the uvw generator, but the simulator for 3D mapping.
- property channel¶
- type: int0-emissive, 1-diffuse, 2-alpha, 3-velocity, 4-uvw, 5-temp, 6-smoke, 7-fuel, 8-scalar speed
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property output_offset¶
- type: floatAddend for the output color of the texture, applied after output_scale
- property output_scale¶
- type: floatMultiplier for the output color of the texture, applied before output_offset
- property phoenix_sim¶
- type: PluginA plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property sampler_type¶
- type: int0-box, 1-linear, 2-spherical
- property skip_fine_displ¶
- type: boolean
- property texture2d¶
- type: booleanif true, the texture will act as two dimensional.
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property tiling¶
- type: int0-single, 1-single clamped, 2-wrap, 3-mirror
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property up_vector¶
- type: int0-x, 1-y, 2-z
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.PhxShaderTexAlpha¶
Bases:
object
Texture used with Maya fluids. Its purpose is to convert the Maya opacity texture to Phoenix. [gpuSupport=(none)]
- property out_color¶
- type: OutputTexturethe output color
- property transparency¶
- type: AColor
- property ttex¶
- type: TextureFloatthe input float texture
- class plugins.PhxShaderVoxelShader¶
Bases:
object
The Voxel Shader that can be shaded as a volumetric. [gpuSupport=(partial)]
- property absorption_arg¶
- type: intSource for the Absorption data 0-Constant Color; 1-Texture
- property absorption_color¶
- type: ColorAbsorption Color
- property absorption_tex¶
- type: TextureAbsorption Texture
- property al_cmult¶
- type: float
- property al_csubdivs¶
- type: intnumber of caustics subdivision for lights
- property al_decay¶
- type: int0-none, 1-inverse, 2-inverse square
- property al_enable¶
- type: booleanenable the additional emissive lights
- property al_placing¶
- type: intemissive lights placement type, 0-simple, 1-inside, 2-grid
- property al_sampling¶
- type: intsampling type, 0-simple, 1-DMC
- property al_subdivs¶
- type: intnumber of subdivision for the DMC light sampling
- property alphaunitscale¶
- type: boolean
- property anisotropic_scattering_optimization¶
- type: intControls the application of optimized anisotropic scattering: 0 - disabled; 1 - enabled (more values can be added in the future). When enabled the anisotropic scattering optimization can significantly reduce the render times for highly scattering volumes (clouds for example). Due to certain assumptions made as part of the optimization, the optimized rendering result will more or less deviate from the rendering result produced by the exact (brute-force) anisotropic scattering computation. This parameter is ignored by the Approximate and Approximate+Shadows scattering modes.
- property basedensityscale¶
- type: float
- property bias¶
- type: float
- property blackbody¶
- type: floatImplicitly multiply the fire diagram with a black body exponent
- property borderFade¶
- type: floatBorder opacity fade out for volumes
- property bounces¶
- type: intmax GI bounces
- property brdfscatter¶
- type: floatA parameter used to replicate previous behavior of GI illumination. Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
- property brdfscatternogi¶
- type: floatA parameter used to replicate previous behavior of direct illumination (GI turned off). Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
- property cache¶
- type: PluginThe Phoenix cache that will be used with this simulator
- property cachestretchzone¶
- type: floatThe width of the zone where the cache data from the inner part of the cache would be copied all the way to the walls in order to fill air pockets that might exist in 3rd party caches, as a fraction of each of the simulator’s sides.
- property camera_visibility¶
- type: boolean
- property caust_mult¶
- type: float
- property cell_aspect¶
- type: List<float>Cell stretch aspect for the 3 axes
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property contentTime¶
- type: intforce using an externally set content time
- property coord_method¶
- type: intThe texture coordinates generation method.
- property darg¶
- type: intSource of the Smoke Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-Constant Color; 6-RGB; 10-Fuel; 32-Grid Channel from the ‘smoke_color_chan’ parameter
- property dcolor¶
- type: Colorraw diffuse table
- property dcolor_colors¶
- type: List<Color>colors of the diffuse color ramp
- property dcolor_interpolations¶
- type: List<int>Currently not used!
- property dcolor_offset¶
- type: float
- property dcolor_positions¶
- type: List<float>positions of the diffuse color ramp
- property dcolor_remap¶
- type: PluginThe gradient for remapping the Diffuse input to a diffuse color.
- property dcolor_scale¶
- type: float
- property difmul¶
- type: float
- property displ0¶
- type: Texture
- property displ1¶
- type: Texture
- property displ2¶
- type: Texture
- property displ2d¶
- type: int
- property displacement¶
- type: booleanEnable Displacement
- property displfade¶
- type: float
- property displgeomfade¶
- type: floatThe distance around the object where the displacement is going to be reduced.
- property displmul¶
- type: float
- property displvelfade¶
- type: float
- property dtex¶
- type: Texture
- property earg¶
- type: intSource of the Fire Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-RGB; 10-Fuel; 32-Grid Channel from the ‘fire_color_chan’ parameter
- property ecolor¶
- type: Colorraw emissive table
- property ecolor_colors¶
- type: List<Color>colors of the emission color ramp
- property ecolor_interpolations¶
- type: List<int>Currently not used!
- property ecolor_offset¶
- type: float
- property ecolor_positions¶
- type: List<float>positions of the emission color ramp
- property ecolor_remap¶
- type: PluginThe gradient for remapping the Fire base channel to self-illumination color.
- property ecolor_scale¶
- type: float
- property elum_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
- property elum_positions¶
- type: List<float>positions of the luminance ramp
- property elum_remap¶
- type: PluginThe gradient for remapping the Fire base channel to self-illumination intensity.
- property elum_values¶
- type: List<float>values of the luminance ramp
- property emult¶
- type: floatmultiplier for the fre color
- property enabled¶
- type: booleanSet to false to disable rendering.
- property etex¶
- type: Texture
- property etmult¶
- type: floatmultiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
- property ettex¶
- type: Texture
- property fadebylevel¶
- type: boolean
- property fadebyvel¶
- type: boolean
- property fadeobj¶
- type: PluginThe object that is going to be used for displacement fade
- property fadeobj_transform¶
- type: Transformworld transformation of the object
- property fire_color_chan¶
- type: StringString name of the grid channel that the Fire Color is based on when ‘earg’ is set to EmChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property fire_opacity_mode¶
- type: int0 - Use Smoke Opacity - fire will use the same opacity that is set in the ‘Smoke Opacity’ rollout. This way there will be no fire in cells where there is no smoke.
1 - Fully Visible - fire will always use ‘Opacity Multiplier’, regardless of the smoke opacity. 2 - Use Own Opacity - the Fire Luminance Gradient is used to determine the opacity.
- property firelightsspec¶
- type: booleanif true, the emissive lights will affect specular, so they will be visible in glossy reflections
- property frame_duration¶
- type: floatOverride the frame duration in the cache
- property gamma_mult¶
- type: floatGamma multiplier for the volume rendering output.
- property gen_gi_mult¶
- type: float
- property generate_caust¶
- type: boolean
- property generate_gi¶
- type: boolean
- property gi_visibility¶
- type: boolean
- property gizmo¶
- type: Plugingeometry to define the rendering volume
- property gizmo_transform¶
- type: Transformworld transformation of the Render Cutter
- property gridreduct¶
- type: float
- property hhfactor¶
- type: floatHeat Haze
- property instancedlights¶
- type: booleanIf true, the emissive lights will be created for instanced volumes.
- property invgizmo¶
- type: intinvert the volume of the render cutter
- property jitter¶
- type: booleanjitter
- property left_handed_coord¶
- type: booleandeprecated
- property lightcache¶
- type: booleanif true, a light cache will be used for diffuse lighting
- property lightcachesr¶
- type: float
- property lightlinks¶
- type: List<Plugin>Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the light linking in “Volumetric” render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should illuminate the volume “Volumetric” render mode
- property lights¶
- type: intadditional number of emissive lights
- property lightscut¶
- type: floatcut off threshold for the lights
- property lightsmult¶
- type: float
- property lightsmultself¶
- type: float
- property material_id¶
- type: ColorVolumetric Material ID
- property mbgrid¶
- type: booleanUse a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
- property mbself¶
- type: booleanIn all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
- property mbsmooth¶
- type: intNumber of Gaussian passes to smooth out the grid-based motion blur.
- property meshsubdiv¶
- type: floatOcean mesh camera subdivisions
- property mod_d¶
- type: boolean
- property mod_e¶
- type: boolean
- property mod_et¶
- type: int0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
- property mod_t¶
- type: boolean
- property mod_v¶
- type: int
- property node_transform¶
- type: TransformThe node-to-world transformation for the instance that uses this Simulator.
- property normalized_positions¶
- type: intIf true, ecolor_position, dcolor_positions and transp_positions are in the 0-1 range and e/d/tcolor_offset and e/d/tcolor_scale convert their ranges. This is used by hosts where the ramp controls are fixed between 0-1, unlike Phoenix’s native ramps
- property noscatter¶
- type: int0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
- property objectID¶
- type: intObject ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property oceanextramargin¶
- type: floatThe ocean is generated only in the camera view, which can lead to problems when using camera motion blur, using reflections, or when the ocean casts shadows on objects underwater. This option allows you to extend the ocean further from the borders of the camera view in order to solve such issues. The parameter is in % of the image size.
- property oceanhorizrough¶
- type: floatHorizon roughness of the ocean mesh
- property oceanlevel¶
- type: floatMesh ‘ocean’ level
- property oceantransitionzone¶
- type: floatThe width of the zone where the liquid level of the simulator gradually fades into the ocean level, as a fraction of the smaller of the horizontal sides of the simulator.
- property optvolpass¶
- type: booleanEnables the “Optimizing Volumetrics” prepass for grids over 15 million voxels which speeds up their sampling during rendering.
- property persistlights¶
- type: booleanif true, the emissive lights will be created, even if the volume is not renderable
- property phase_function¶
- type: floatControls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval [-1 1]. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic (‘diffuse’). This parameter is ignored by the ‘Approximate’ and ‘Approximate+Shadows’ scattering modes.
- property play_speed¶
- type: float
- property pmbounces¶
- type: intenable/disable particle mode of secondary rays. Used as a boolean, even though it’s exported as an int
- property pmprimary¶
- type: intenable/disable particle mode of primary rays. Used as a boolean, even though it’s exported as an int
- property prtsz¶
- type: floatSize of the particles used for mesh smoothing
- property pureocean¶
- type: booleanIn Ocean Mesh or Cap Mesh mode, the cache files will not be used and the ocean will be built without cache files for each frame
- property radmult¶
- type: float
- property rec_gi_mult¶
- type: float
- property receive_caust¶
- type: boolean
- property receive_gi¶
- type: boolean
- property reflections_visibility¶
- type: boolean
- property refractions_visibility¶
- type: boolean
- property rendMode¶
- type: intRender mode enum, one of the PhxRenderSets::RendMode enum values
- property render¶
- type: booleanSet to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
- property renderAsVolumetric¶
- type: booleanSet to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
- property rendshadstep¶
- type: intPercentage of the cell size. Lower values take longer to render.
- property rendstep¶
- type: intPercentage of the cell size. Lower values take longer to render.
- property sampler¶
- type: intSampler type: 0-box; 1-linear; 2-spherical
- property sarg¶
- type: intSource of the surface data: 0-Texture; 1-Temperature; 2-Smoke; 3-Speed; 10-Fuel; 22-Viscosity; 32-Grid Channel from the ‘surface_chan’ parameter
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property self_illum_map_min_pow¶
- type: float
- property selfshadow¶
- type: intif 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
- property shad_strength¶
- type: floatThe strength of the shadow.
- property shadowBreakings¶
- type: List<Plugin>Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the shadow breaking in “Volumetric” render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should not create shadows for this volume in “Volumetric” render mode.
- property shadow_opacity¶
- type: float
- property shadows_visibility¶
- type: boolean
- property simple_color¶
- type: AColorConstant Color
- property skiptransp¶
- type: float
- property smoke_color_chan¶
- type: StringString name of the grid channel that the Smoke Color is based on when ‘darg’ is set to DfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property smoke_opacity_chan¶
- type: StringString name of the grid channel that the Smoke Opacity is based on when ‘targ’ is set to TrChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property smoketransp¶
- type: floatSimple Smoke Factor
- property smooth_normals¶
- type: intIn order to get an even smoother looking result, even if the mesh is low res, the normals can be smoothed as well. However, when Ocean displacement is used to add fine details, the smoothing of normals should not diminish that and can be turned off. 0-Always; 1-When Displacement is Off; 2-Never
- property smoothmesh¶
- type: intMesh smoothing iterations
- property solidbelow¶
- type: booleanInvert Volume
- property stex¶
- type: TextureSurface Texture
- property stoptransp¶
- type: float
- property surface_chan¶
- type: StringString name of the grid channel that the Mesh/Isosurface is based on when ‘sarg’ is set to SfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
- property surflevel¶
- type: floatIsosurface Level
- property targ¶
- type: intSource of the Smoke Color Data: 0-Simple Smoke; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 10-Fuel; 32-Grid Channel from the ‘smoke_opacity_chan’ parameter
- property tmult¶
- type: float
- property transfext¶
- type: float
- property transfown¶
- type: float
- property transp¶
- type: floatraw transparency table
- property transp_interpolations¶
- type: List<int>0: none, 1: linear, 2: smooth, 3: spline
- property transp_offset¶
- type: float
- property transp_positions¶
- type: List<float>positions of the transparency ramp
- property transp_power¶
- type: floatdeprecated
- property transp_remap¶
- type: PluginThe gradient for remapping the Opacity input to opacity.
- property transp_scale¶
- type: float
- property transp_values¶
- type: List<float>values of the transparency ramp
- property transpmode¶
- type: intif 1, the values are interpreted as opacity instead of transparency.
- property ttex¶
- type: Texture
- property unit_scale¶
- type: floatThe scaling between simulation and scene time units
- property useLegacyLightLinkingForVRayStd¶
- type: booleanIf true, the ‘lightlinks’ parameter will be used for light linking, and ‘shadowBreakings’ for shadow breaking. This method for light linking is kept for compatibility with V-Ray versions that cannot export SettingsLightLinker properly for volumes. For new scenarios, export the light linking using the SettingsLightLinker plugin!
- property use_node_transform_for_instancing¶
- type: booleanIf we need to take “node_transform” into consideration when creating volumes with instancers.
- property usebias¶
- type: int
- property usefadeobj¶
- type: intUse 1 to enable the displacement fading around an object
- property usegizmo¶
- type: intenable using of render cutter
- property useprt¶
- type: booleanUse FLIP Liquid particles for smoothing the mesh
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
- property uwglasses¶
- type: booleanIn Ocean Mesh or Cap Mesh mode, when the camera is placed under the water, the fog and the refraction of the liquid material will be applied to the view
- property varg¶
- type: int0-normal velocity; 2-texture
- property velocities¶
- type: List<Color>Specify directly the velocities in distance per frame
- property velocities_from_uvw¶
- type: booleanCreate velocity channel from uvw movement
- property velocity_mult¶
- type: floatVelocity multiplier for the volume renderer.
- property vol_moblur_method¶
- type: intThe Grid-Based motion blur method could be used instead of the default Ray-Traced method in cases when you need more visible motion blur streaks, especially with faster moving fluids. However, it could produce glitches and uses more memory.
- property volnorm¶
- type: intif true, write to normals in volume mode
- property volumetric_mode_geometry_RE¶
- type: booleanIf true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
- property volzdepth¶
- type: intif true, write to the z-depth render element
- property vtex¶
- type: TextureVelocity Texture - used by Maya Fluids
- property wind_from_movement¶
- type: boolean
- property wrapx¶
- type: boolean
- property wrapy¶
- type: boolean
- property wrapz¶
- type: boolean
- class plugins.PluginAtTime¶
Bases:
object
Allows to use particular plugin at specific time. [gpuSupport=(full)]
- property plugin¶
- type: List<Object>A list of single item with plugin instance.
- class plugins.PluginParameterStore¶
Bases:
object
Plugin parameter storage plugin
- property acolor¶
- type: AColorAColor plugin parameter store
- property bool¶
- type: booleanBool plugin parameter store
- property color¶
- type: ColorColor plugin parameter store
- property double¶
- type: doubleDouble plugin parameter store
- property float¶
- type: floatFloat plugin parameter store
- property int¶
- type: intInteger plugin parameter store
- property object¶
- type: PluginVRayPlugin plugin parameter store
- property param_name¶
- type: StringThe name of the parameter to override
- class plugins.RTEngine¶
Bases:
object
For internal use only! Manages interactive or GPU rendering. Always the first plugin. Not exported to file.
- property enabled¶
- type: booleantrue to enable the RT engine and false to disable it
- property full_recalc_aa_mask¶
- type: booleantrue to force full AA mask recalculation. Used for direct VR rendering with ‘Follow headset’ option enabled.
- property separate_window¶
- type: booleantrue to open a separate window for the RTEngine, and false to use the V-Ray VFB
- property use_opencl¶
- type: boolean
- class plugins.RawBitmapBuffer¶
Bases:
object
Provides bitmap data from an array to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]
- property allow_negative_colors¶
- type: booleanif false negative colors will be clamped
- property alpha_pixels¶
- type: List<int>Optional raw alpha values. Alpha=1 is used if this is empty and type is RGB/Gray. Can be set to a list of one value for constant alpha. Otherwise must match ‘pixels’ array size
- property filter_blur¶
- type: float
- property filter_type¶
- type: int-1 - nearest; 0 - no filtering; 1 - mip-map filtering; 2 - summed area table filtering; 3 - elliptical filtering; 4 - deprecated, do not use; 5 - sharp mip-map filtering
- property frame_number¶
- type: intWhen working with image sequences, this parameter specifies which image out of the sequence should be used. If parameter is omitted or defaulted, the frame number depends on the current frame time value.
- property frame_offset¶
- type: intStart frame offset for image sequences
- property gamma¶
- type: float
- property height¶
- type: intThe height of the raw bitmap
- property interpolation¶
- type: intInterpolation method for the mip-map filtering (0 - bilinear, 1 - bicubic, 2 - biquadratic, 3 - 3dsMax (interpolation is based on the input bitmap format:for 8-bit files - use bicubic, for floating point or tiled - use bilinear))
- property maya_compatible¶
- type: booleanIf true alpha can be generated from intensity.Maya checks if alpha is 1.0 everywhere, and if so, uses the intensity for alpha value
- property pixels¶
- type: List<int>The raw pixel values used in the bitmap. The values should be packed (no padding) and are reinterpret-cast to the appropriate type according to pixels_type.
- property pixels_type¶
- type: int0: 8-bit RGBA, 1: float RGBA, 2: 8-bit RGBE, 3: 16-bit RGBA, 4: 8-bit RGB, 5: half RGBA, 6: float Gray, 7: 8-bit Gray, 8: half Gray, 9: signed 8-bit Gray, 10: signed 8-bit RGB, 11: signed 8-bit RGBA, 12: signed 16-bit RGBA
- property rgb_color_space¶
- type: StringThe linear RGB color space of the texture. Default: “raw”. Texture will be converted from this color space to the renderer color space. Builtin supported linear color spaces are “raw” for no conversion, “lin_srgb” for sRGB, and “acescg” for ACEScg. If the OCIO environment variable is set or if the SettingsUnitsInfo “ocio_config_file” parameter is set, the value can be any color space available in the OCIO config. This conversion is applied after the transfer function. The parameter transfer_function must be set, or else texture filtering will NOT work correctly.
- property transfer_function¶
- type: int0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
- property width¶
- type: intThe width of the raw bitmap
- class plugins.RenderChannelAmbientOcclusion¶
Bases:
object
Contains the ambient occlusion
- property affect_by_list¶
- type: List<Plugin>Depending on the value of affect_by_list_as_inclusive_set, a list of plugins that will be affected or ignored by ambient occlusion sampling
- property affect_by_list_as_inclusive_set¶
- type: booleanWhen true nearby objects of those in affect_by_list will be occluded by them.When false nearby objects of those in affect_by_list won’t be occluded by them.
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property distribution¶
- type: floatused when computing reflection directions
- property enableDeepOutput¶
- type: boolean
- property exclude_list¶
- type: List<Plugin>Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the render element
- property exclude_list_as_inclusive_set¶
- type: booleanWhen true compute ambient occlusion only to objects in exclude_list. When false compute ambient occlusion to all objects out of exclude_list
- property falloff¶
- type: floatcontrols the speed of the transition between occluded and unoccluded areas
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- property radius¶
- type: TextureFloatmapped size of the computed occlusion
- property subdivs¶
- type: intsubdivs for the samples used to compute ambient occlusion
- property work_with_transparency¶
- type: booleanWhen enabled, the dirt sampler will take into account the opacityof the occluding objects. When disabled, occluding objects are alwaysassumed to be opaque. For more details see the TexDirt parameter description.V-Ray GPU supports this only with lights and their ‘Invisible’ parameter.
- class plugins.RenderChannelBackToBeauty¶
Bases:
object
Back to beauty channel used by VFB2 [gpuSupport=(full)]
- class plugins.RenderChannelBumpNormals¶
Bases:
object
Contains camera space bump/normal-mapped normal vectors as 3-component signed colors.
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelCoat¶
Bases:
object
Direct coat render element [gpuSupport=(full)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property light_path_expression¶
- type: StringLight path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is “light path expression”.
- property light_select_in_lightmix¶
- type: booleanIf true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
- property light_select_matte¶
- type: booleanIf true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
- property light_select_mode¶
- type: intThe light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelCoatReflection¶
Bases:
object
Indirect coat reflection render element [gpuSupport=(full)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property light_path_expression¶
- type: StringLight path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is “light path expression”.
- property light_select_in_lightmix¶
- type: booleanIf true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
- property light_select_matte¶
- type: booleanIf true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
- property light_select_mode¶
- type: intThe light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelColor¶
Bases:
object
An arbitrary output variable of Color type (3-component). Contents defined by the ‘alias’ parameter.
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelColorModo¶
Bases:
object
Extension of RenderChannelColor used by V-Ray for Modo
- property aa_foreground_intensity¶
- type: floatThis should be setup by the exporter. It should have a unique value for each render element that has it enabled. And the minimum difference between these values should be big enough to achieve good AA on black/white edges.
- property aa_override_foreground_intensity¶
- type: booleanUSE WITH CAUTION - setting this to true can increase render times significantly ! Used only when consider_for_aa is true.
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelCoverage¶
Bases:
object
Contains the coverage factor of the object with highest influence (due to AA) on each pixel in the RenderID channel.
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelCryptomatte¶
Bases:
object
Cryptomatte render channel plugin for V-Ray [gpuSupport=(none)]
- property add_root_object_name¶
- type: intControls whether the root object name will be added to the sub object name in the manifest when id_type is 6. 0 = No root object name, 1 = Add short name, 2 = Add full name
- property alias¶
- type: intInternal unique identifier for this channel type
- property enableDeepOutput¶
- type: booleanTrue if the rank layer channels should be written to deep files.
- property id_type¶
- type: intDefines which criteria is used to represent individual cryptomatte object.0 = Node name, 1 = Node material name, 2 = Node name with hierarchy (must start with scene/), 3 = Node user attribute,4 = Node asset/reference name (must start with asset/), 5 = Node layer name (must start with layer/), 6 = Sub object name, 7 = Material path.
- property id_type_prefix¶
- type: StringOptional prefix to find the proper scene_name slot from the VRayPlugin
- property name¶
- type: StringFull channel name and directly use for the main Cryptomatte layer. Additional rank layers have a integer suffix appended.
- property num_level¶
- type: intThe number of Cryptomatte rank layers (the number of distinguishable objects within a pixel)
- property object_path_start_slash¶
- type: booleanPrepend forward slash for object paths (if necessary).
- property user_attribute¶
- type: StringThe user attribute name if id_type is 3
- property write_metadata¶
- type: intControls if metadata will be appended to the EXR extra attributes.0 = The plugin will not append any metadata, 1 = Write metadata and manifest
- class plugins.RenderChannelDRBucket¶
Bases:
object
Visualizes which host rendered each bucket
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- property text_alignment¶
- type: intAlignment for the text inside the buckets (1 - Right, 2 - Left, 3 - Wrap)
- class plugins.RenderChannelDenoiser¶
Bases:
object
Enables denoising post-processing (V-Ray, NVIDIA or Intel) and sets its parameters. Implicitly creates other needed channels. Result is combined with other post-effects in the special ‘effectsResult’ channel
- property denoise_alpha¶
- type: booleanSpecifies if the alpha channel should be denoised.
- property enableDeepOutput¶
- type: boolean
- property enabled¶
- type: booleanTrue to enable the denoising render element.
- property engine¶
- type: intThe denoising engine to use. The default V-Ray denoiser (0) is slower but may produce better results and has a version that runs on CPUs. The NVIDIA AI denoiser (1) is very fast but may be less accurate and requires a compatible NVIDIA GPU. The Intel Open Image Denoise (2) is fast and runs on CPUs (it utilizes advanced instructions sets like AVX2, AVX512). Note that the three denoising engines use slightly different render elements.
- property generate_render_elements¶
- type: intDeprecated.
- property mode¶
- type: intThe way the denoiser operates (0 - Only generate the needed render elements without running the denoiser, 1 - Hide the channel with the denoised result in VFB, 2 - Show the channel with the denoised result in VFB)
- property name¶
- type: StringThe name of the render element containing the denoised image.
- property oidn_prefilter¶
- type: booleanWhen denoiser mode is Intel, specifies if the inputs should be prefiltered before the main denoising pass.
- property optix_use_upscale¶
- type: booleanWhen denoiser mode is NVIDIA, specifies if the denoiser should upscale.
- property preset¶
- type: int[Does not apply to NVIDIA denoiser and Intel Open Image Denoise] Set the strength and radius to a few predefined values (0 - Mild denoising with strength 0.5 and radius 5, 1 - Default denoising with strength 1 and radius 10, 2 - Strong denoising with strength 2 and radius 15, 3 - Custom values from the “strength” and “radius” parameters
- property progressive_update¶
- type: intDeprecated. This has no effect. Use SettingsImageSampler::progressive_effectsUpdate.gpuSupport=(full)
- property radius¶
- type: float[Does not apply to NVIDIA denoiser and Intel Open Image Denoise] The pixel radius within which to look for similar pixel blocks. Larger values are slower, but may produce smoother results. Lower values are faster but may produce blotches. This value does not affect the strength of the denoising. A value of 10 is sufficient for most cases.
- property silence_optix_init_error¶
- type: booleanV-Ray denoiser may be chosen over the NVIDIA denoiser in the event of initialization failure even if the latter is explicitly selected. This flag determines whether the full error message should be printed to the user or not.
- property strength¶
- type: float[Does not apply to NVIDIA denoiser and Intel Open Image Denoise] The main denoiser control. Lower values modify the original image less, but may fail to clean up noise. Larger values are more effective at denoising, but may cause loss of detail. 0.5 is for mild denoising, 1.0 for normal strength and 2.0 for strong denoising.
- property temporal_mode¶
- type: booleanSpecifies if NVIDIA AI denoiser should use temporal mode. Recommended for animations.
- property type¶
- type: intDeprecated. Only single pass denoising is supported.
- property use_gpu¶
- type: boolean[Does not apply to NVIDIA denoiser and Intel Open Image Denoise] Enable usage of GPU version if OpenCL support is found.
- property wrap_around_borders¶
- type: booleanSpecifies that the denoised image can be wrapper around the left/right border. The denoiser can then use this information to avoid generating artifacts over the seamed area.
- class plugins.RenderChannelExtraTex¶
Bases:
object
Contains the result of rendering a specified color texture
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property background¶
- type: TextureThe texture that will be used as background
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property enableDeepOutput¶
- type: boolean
- property exclude_list¶
- type: List<Plugin>Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
- property exclude_list_as_inclusive_set¶
- type: booleanWhen true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property force_32_bit_output¶
- type: booleanForces 32-bit float output even in half-float images
- property force_lossless_compression¶
- type: booleanForces lossless compression for this channel when DWAA/DWAB compression is used
- property name¶
- type: StringDisplay name of this render channel
- property texmap¶
- type: TextureThe texture that will be rendered into this channel
- class plugins.RenderChannelExtraTexFloat¶
Bases:
object
Contains the result of rendering a specified float texture
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property default_value¶
- type: floatThe value where no intersection occurred (e.g. background)
- property enableDeepOutput¶
- type: boolean
- property exclude_list¶
- type: List<Plugin>Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
- property exclude_list_as_inclusive_set¶
- type: booleanWhen true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
- property force_32_bit_output¶
- type: booleanForces 32-bit float output even in half-float images
- property force_lossless_compression¶
- type: booleanForces lossless compression for this channel when DWAA/DWAB compression is used
- property name¶
- type: StringDisplay name of this render channel
- property texmap¶
- type: TextureFloatThe texture that will be rendered into this channel
- class plugins.RenderChannelExtraTexInt¶
Bases:
object
Contains the result of rendering a specified integer texture
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property enableDeepOutput¶
- type: boolean
- property exclude_list¶
- type: List<Plugin>Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
- property exclude_list_as_inclusive_set¶
- type: booleanWhen true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
- property name¶
- type: StringDisplay name of this render channel
- property texmap¶
- type: TextureIntThe texture that will be rendered into this channel
- class plugins.RenderChannelGlossiness¶
Bases:
object
An arbitrary output variable of floating point type (1-component grayscale).
- property alias¶
- type: intInternal unique identifier for this channel type.
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelInteger¶
Bases:
object
An arbitrary output variable of integer type.
- property alias¶
- type: intInternal unique identifier for this channel type
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelInvertedFloat¶
Bases:
object
Used instead of RenderChannelGlossiness when an inverted ReflectIOR channel is needed. [gpuSupport=(none)]
- property alias¶
- type: intInternal unique identifier for this channel type
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelLightMix¶
Bases:
object
Light mix channel used by VFB2 [gpuSupport=(full)]
- property create_rest_channel¶
- type: booleanCreate an additional Rest channel being saved to file
- property denoise¶
- type: booleantrue to denoise all light channels; false otherwise
- property tag_lightmix¶
- type: booleantrue to add a flag to the light mix channel. All light selects part of the Light Mix must have light_select_in_lightmix=true. With this flag set to true it is possible to have LightSelects outside of the LightMix
- class plugins.RenderChannelLightSelect¶
Bases:
object
Light select render element [gpuSupport=(partial)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property light_path_expression¶
- type: StringLight path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is “light path expression”.
- property light_select_in_lightmix¶
- type: booleanIf true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
- property light_select_matte¶
- type: booleanIf true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
- property light_select_mode¶
- type: intThe light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelLightingAnalysis¶
Bases:
object
Lighting analysis render element that provides visual representation of the lighting intensity in the rendered frame [gpuSupport=(none)]
- property display¶
- type: intSpecifies the way data is displayed (0 - False colors, 1 - Grid overlay)
- property draw_legend¶
- type: booleanWhen enabled, shows a legend of the false colors at the bottom of the render.
- property fade_background_image¶
- type: booleanWhen enabled, it fades the rendered image, so that the grid values would be more visible.
- property grid_horizontal_spacing¶
- type: intThe horizontal space in pixels between two numeric points on the grid.
- property grid_vertical_spacing¶
- type: intThe vertical space in pixels between two numeric points on the grid.
- property max_value¶
- type: floatSpecifies which values are mapped to red.
- property min_value¶
- type: floatSpecifies which values are mapped to blue.
- property name¶
- type: StringThe name of the render element.
- property quantity¶
- type: intSpecifies the quantity to be displayed (0 - Luminance in cd, 1 - Illuminance in lx)
- property scale¶
- type: intSpecifies how values are mapped to colors (0 - Linear, 1 - Logarithmic)
- class plugins.RenderChannelMtlID¶
Bases:
object
Contains the material ID for the object with greatest coverage in each pixel.
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelMultiMatte¶
Bases:
object
Contains up to 3 object masks (mattes) in each color channel [gpuSupport=(partial)]
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property blue_id¶
- type: intThe object ID that will be written as the blue channel (0 to disable the blue channel)
- property consider_for_aa¶
- type: booleantrue to consider this render element for antialiasing (may slow down rendering)
- property enableDeepOutput¶
- type: boolean
- property exclude_list_blue¶
- type: List<Plugin>Exclude list for the blue ID
- property exclude_list_blue_as_inclusive_set¶
- type: booleantrue : apply multimatte only to objects in excludeList_blue; false : apply multimatte to all objects out of excludeList_blue
- property exclude_list_green¶
- type: List<Plugin>Exclude list for the green ID
- property exclude_list_green_as_inclusive_set¶
- type: booleantrue : apply multimatte only to objects in excludeList_green; false : apply multimatte to all objects out of excludeList_green
- property exclude_list_red¶
- type: List<Plugin>Exclude list for the red ID
- property exclude_list_red_as_inclusive_set¶
- type: booleantrue : apply multimatte only to objects in excludeList_red; false : apply multimatte to all objects out of excludeList_red
- property green_id¶
- type: intThe object ID that will be written as the green channel (0 to disable the green channel)
- property name¶
- type: StringDisplay name of this render channel
- property red_id¶
- type: intThe object ID that will be written as the red channel (0 to disable the red channel)
- property use_mtl_id¶
- type: booleantrue to use the material IDs instead of the object IDs
- class plugins.RenderChannelNodeID¶
Bases:
object
Contains the node ID for the object with greatest coverage in each pixel.
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelNormals¶
Bases:
object
Contains camera space normal vectors as 3-component signed colors.
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelObjectSelect¶
Bases:
object
Contains only the object(s) selected by ID [gpuSupport=(none)]
- property affect_matte_objects¶
- type: booleanfalse to not affect Matte Objects
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for antialiasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property enableDeepOutput¶
- type: boolean
- property id¶
- type: intThe object/material ID that will be extracted
- property ids¶
- type: List<int>The object/material IDs (more than one) that will be extracted
- property invert_selection¶
- type: booleantrue to use object/material IDs different from the specified by id
- property name¶
- type: StringDisplay name of this render channel
- property use_mtl_id¶
- type: booleantrue to use the material IDs instead of the object IDs
- class plugins.RenderChannelRenderID¶
Bases:
object
Contains the Render ID for the object with greatest coverage in each pixel.
- property enableDeepOutput¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelSheen¶
Bases:
object
Direct sheen render element [gpuSupport=(full)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property light_path_expression¶
- type: StringLight path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is “light path expression”.
- property light_select_in_lightmix¶
- type: booleanIf true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
- property light_select_matte¶
- type: booleanIf true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
- property light_select_mode¶
- type: intThe light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelSheenReflection¶
Bases:
object
Indirect sheen reflection render element [gpuSupport=(full)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property light_path_expression¶
- type: StringLight path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is “light path expression”.
- property light_select_in_lightmix¶
- type: booleanIf true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
- property light_select_matte¶
- type: booleanIf true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
- property light_select_mode¶
- type: intThe light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelToon¶
Bases:
object
Toon render element [gpuSupport=(none)]
- property alias¶
- type: intInternal unique identifier for this channel type.
- property color_mapping¶
- type: booleantrue to apply color mapping to the channel; false otherwise
- property consider_for_aa¶
- type: booleantrue to consider this render element for anti-aliasing (may slow down rendering)
- property denoise¶
- type: booleantrue to denoise the channel; false otherwise
- property derive_raw_channels¶
- type: booleantrue if raw channels should be derived from the respective color and filter channel
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property invert_color¶
- type: boolean
- property name¶
- type: StringDisplay name of this render channel
- property vfb_color_corrections¶
- type: booleanFalse to disable ALL VFB color corrections(sRGB, curves, white balance, etc…) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
- class plugins.RenderChannelVelocity¶
Bases:
object
Contains signed velocity vectors in screen space [gpuSupport=(partial)]
- property clamp_velocity¶
- type: booleanWhen true, velocity is clamped between -1 and 1.
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property ignore_z¶
- type: booleanIf true, the Z component will be fixed at 0.
- property max_velocity¶
- type: floatVelocity is normalized (divided) with this value. Used to normalize the velocity between 0 and 1 if the output image format does not support floating - point colors
- property max_velocity_last_frame¶
- type: floatUsed internally to transfer the max_velocity value from the previous frame in animations.
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderChannelZDepth¶
Bases:
object
Contains the Z-Depth (1-component grayscale).
- property depth_black¶
- type: floatThis depth will map to value 0.0
- property depth_clamp¶
- type: booleanIf true, zdepth is clamped between 0 and 1
- property depth_from_camera¶
- type: booleanIf true, the black/white depth values will be taken from the camera near/far clipping distances instead
- property depth_invert¶
- type: booleanIf true zdepth is inverted
- property depth_raw¶
- type: booleanWrite depth value without remapping or clamping.
- property depth_white¶
- type: floatThis depth will map to value 1.0
- property dont_filter_env¶
- type: booleanDon’t filter object edges against the environment
- property enableDeepOutput¶
- type: boolean
- property filtering¶
- type: booleanWhether the image filter will be applied to this channel
- property force_infinity_black¶
- type: booleanSet infinite depth value to 0.0.
- property name¶
- type: StringDisplay name of this render channel
- class plugins.RenderView¶
Bases:
object
Description of a render view (camera) – position, field of view, etc. [gpuSupport=(partial)]
- property aperture¶
- type: float
- property clipping¶
- type: booleantrue to enable clipping planes
- property clipping_far¶
- type: floatThe far clipping plane
- property clipping_near¶
- type: floatThe near clipping plane
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a RenderView node from affecting the main VRayRenderer sequence and frame data.
- property focalDistance¶
- type: floatFocus distance in scene units
- property fov¶
- type: floatHorizontal field of view
- property frame_samples¶
- type: intNumber of samples per frame for the transformation
- property lens_rotation¶
- type: floatAperture blades rotation
- property mayaApperture¶
- type: floatUsed to save camera info to vrimg file
- property mayaFocalLength¶
- type: floatUsed to save camera info to vrimg file
- property ortho_adjust_to_scene¶
- type: booleanTrue to adjusts an orthographic view to encompass the entire scene.
- property orthographic¶
- type: booleanOrhographic projection camera when true, perspective projection otherwise
- property orthographicWidth¶
- type: float
- property scene_name¶
- type: StringThe original scene name of the camera associated with the plugin
- property stereo_bottom_merge_angle¶
- type: floatBottom merge angle for panoramic pole merging
- property stereo_eye_distance¶
- type: floatThe distance between the two stereo views
- property stereo_focus_distance¶
- type: floatThe focus distance if specify_focus is enabled
- property stereo_focus_method¶
- type: intThe focus method: 0 - parallel, 1 - rotate, 2 - shift
- property stereo_interocular_method¶
- type: intSpecifies the camera position relative to the left and right views: 0 - center, 1 - keep left view, 2 - keep right view
- property stereo_on¶
- type: intEnable stereo rendering and select output layout
- property stereo_pole_merge_method¶
- type: intSpecifies the panoramic pole merging method: 0 - a smooth method used originally in V-Ray, 1 - use a cosine function, compatible with other renderers
- property stereo_specify_focus¶
- type: booleantrue to specify a separate distance for the stereo focus
- property stereo_top_merge_angle¶
- type: floatTop merge angle for panoramic pole merging
- property stereo_view¶
- type: intSpecifies which view to render: 0 - both views, 1 - left view, 2 - right view.
- property transform¶
- type: TransformCamera transform - position and rotation
- property use_scene_offset¶
- type: booleanIf true, the scene will be internally translated relative to the render view
- property zoom¶
- type: floatZoom factor
- class plugins.SceneMetadata¶
Bases:
object
Various scene metadata.
- property category¶
- type: List<String>List of content categories.
- property description¶
- type: StringScene description text.
- property name¶
- type: StringScene name.
- property preview_images¶
- type: List<String>List of paths or data URLs to preview images.
- property scene_contents¶
- type: StringString identifier describing the scene contents.
- property tags¶
- type: List<String>List of additional content tags.
- property user_attributes¶
- type: List<String>List of additional user attributes. Each attribute is a separate entry in the list in “name=value” format.
- class plugins.SceneModifierTest¶
Bases:
object
null
- property material_scene¶
- type: StringThe material .vrscene
- property particle_scene¶
- type: StringThe particle .vrscene
- property proxy_scene¶
- type: StringThe proxy .vrscene
- class plugins.SettingsCamera¶
Bases:
object
Settings for the render camera. Relates to RenderView and CameraPhysical (or other Camera{*} plugins). [gpuSupport=(partial)]
- property auto_corrections_mode¶
- type: intDetermine when to apply auto-exposure and auto-white balance (0 - only if the camera has no exposure; 1 - all cameras)
- property auto_exposure¶
- type: intAuto exposure mode (0 - disabled; 1 - center-weighted average (original V-Ray algorithm); 2 - histogram). This feature requires light cache GI
- property auto_exposure_compensation¶
- type: floatAdditional compensation for the auto-exposure value, in f-stops. A value of 1.0 makes the result twice as bright, and -1.0 makes it twice as dark
- property auto_fit¶
- type: booleanThe auto-fit option of the fish-eye camera
- property auto_white_balance¶
- type: intAuto-white balance mode (0 - disabled; 1 - temperature; 2 - RGB). This feature requires light cache GI
- property auto_white_balance_sample_accumulation_mode¶
- type: intThe type of auto white balance sample accumulation heuristic. (0 - Weighted average (original VRay algorithm); 1 - Simple average; 2 - All RGB components greater than 1). This feature requires light cache GI and enabled auto white balance
- property curve¶
- type: floatControls the way the rendered images is warped. Applies only to fish-eye camera
- property dist¶
- type: floatApplies only to fish-eye camera. Controls distance to the sphere center
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
- property fov¶
- type: floatField of view; if negative, the field of view will not be modified
- property height¶
- type: floatHeight of the cylindrical (ortho) camera
- property image_planes¶
- type: PluginUsed only to force a re-export of the image plane geometry in RT rendering
- property override_height¶
- type: intResolution override heightgpuSupport=(full)
- property override_resolution¶
- type: booleanControls resolution override
- property override_width¶
- type: intResolution override widthgpuSupport=(full)
- property scene_name¶
- type: StringThe original scene name of the camera associated with the plugin
- property type¶
- type: intCamera type: 0 - default, 1 - spherical, 2 - cylindrical point, 3 - cylindrical ortho, 4 - box, 5 - fish-eye, 6 - warped spherical, 7 - orthogonal, 8 - pinhole, 9 - spherical panorama, 10 - cube 6x1
- class plugins.SettingsCameraDof¶
Bases:
object
Settings for raytraced depth of field. May conflict with CameraPhysical. [gpuSupport=(partial)]
- property anisotropy¶
- type: floatAnisotropy; allows an anamorphic effect.
- property aperture¶
- type: float
- property center_bias¶
- type: floatCenter bias for the DOF effect; between -1.0f and 1.0f; 0.0f means no bias.
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
- property focal_dist¶
- type: floatFocus distance in scene units
- property on¶
- type: booleanTrue to indicate DOF should be computed.
- property rotation¶
- type: floatRotation angle of the aperture blades (sides)
- property scene_name¶
- type: StringThe original scene name of the camera associated with the plugin
- property sides_num¶
- type: intSides of the polygon, if ‘Sides’ is true.
- property sides_on¶
- type: booleanTrue to make the aperture a regular polygon, instead of a circle.
- property subdivs¶
- type: intDetermines the number of samples for the DOF effect.
- class plugins.SettingsCaustics¶
Bases:
object
Settings for rendering caustics effects through photon mapping [gpuSupport=(none)]
- property auto_save¶
- type: booleanTrue to save the caustics photon map automatically at the end of the rendering
- property auto_save_file¶
- type: StringWhen auto_save=1 this is the filename that will be saved
- property dont_delete¶
- type: booleanIf true, the caustics photon map will not be deleted after rendering is complete.
- property file¶
- type: String.vrpmap file to load a previous calculated caustics photon map from when “mode” is 1
- property max_density¶
- type: floatPhotons within this distance will get merged
- property max_photons¶
- type: intMax. number of photons to look for; if 0, all photons within the search distance will be considered.
- property mode¶
- type: intSpecifies the way the caustics photon map is calculated (0 - New map, 1 - From file, 2 - Progressive)
- property multiplier¶
- type: floatMultiplier for the caustics
- property on¶
- type: booleanEnable global caustics (forced off in interactive mode)
- property search_distance¶
- type: floatSearch distance for caustic photons in world units.
- property search_distance_pixels¶
- type: floatSearch distance for caustic photons in pixels.
- property search_distance_units¶
- type: int0:Pixels; 1:World
- property show_calc_phase¶
- type: booleanTrue to show the calculation of the caustics map
- class plugins.SettingsColorMapping¶
Bases:
object
Settings for color mapping. Affects image sampling. [gpuSupport=(partial)]
- property adaptation_only¶
- type: intSpecifies whether color mapping and gamma are applied to the image: 0 - both color mapping and gamma are applied; 1 - nothing is applied; 2 - only color mapping is applied
- property affect_background¶
- type: booleanTrue if color mapping should affect the background.
- property bright_mult¶
- type: floatMultiplier for bright colors.
- property clamp_level¶
- type: floatThe level at which colors will be clamped if clamping is on.
- property clamp_output¶
- type: booleanTrue if colors should be clamped after color mapping.
- property dark_mult¶
- type: floatMultiplier for dark colors.
- property exposure¶
- type: ColorAdditional image exposure multiplier.
- property gamma¶
- type: floatAdditional gamma correction. What gets affected depends on the value of “adaptation_only”.
- property linearWorkflow¶
- type: booleanDEPRECATED! Only for porting legacy scenes.
- property subpixel_mapping¶
- type: booleanTrue if the color mapping should be applied on a subpixel level.
- property type¶
- type: intType of color mapping.
- class plugins.SettingsColorMappingModo¶
Bases:
object
Settings specific to V-Ray for Modo [gpuSupport=(partial)]
- property adaptation_only¶
- type: intSpecifies whether color mapping and gamma are applied to the image: 0 - both color mapping and gamma are applied; 1 - nothing is applied; 2 - only color mapping is applied
- property affect_background¶
- type: booleanTrue if color mapping should affect the background.
- property bright_mult¶
- type: floatMultiplier for bright colors.
- property clamp_level¶
- type: floatThe level at which colors will be clamped if clamping is on.
- property clamp_output¶
- type: booleanTrue if colors should be clamped after color mapping.
- property dark_mult¶
- type: floatMultiplier for dark colors.
- property exposure¶
- type: ColorAdditional image exposure multiplier.
- property gamma¶
- type: floatAdditional gamma correction. What gets affected depends on the value of “adaptation_only”.
- property inverse_gamma¶
- type: floatInverse gamma for the the “Gamma correction” and “Intensity gamma” modes.
- property linearWorkflow¶
- type: booleanDEPRECATED! Only for porting legacy scenes.
- property multiplier¶
- type: floatMultiplier for the “Gamma correction”, “Intensity gamma” and “Reinhard” modes.
- property reinhard_burn_value¶
- type: floatBurn value for the Reinhard color mapping.
- property subpixel_mapping¶
- type: booleanTrue if the color mapping should be applied on a subpixel level.
- property type¶
- type: intType of color mapping.
- class plugins.SettingsCurrentFrame¶
Bases:
object
Plugin used to force the current animation time in interactive mode
- property current_frame¶
- type: intCurrent frame value. Used in interactive mode to force a frame change.
- class plugins.SettingsDMCGI¶
Bases:
object
Settings for Deterministic Monte Carlo sampling of Brute Force Global Illumination
- property adaptivity_prepass¶
- type: booleanTrue to run a training prepass which would enable various adaptive algorithms.
- property depth¶
- type: intDetermines the ray depth for the direct GI integration mode. Larger values produce a more accurate lighting solution, but may slow down the rendering.
- property subdivs¶
- type: intControls the number of samples (rays) for the direct GI integration mode. Larger values mean more samples and less noise, but may slow down the rendering.
- class plugins.SettingsDMCSampler¶
Bases:
object
Settings for the Deterministic Monte Carlo sampler
- property adaptive_amount¶
- type: floatAmount of adaptive sampling; 1.0 means full adaptation; 0.0 means no adaptation.
- property adaptive_min_samples¶
- type: intMinimum amount of samples to take.
- property adaptive_threshold¶
- type: floatNoise threshold that determines when to stop sampling. Lower values reduce noise, but may take longer to render.
- property random_seed¶
- type: intIf non-zero, a random seed for the DMC sampler.
- property subdivs_mult¶
- type: floatA global subdivs multiplier. Handy for reducing overall quality for draft renders.
- property time_dependent¶
- type: booleanIf this is true, the sample pattern will vary from frame to frame.
- property use_blue_noise_optimization¶
- type: booleanEnable blue noise optimization for the sampling pattern
- property use_local_subdivs¶
- type: booleantrue if shading subdivs in materials/lights/GI should be used, and false (recommended) to determine subdivs automatically.
- class plugins.SettingsDecal¶
Bases:
object
The decal settings plugin in charge for preparing the decal shader [gpuSupport=(partial)]
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a SettingsDecal node from affecting the main VRayRenderer sequence data
- class plugins.SettingsDefaultDisplacement¶
Bases:
object
Global settings for displacement geometry
- property amount¶
- type: floatA global multiplier for the displacement amount.
- property edgeLength¶
- type: floatMaximum edge length of the displaced sub-triangles.
- property maxSubdivs¶
- type: intMaximum subdivisions for a triangle from the original undisplaced mesh.
- property override_on¶
- type: booleanDeprecated. This has no effect.
- property relative¶
- type: booleanWhen true, displacement scales with object size
- property tightBounds¶
- type: booleanIf true the displacement map will be presampled to determine the exact displacement bounds.
- property viewDependent¶
- type: booleanIf true ‘Edge length’ is specified in pixels; otherwise ‘Edge length’ is in scene units.
- property zero_subdivs_optimization¶
- type: booleanIf true, the original mesh will be used if no subdivisions are required.
- class plugins.SettingsEXR¶
Bases:
object
Settings for auto-saved EXR images
- property auto_data_window¶
- type: intData window for scanline-based multichannel OpenEXR files (0 - current render region, 1 - auto data window based on the alpha channel, 2 - whole image)
- property bits_per_channel¶
- type: intBits per channel (16 or 32)
- property compression¶
- type: intCompression for OpenEXR output (0 - default, 1 - no compression, 2 - RLE, 3 - ZIPS, 4 - ZIP, 5 - PIZ, 6 - PXR24, 7 - B44, 8 - B44A, 9 - DWAA, 10 - DWAB)
- property data_window_offset¶
- type: List<int>This makes it possible to offset/translate the data window values stored in the OpenEXR file. Useful when you want to have display window from [0,0] and data window which contains overscan areas. It expects a list of 2 integers, representing the offset in the order: left, top.
- property deep_alpha_colors¶
- type: intDeep alpha colors (0 - monochrome, 1 - RGB, 2 - monochrome+RGB)
- property display_window¶
- type: List<int>The visible image region, excluding overscan. It expects a list of 4 integers, representing the top-left and bottom-right corners in this order: left, top, right, bottom.
- property extra_attributes¶
- type: StringExtra attributes to write in the header. Multiple attributes should be separated by ‘;’. Some extra attributes are recognized by the EXR library. For example, the DWAA/DWAB compression level can be set with the ‘dwaCompressionLevel’ attribute. For a list of available attributes refer to ImfStandardAttributes.h in the OpenEXR source files.
- property multipart¶
- type: booleantrue to create multi-part exr file
- property write_integer_ids¶
- type: booleantrue to write integer element ids when using Image Format exr
- class plugins.SettingsEnvironment¶
Bases:
object
Settings for environment mapping (per ray type) and matte objects
- property bg_color¶
- type: ColorBackground color that will be used if a ray does not hit anything
- property bg_tex¶
- type: TextureBackground texture map that will be sampled if a ray does not hit anything
- property bg_tex_mult¶
- type: floatMultiplier used to blend the result between the background texture map and color values
- property environment_volume¶
- type: List<Plugin>A list of environment volumes for the scene
- property gi_color¶
- type: ColorColor that will be used if a GI ray does not hit anything
- property gi_tex¶
- type: TextureTexture map that will be sampled if a GI ray does not hit anything
- property gi_tex_mult¶
- type: floatMultiplier used to blend the result between the GI texture map and color values
- property global_light_level¶
- type: ColorA global light level multiplier for all lights
- property num_environment_objects¶
- type: intUsed for implementing image planes
- property reflect_color¶
- type: ColorColor that will be used if a reflected ray does not hit anything
- property reflect_tex¶
- type: TextureTexture map that will be sampled if a reflected ray does not hit anything
- property reflect_tex_mult¶
- type: floatMultiplier used to blend the result between the Reflection texture map and color values
- property refract_color¶
- type: ColorColor that will be used if a refracted ray does not hit anything
- property refract_tex¶
- type: TextureTexture map that will be sampled if a refracted ray does not hit anything
- property refract_tex_mult¶
- type: floatMultiplier used to blend the result between the Refraction texture map and color values
- property secondary_matte_color¶
- type: ColorColor that will be used for reflected or refracted rays of matte objects if they do not hit anything
- property secondary_matte_tex¶
- type: TextureTexture map that will be sampled if reflected or refracted ray of matte objects does not hit anything
- property secondary_matte_tex_mult¶
- type: floatMultiplier used to blend the result between the Secondary matte texture map and color values
- property use_bg¶
- type: booleanWhether to set the background color/map
- property use_gi¶
- type: booleanWhether to set the GI color/map
- property use_reflect¶
- type: booleanWhether to set the reflect color/map
- property use_refract¶
- type: booleanWhether to set the refract color/map
- property use_secondary_matte¶
- type: booleanWhether to use the secondary matte color/map
- class plugins.SettingsGI¶
Bases:
object
Settings for global illumination, such as which engine to use for primary and secondary GI [gpuSupport=(partial)]
- property ao_amount¶
- type: floatAmbient occlusion multiplier
- property ao_on¶
- type: booleanEnable ambient occlusion
- property ao_radius¶
- type: floatAmbient occlusion radius
- property ao_subdivs¶
- type: intControls the number of AO samples to take
- property contrast¶
- type: floatContrast factor for the GI contribution
- property contrast_base¶
- type: floatCenter point for the contrast curve
- property on¶
- type: booleanTrue to turn GI calculation on
- property primary_engine¶
- type: intGI engine to use for the first light bounce
- property primary_multiplier¶
- type: floatMultiplier for the primary GI contribution
- property ray_distance¶
- type: floatGI is traced only up to this distance
- property ray_distance_on¶
- type: booleanEnable ray_distance
- property reflect_caustics¶
- type: intEnable reflective caustics
- property refract_caustics¶
- type: booleanEnable refractive caustics
- property saturation¶
- type: floatSaturation factor for the GI contribution
- property secondary_engine¶
- type: intGI engine to use for the second and later light bounces
- property secondary_multiplier¶
- type: floatMultiplier for the secondary GI contribution
- class plugins.SettingsGaussianSplats¶
Bases:
object
Global settings for rendering Gaussian splats. [gpuSupport=(none)]
- property decodeFromSRGB¶
- type: boolean
- property filtering¶
- type: float
- class plugins.SettingsHair¶
Bases:
object
Global settings for hair rendering [gpuSupport=(none)]
- property min_hair_width¶
- type: floatMinimum hair width in pixels, for plugins that support it and do not have that option overridden
- class plugins.SettingsImageSampler¶
Bases:
object
Settings for the image sampler - type (bucket/progressive) and quality [gpuSupport=(partial)]
- property dmc_adaptivity_clamp¶
- type: floatThreshold to stop sampling overexposed areas of the image
- property dmc_fireflyRemoval¶
- type: floatValues larger than 0.0 enable firefly removal for the bucket samplers
- property dmc_maxSubdivs¶
- type: intControls the maximum number of samples the adaptive DMC image sampler may take
- property dmc_minSubdivs¶
- type: intControls the minimum number of samples the adaptive DMC image sampler will take
- property dmc_per_pixel_filtering¶
- type: booleanTrue to enable per-pixel filtering for the adaptive DMC and progressive image samplers
- property dmc_threshold¶
- type: floatColor threshold for the adaptive DMC image sampler
- property fixed_per_pixel_filtering¶
- type: booleanTrue to enable per-pixel filtering for the fixed sampler
- property fixed_subdivs¶
- type: intControls the number of samples the fixed sampler will take
- property min_shade_rate¶
- type: intControl the number of rays shot for AA versus rays for other effects like glossy reflections, GI, area shadows etc. Higher values mean that less time will be spent on AA, and more effort will be put in the sampling of shading effects.
- property progressive_autoswitch_effectsresult¶
- type: booleanTrue if the VFB should switch to effectsResult channel during rendering.
- property progressive_bundleSize¶
- type: intBundle size for the progressive image sampler
- property progressive_effectsUpdate¶
- type: intApproximate percentage of render time which post effects updates will take.
- property progressive_maxSubdivs¶
- type: intControls the maximum number of samples the progressive image sampler may take
- property progressive_maxTime¶
- type: floatMax. render time for the progressive image sampler in minutes
- property progressive_minSubdivs¶
- type: intControls the minimum number of samples the progressive image sampler will take
- property progressive_progNoiseThreshold¶
- type: intProgressive noise threshold active pixels percent at which the threshold is reduced.
- property progressive_showMask¶
- type: booleanIf true, the AA mask will be rendered
- property progressive_threshold¶
- type: floatNoise threshold for the progressive image sampler
- property render_mask_clear¶
- type: intRender mask clearing mode. Affects only IPR rendering. If enabled, the parts that are not rendered will be blank, rather than keeping the old image.
- property render_mask_mode¶
- type: intSets the mode for the render mask. The mode controls which render_mask_* parameter will be used to generate the mask from (0 - Disable, 1 - Texture, 2 - Objects, 3 - ObjectIDs)
- property render_mask_object_ids¶
- type: List<int>List of integers object ids, which will be used for render mask when render_mask_mode=ObjectIDs
- property render_mask_objects¶
- type: List<Plugin>List of Node/GeomGen plugins which will be used for render mask when render_mask_mode=Objects
- property render_mask_texture¶
- type: TextureFloatTexture used for render mask when render_mask_mode=Texture.This accepts float textures, where a value of <=1e-6, means that V-Ray won’t render in this pixel
- property subdivision_edges¶
- type: boolean
- property subdivision_jitter¶
- type: booleanIf this is true, samples will be displaced randomly, for better AA of nearly horizontal or vertical edges.
- property subdivision_maxRate¶
- type: intDetermines the maximum sampling rate for the adaptive subdivision sampler. A value of 0 means that samples will be one pixel apart. Positive values will put samples inside the pixels, while negative values will space the samples over several pixels.
- property subdivision_minRate¶
- type: intDetermines the minimum sampling rate for the adaptive subdivision sampler. A value of 0 means that samples will be one pixel apart. Positive values will put samples inside the pixels, while negative values will space the samples over several pixels.
- property subdivision_normals¶
- type: boolean
- property subdivision_normals_threshold¶
- type: float
- property subdivision_threshold¶
- type: float
- property type¶
- type: intThe type of the image sampler (0 - fixed rate, 1 - adaptive, 2 [deprecated] - adaptive subdivision, 3 - progressive)
- class plugins.SettingsIrradianceMap¶
Bases:
object
Settings for the Irradiance Map global illumination engine [gpuSupport=(partial)]
- property auto_save¶
- type: booleanIf true, the map will be automatically saved at the end of the rendering
- property auto_save_file¶
- type: StringFile name to save to if auto_save=1
- property calc_interp_samples¶
- type: intSamples looked up during the prepass phase
- property check_sample_visibility¶
- type: booleanIf true, sample visibility will be checked during final rendering
- property color_threshold¶
- type: floatSensitivity to changes in GI intensity
- property detail_enhancement¶
- type: booleanTrue if additional DMC sampling should be used to enhance details.
- property detail_radius¶
- type: floatRadius for the detail sampling in pixels.
- property detail_scale¶
- type: intThe scale mode for the detail enhancement.
- property detail_subdivs_mult¶
- type: floatA multiplier for the subdivs when doing detailed sampling.
- property distance_threshold¶
- type: floatSensitivity to object proximity
- property dont_delete¶
- type: booleanIf true, the map will not be deleted from memory at the end of the rendering
- property file¶
- type: Stringvrmap file to load a previously calculated irradiance map from
- property interp_frames¶
- type: intNumber of frames to load for the animation irradiance map mode (0 is just the current frame, 1 is one frame before and after etc).
- property interp_samples¶
- type: intInterpolation samples
- property interpolation_mode¶
- type: intHow IM samples get inrerpolated: 0=Weighted average, 1=Least-squares fit, 2=Local Delaunay triangulation, 3=Least-squares with Voronoi weights
- property lookup_mode¶
- type: intType of sample look-up
- property max_rate¶
- type: intMaximum resolution exponent. E.g. -2 means the irradiance map has at most 2^-2==1/4 the full frame resolution
- property min_rate¶
- type: intMinimum resolution exponent. E.g. -2 means the irradiance map has at least 2^-2==1/4 the full frame resolution
- property mode¶
- type: intSpecifies the way the irradiance map is calculated (0=Single frame, 1=Multiframe incremental, 2=From file, 3=Add to current map, 4=Incremental add to current map, 5=Bucket mode, 6=Animation (prepass), 7=Animation (rendering))
- property multipass¶
- type: booleanIf true, V-Ray will do several prepasses; if false, only one prepass at the image resolution will be made
- property multiple_views¶
- type: booleanTrue to calculate the irradiance map from multiple viewpoints along the camera path.
- property normal_threshold¶
- type: floatSensitivity to changes in surface normals
- property randomize_samples¶
- type: booleanIf true, prepass samples will be randomly displaced
- property show_calc_phase¶
- type: booleanShows the prepasses
- property show_direct_light¶
- type: booleanShows the direct light during the prepasses (although VRay doesn’t need it)
- property show_samples¶
- type: booleanIf true, the samples in the map will be shown in the final rendering
- property subdivs¶
- type: intHemispheric subdivs (determines the number of samples/rays that will be used)
- class plugins.SettingsJPEG¶
Bases:
object
Settings for auto-saved JPEG images
- property quality¶
- type: intJPEG quality (1-100)
- class plugins.SettingsLightCache¶
Bases:
object
Settings for the Light Cache global illumination engine [gpuSupport=(partial)]
- property adaptive_sampling¶
- type: booleanTrue if adaptive hemispheric sampling should be used. This requires more memory than the non-adaptive light cache.
- property auto_save¶
- type: booleanTrue if the light cache should be saved at the end of the rendering.
- property auto_save_file¶
- type: StringFile name to save to if auto_save=1
- property depth¶
- type: intMaximum bounces for the light cache. Leave this to the default value of 100. Note that, because of the way the light cache is calculated, the solution always converges to that of infinite light bounces, regardless of this value.
- property dont_delete¶
- type: booleanTrue if the light cache should not be deleted at the end of the rendering.
- property file¶
- type: Stringvrlmap file to load a previously calculated light cache from
- property filter_samples¶
- type: intNumber of samples to look for with the ‘nearest’ filter type.
- property filter_size¶
- type: floatFilter size for the ‘fixed’ filter type.
- property filter_type¶
- type: intFilter type when reconstructing the illumination from the cache. 0 - no filter; 1 - nearest; 2 - fixed
- property mode¶
- type: intSpecifies the way the light cache is calculated (0 - Single frame, 1 - Fly-through, 2 - From file)
- property multiple_views¶
- type: booleanThis causes the light cache to be calculated for the entire camera path, even when in single frame mode.
- property num_passes¶
- type: intNumber of passes for the light cache. Each pass is rendered in a single thread, therefore it is best to set this to the number of processors.
- property path_guiding¶
- type: booleanTrue to enable path guiding.
- property prefilter¶
- type: booleanTrue if the light cache should be prefiltered to smooth the illumination in it.
- property prefilter_samples¶
- type: intNumber of samples to look for when prefiltering the light cache.
- property premultiplied¶
- type: booleantrue to use premultiplied light cache when possible
- property retrace_enabled¶
- type: booleanTrue to enable retrace of the light cache.
- property retrace_leak_prevention¶
- type: floatEnables additional checks to mimize light leaks; 0.0 means no checks
- property retrace_threshold¶
- type: floatRetrace threshold, relative to the light cache sample size.
- property sample_size¶
- type: floatSample size when calculating the light cache.
- property show_calc_phase¶
- type: booleanShows a preview of the scene while the light cache is calculated.
- property store_direct_light¶
- type: booleanStores direct lighting with the light cache.
- property subdivs¶
- type: intSubdivisions for the light cache.
- property type¶
- type: intLight cache type to be used (0 - KD tree; 1 - hash map).
- property use_for_glossy_rays¶
- type: booleanTrue if the light cache should be used to estimate GI for glossy rays, instead of the primary GI engine.
- property world_scale¶
- type: booleanWhether sample and filter sizes are in world space (true) or screen space (false)
- class plugins.SettingsLightLinker¶
Bases:
object
Settings for the Light Linker - include/exclude specific lights in the scene when shading specific nodes [gpuSupport=(full)]
- property ignored_lights¶
- type: List<Object>List containing lists of plugins. Every sub list contains a light plugin (always the first element) and some node plugins the light is not illuminating.
- property ignored_shadow_lights¶
- type: List<Object>List containing list of plugins. Every sub list contains a light plugin (always the first element) and some node plugins, which do not cast shadows from this light
- property include_exclude_light_flags¶
- type: List<int>List containing a flag for every light in the ignored_lights list. 0 - the list is an exclude list (default). 1 - the list is an include list. 2 - ignored_lights is ignored and the light illuminates all objects in the scene, useful for animating the light linking.
- property include_exclude_shadow_flags¶
- type: List<int>List containing a flag for every light in the ignored_shadow_lights list. 0 - the list is an exclude list (default). 1 - the list is an include list. 2 - ignored_shadow_lights is ignored and the light casts shadows from all objects in the scene, useful for animating the light linking.
- class plugins.SettingsLightTree¶
Bases:
object
Deprecated. Do not use! [gpuSupport=(none)]
- property build_quality¶
- type: int
- property on¶
- type: boolean
- property solids_enabled¶
- type: int
- class plugins.SettingsMemoryTracker¶
Bases:
object
Plugin to control memory tracker report output
- property output_directory¶
- type: StringThe output directory, needed for the file path
- property output_enabled¶
- type: booleanEnable memory report file output
- property output_file_prefix¶
- type: Stringthe output file prefix, needed for the file name
- property scene_name¶
- type: StringThe scene name, needed for the file name
- class plugins.SettingsMotionBlur¶
Bases:
object
Settings for sampling motion blur effects [gpuSupport=(partial)]
- property bias¶
- type: floatBias for the time value of motion blur samples
- property camera_motion_blur¶
- type: booleanEnable camera motion blur
- property duration¶
- type: floatMotion blur duration in frames
- property geom_samples¶
- type: intGeometry motion blur samples to take. Moving along non-linear trajectories may require more samples.
- property interval_center¶
- type: floatRelative center of the motion blur interval (typically between -1 and 1). The value is expressed as fraction of a frame.
- property low_samples¶
- type: intMotion blur samples to take when calculating Irradiance Map
- property on¶
- type: booleanEnable motion blur
- property sampling_type¶
- type: intType of sampling: 0 - normal, 1 - sample only shutter open, 2 - sample only shutter middle
- property shutter_efficiency¶
- type: floatWhen <1 simulates real world shutter efficiency due to its finite speed
- property subdivs¶
- type: intDeprecated. Unused.
- class plugins.SettingsOptions¶
Bases:
object
Global settings for various V-Ray options, such as lighting, materials and distributed rendering
- property dr_assetsCacheLimitType¶
- type: intType of the assets cache limit
- property dr_assetsCacheLimitValue¶
- type: floatValue of the assets cache limit
- property dr_overwriteLocalCacheSettings¶
- type: booleanIf true the client’s cache settings will overwrite server settings
- property geom_backfaceCull¶
- type: booleanIf true, back faces will be invisible to camera and shadow rays
- property geom_displacement¶
- type: booleanTrue if displacement should be computed.
- property geom_doHidden¶
- type: booleanTrue if hidden geometry should be used.
- property gi_dontRenderImage¶
- type: booleanDon’t render final image. Use this to generate a prepass file (e.g. light cache) only.
- property gi_texFilteringMultiplier¶
- type: floatGI texturing filtering multiplier
- property lightSelect_metadata¶
- type: booleanWhether to write LightSelect RE metadata to image headers (if supported by file format)
- property light_disableSelfIllumination¶
- type: booleanIf true - will disable self-Illumination
- property light_doDefaultLights¶
- type: boolean
- property light_doHiddenLights¶
- type: boolean
- property light_doLights¶
- type: booleanGlobal toggle for direct illumination
- property light_doShadows¶
- type: booleanGlobal toggle for casting shadows
- property light_minPixelSize¶
- type: floatMin pixel size for spherical and rectangle/disc lights to prevent flicker with small distant lights
- property light_onlyGI¶
- type: boolean
- property misc_abortOnMissingAsset¶
- type: booleanAbort rendering when a required file is missing
- property misc_consistentLightingElements¶
- type: booleanTrue to enable consistent calculation of lighting render elements based on internal light selects
- property misc_lowThreadPriority¶
- type: int[Windows only] Thread priority for worker threads (0 - normal priority, 1 - lower priority, 2 - lowest priority)
- property misc_transferAssets¶
- type: booleanTransfer missing assets on DR
- property misc_useCachedAssets¶
- type: booleanUse cached assets on DR
- property mtl_SSSEnabled¶
- type: booleanGlobal toggle for sub-surface scattering
- property mtl_doMaps¶
- type: booleanGlobal toggle for texture maps
- property mtl_filterMaps¶
- type: booleanGlobal toggle for texture map filtering
- property mtl_filterMapsForSecondaryRays¶
- type: booleanfalse to turn off filtering for glossy and GI rays
- property mtl_glossy¶
- type: booleanGlobal toggle for glossy material effects
- property mtl_limitDepth¶
- type: booleanLimit max ray depth when shading materials
- property mtl_matteShadowMode¶
- type: int0 - shadow color based on missing light; 1 - (experimental) shadow color based on present light
- property mtl_maxDepth¶
- type: intMax. ray depth for reflections and refractions if mtl_limitDepth is true
- property mtl_override_on¶
- type: booleanOverride material
- property mtl_reflectionRefraction¶
- type: booleanGlobal toggle for material reflections and refractions
- property mtl_stochasticBump¶
- type: booleanWhether to use stochastic sampling for bump maps to avoid sampling artifacts.
- property mtl_transpCutoff¶
- type: floatTransparency cutoff
- property mtl_transpMaxLevels¶
- type: intMax. transparency interactions a ray can make
- property mtl_uninvertedNormalBump¶
- type: booleanIf true the normal bump in tangent space will not be inverted on flipped UVs
- property num_probabilistic_lights¶
- type: intThe number of lights to use when ‘Light evaluation mode’ is ‘Adaptive Lights’.
- property probabilistic_lights_on¶
- type: intLight evaluation (0 - full evaluation; 1 - light tree; 2 - adaptive lights)
- property probabilistic_vol_gi_samples¶
- type: intThe number of probabilistic samples to shade for gi/glossy when probabilistic_vol_on is true
- property probabilistic_vol_mis¶
- type: booleanEnable probabilistic volumetrics with multiple importance sampling
- property probabilistic_vol_on¶
- type: booleanEnable probabilistic volumetric sampling
- property probabilistic_vol_samples¶
- type: intThe number of probabilistic samples to shade for primary/shadow rays when probabilistic_vol_on is true
- property ray_bias¶
- type: floatSecondary ray bias. Use cautiously, only when having issues with overlapping faces.
- property ray_max_intensity¶
- type: floatThe max secondary ray intensity when ray_max_intensity_on is enabled
- property ray_max_intensity_on¶
- type: booleanEnable clamping of secondary rays. Reduces firefly artifacts, but also the overall scene brightness
- class plugins.SettingsOutput¶
Bases:
object
Settings for the output file, for the image size and region/cropping, and for animation sequence
- property anim_end¶
- type: doubleEnd of animation range in time units
- property anim_frame_padding¶
- type: intAnimation Frame Name Padding
- property anim_ren_frame_start¶
- type: floatFirst frame of animation range
- property anim_renumber_on¶
- type: booleanIf true, frame renumbering is used
- property anim_renumber_start¶
- type: floatStart number for renumber frames
- property anim_renumber_step¶
- type: floatRenumber frames step
- property anim_start¶
- type: doubleStart of animation range in time units
- property bmp_height¶
- type: intOutput bitmap height. Not to be confused with img_height. This is the sampling resolution, not the file resolution.
- property bmp_width¶
- type: intOutput bitmap width. Not to be confused with img_width. This is the sampling resolution, not the file resolution.
- property film_offset_x¶
- type: floatHorizontal film offset
- property film_offset_y¶
- type: floatVertical film offset
- property frame_stamp_enabled¶
- type: booleantrue to enable the VFB frame stamp
- property frame_stamp_text¶
- type: StringFrame stamp text
- property frame_start¶
- type: intThe frame number at the start of the animation range
- property frames¶
- type: List<Object>List of frames to be rendered. May contain intervals in the form of lists with start and end frame
- property frames_per_second¶
- type: floatNumber of frames per unit time
- property img_apply_cc_channels¶
- type: booleanIf true, VFB color corrections will be applied to render channels.
- property img_clearMode¶
- type: intHow to clear the image in the VFB before rendering each frame.
- property img_deepFile¶
- type: booleanIf true, V-Ray will will generate deep image file (valid for vrst and exr)
- property img_dir¶
- type: StringOutput image directory. See also img_file
- property img_dontSaveRgbChannel¶
- type: int0 - the RGB channel will be saved to disk alongside other channels, 1 - the RGB channel will not be saved to disk, 2 - only the RGB/effectsResult channel will be saved to disk
- property img_file¶
- type: StringOutput image filename. See also img_dir
- property img_file_add_dot¶
- type: booleanDot-delimited frame number in the output file name.
- property img_file_needFrameNumber¶
- type: booleanIf true, the frame number is added to the image file name
- property img_height¶
- type: intOutput image height
- property img_noAlpha¶
- type: booleanIf true, the alpha channel will not be written the final image
- property img_pixelAspect¶
- type: floatOutput image pixel aspect
- property img_rawFile¶
- type: booleanIf true, V-Ray will render to a tiled file format (.vrimg or .exr). This is automatically turned on for file formats that only support tiled writing (like .vrimg)
- property img_rawFileSaveColorCorrections¶
- type: booleanIf true, the VFB color corrections will be baked into the RGB/PostFX channels and saved in the raw file if possible
- property img_rawFileSaveColorCorrectionsRenderElements¶
- type: booleanIf true, the VFB color corrections will be baked into render elements and saved in the raw file if possible
- property img_rawFileVFB¶
- type: intIf writing to a tiled file format, specifies whether a memory VFB window should be displayed (0 - no memory VFB, 1 - full memory VFB, 2 - preview). Set to 0 when rendering huge resolutions.
- property img_saveCryptomattesSeparately¶
- type: booleanIf true then save Cryptomatte elements separately from the raw image file
- property img_saveVelocityZeroBase¶
- type: booleanIf true, Velocity channel will be saved zero base instead of the default 0.5 based.
- property img_separateAlpha¶
- type: booleanIf true, the alpha channel will be written to a separate file
- property img_width¶
- type: intOutput image width
- property poly_regions¶
- type: StringMultipolygons region definition (json string). If defined and valid, it will be used as render region. Otherwise bitmap output region params will be used
- property r_height¶
- type: intBitmap output region height
- property r_left¶
- type: intBitmap output region left coord
- property r_top¶
- type: intBitmap output region top coord
- property r_width¶
- type: intBitmap output region width
- property relements_divider¶
- type: StringRender elements name separator
- property relements_separateFolders¶
- type: booleantrue to save render elements in separate folders
- property relements_separate_rgba¶
- type: booleantrue to save the main RGBA elment in a separate folder too, if relements_separateFolders is specified
- property rgn_height¶
- type: floatImage output region height
- property rgn_left¶
- type: floatImage output region left coord
- property rgn_top¶
- type: floatImage output region top coord
- property rgn_width¶
- type: floatImage output region width
- class plugins.SettingsPNG¶
Bases:
object
Settings for auto-saved PNG images
- property bits_per_channel¶
- type: intBits per channel (8 or 16)
- property compression¶
- type: intCompression for PNG output (0-9)
- class plugins.SettingsPhotonMap¶
Bases:
object
Settings for the Photon Map global illumination engine [gpuSupport=(none)]
- property auto_save¶
- type: booleanIf true, the photon map will be saved to a file after rendering is complete.
- property auto_save_file¶
- type: StringFile name to save to if auto_save=1
- property auto_search_distance¶
- type: booleanIf true, V-Ray will try to automatically find a suitable value for searchDist based on the desired number of photons in the estimate.
- property bounces¶
- type: intThe maximum number of light bounces.
- property convex_hull_estimate¶
- type: booleanIf true, the area covered by photons in the estimate will be calculated by the convex hull of the photons, projected along the surface normal.
- property dont_delete¶
- type: booleanIf true, the photon map will not be deleted after rendering is complete.
- property file¶
- type: Stringvrpmap file to load a previously calculated photon map from
- property max_density¶
- type: floatMinimum allowed distance between photons in the map. If a photon falls with a smaller distance to another photon, the two photons are merged into one.
- property max_photons¶
- type: intNumber of photons to search for.
- property mode¶
- type: intSpecifies the way the photon map is calculated (0 - New map, 1 - From file)
- property multiplier¶
- type: floatMultiplier for the photon map.
- property prefilter¶
- type: booleanTrue if irradiance will be precomputed.
- property prefilter_samples¶
- type: intNumber of interpolation samples when irradiance is precomputed.
- property retrace_bounces¶
- type: intMaximum number of bounces when retracing corners.
- property retrace_corners¶
- type: floatSet to > 0.0 if corner retracing should be used for more accurate estimate of GI in corners. Using this option is not recommended.
- property search_distance¶
- type: floatPhoton search distance.
- property show_calc_phase¶
- type: booleanTrue if the calculation phase for the photon map should be displayed.
- property store_direct_light¶
- type: booleanTrue if direct lighting should be stored with the photon map.
- class plugins.SettingsPtexBaker¶
Bases:
object
Settings for baking PTex texture files
- property border_mode_u¶
- type: intType of border mode in U direction: 0 - clamp, 1 - black, 2 - periodic
- property border_mode_v¶
- type: intType of border mode in V direction: 0 - clamp, 1 - black, 2 - periodic
- property camera_independent_shading¶
- type: booleanWhen NOT doing projection baking, whether to shoot rays from the camera (false), or from a point displaced a small distance from the surface normal (true). Default - false - shading rays are shot from the camera
- property data_format¶
- type: intType of texel data: 0 - 8 bit int, 1 - 16 bit int, 2 - 16 bit float, 3 - 32 bit float
- property force_quads¶
- type: booleanIf true the textures will be quadrangular even if the mesh is purely triangular.
- property generate_mipmaps¶
- type: booleanTrue to generate mipmaps and false otherwise.
- property length_u¶
- type: floatThe size of one texel/point in world units.
- property length_v¶
- type: floatThe size of one texel/point in world units.
- property max_depth¶
- type: floatGeometry that is intersected further than this value along the ray will be ignored. If the value is zero then no geometry will be ignored.
- property mode¶
- type: int0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
- property multichannel_file¶
- type: booleanIf this is true then all render elements will be baked into one Ptex file.
- property normal¶
- type: int0 - Smooth normal, 1 - Geometry normal
- property objects¶
- type: List<Plugin>A list of scene objects that will be baked
- property projection_baking¶
- type: int0 - normal baking, 1 - projection baking
- property ray_offset¶
- type: float
- property res_u¶
- type: intThe resolution in the U direction in texture space is 2 ^ res_u.
- property res_v¶
- type: intThe resolution in the V direction in texture space is 2 ^ res_v.
- property resolution_multiplier¶
- type: floatA multiplier that can be used to decrease the resolution of faces which lie outside the viewing frustum.
- property samplers_per_texel¶
- type: intThe number of samples shaded for each texel will be the square of this number.
- property surface_offset¶
- type: floatAn offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
- property texture_name¶
- type: StringThe base name for the Ptex files
- property visibility_test_ray_max_length_factor¶
- type: floatMaximum length of visibility test ray. It is adjusted by the sample size. If the ray travels at least this length before hitting another object, the sample is considered visible and is shaded, otherwise it’s filled with black when baking to Ptex or entirely ommitted when baking to vrmesh point cloud.
- property visibility_test_rays¶
- type: intNumber of rays shoot to test if sample is actually visible or not. Speeds up shading in the case when parts of the model are occluded. Set to 0 to disable.
- property world_space_res¶
- type: booleanIf true then the resolution for each texture will be calculated adaptively, based on the size of the corresponding geometry.
- property write_faces_degrees¶
- type: booleanIf true then meta data containing the degree of each mesh polygon will be included in the Ptex files.
- property write_faces_vertices¶
- type: booleanIf true then meta data containing the vertices of each mesh polygon will be included in the Ptex files.
- property write_vertex_positions¶
- type: booleanIf true then meta data containing the positions of all vertices will be included in the Ptex files.
- class plugins.SettingsRTEngine¶
Bases:
object
Settings for V-Ray Interactive and V-Ray GPU Interactive/Production. [gpuSupport=(partial)]
- property coherent_tracing¶
- type: booleantrue to enable coherent tracing of gi/reflections/refractions etc.
- property cpu_bundle_size¶
- type: intNumber of samples to bundle for the V-Ray engine in one thread
- property cpu_samples_per_pixel¶
- type: intNumber of samples per pixel for the V-Ray engine
- property disable_auto_rpp¶
- type: booleanWhen true, overrides and disables the auto RPP and auto bundle size options
- property disable_render_elements¶
- type: booleanIf true, the interactive engine will produce only RGBA. Default is false.
- property enable_bucket_sampler¶
- type: intIf 1, V-Ray GPU will check the sampler type in SettingsImageSampler, and it will use the settings there, if there sampler type is “bucket”. Default is (0=use progressive)
- property gi_depth¶
- type: intMaximum trace depth for GI.
- property gpu_bundle_size¶
- type: intNumber of samples to bundle for the V-Ray GPU engine in one thread
- property gpu_samples_per_pixel¶
- type: intNumber of samples per pixel for the V-Ray GPU engine
- property interactive¶
- type: intFlag used to disable some production-only features in interactive mode
- property low_gpu_thread_priority¶
- type: booleanWhen true, V-Ray GPU tries to utilize the GPUs with attached displays less. If this is true, it works best with gpu_samples_per_pixel=1 and gpu_bundle_size=64 (or less)
- property max_draw_interval¶
- type: intMax time, in milliseconds, between (partial) image updates (0=disable partial image updates)
- property max_render_time¶
- type: floatMax render time in minutes (0 = inf)
- property max_sample_level¶
- type: intMax paths per pixel (0 = inf)
- property min_draw_interval¶
- type: intMin time, in milliseconds, between image updates (0=show all frames)
- property noise_threshold¶
- type: floatNoise threshold for the image sampler (0 = none)
- property opencl_resizeTextures¶
- type: intTexture transfer mode for the GPU. Note that on-demand mipmapping is available only in non-interactive mode.
- property opencl_texsize¶
- type: intGPU maximum texture size if the value of opencl_resizeTextures allows resizing. Bigger textures are scaled to fit this size
- property opencl_textureFormat¶
- type: intFormat for the textures on the GPU (0 - 32-bit float per channel; 1 - 16-bit half float per channel; 2 - 8-bit per channel)
- property out_of_core¶
- type: booleanWhen true, V-Ray GPU Out-of-core codepath will be used
- property out_of_core_textures¶
- type: booleanWhen true, V-Ray GPU Out-of-core pinned memory allocation will be used
- property out_of_core_textures_threshold¶
- type: intTextures larger than this threshold (in MB) will get allocated in pinned memory
- property progressive_samples_per_pixel¶
- type: booleanProgressive increase for ‘Rays per pixel’ (from 1 to real value). Use this for faster feadback.
- property stereo_eye_distance¶
- type: floatDistance between the two cameras for stereo mode.
- property stereo_focus¶
- type: intFocus mode (0 - none, 1 - rotation, 2 - shear)
- property stereo_mode¶
- type: booleanNon-zero to enable side-by-side stereo rendering.
- property trace_depth¶
- type: intDeprecated, use SettingsOptions::mtl_maxDepth. Use Maximum trace depth for reflections/refractions etc.
- property undersampling¶
- type: intNon-zero to use undersampling, 0 otherwise. The value specifies the blur resolution. Value of n means 1/(2^n) initial resolution in each dimension.
- class plugins.SettingsRaycaster¶
Bases:
object
Settings for ray intersection accelleration structures
- property dynMemLimit¶
- type: intLimit for dynamic geometry, in megabytes. 0 means no limit. Negative numbers mean the amount of physical RAM with the negative number added to it.
- property embreeHair¶
- type: booleanEnable/Disable the Embree ray caster for hair.
- property embreeLowMemory¶
- type: booleanTry to conserve memory, using potentially slower algorithms.
- property embreeRayPackets¶
- type: booleanTurn on the packet ray casting.
- property embreeUse¶
- type: booleanEnable/Disable using the Embree ray caster. Embree is the faster option.
- property embreeUseMB¶
- type: booleanEnable/Disable using the Embree ray caster for motion blur.
- property faceLevelCoef¶
- type: floatBalance coefficient between depth and faces per voxel
- property maxLevels¶
- type: intMax. tree depth
- property minLeafSize¶
- type: floatMin. voxel size
- property optLevel¶
- type: intOptimization level (must be 0)
- class plugins.SettingsRegionsGenerator¶
Bases:
object
Settings for the size and order of generating render buckets
- property dynbuckets¶
- type: intEnable dynamic splitting of the final buckets into smaller buckets (better CPU utilization). Ignored on GPU.
- property reverse¶
- type: booleanReverse the order in which buckets are generated
- property seqtype¶
- type: intSequence type
- property xc¶
- type: intMaximum bucket width
- property xymeans¶
- type: intSize in pixels or number of regions
- property yc¶
- type: intMaximum bucket height
- class plugins.SettingsRenderChannels¶
Bases:
object
Settings common to all render channels [gpuSupport=(none)]
- property deep_exclude_RGB¶
- type: booleanExclude the RGB color channel from deep files
- property deep_merge_coeff¶
- type: floatDetermines the z-depth blending sensitivity when deep_merge_mode is 1.
- property deep_merge_mode¶
- type: intDetermines how to blend fragments within a pixel (0 - by render ID; 1 - by Z-Depth, 2 - none).
- property unfiltered_fragment_method¶
- type: intDetermines which fragment to use for unfiltered render elements (0 - best coverage; 1 - closest to camera).
- class plugins.SettingsSGI¶
Bases:
object
Settings for auto-saved SGI images
- property bits_per_channel¶
- type: intBits per channel (8 or 16)
- class plugins.SettingsTGA¶
Bases:
object
Settings for auto-saved TGA images
- property compression¶
- type: intCompression type for TGA output
- class plugins.SettingsTIFF¶
Bases:
object
Settings for auto-saved TIFF images
- property bits_per_channel¶
- type: intBits per channel (8, 16 bit fixed or 32-bit floating point)
- property interleaved¶
- type: booleanIf true, the TIFF color channels will be written interleaved (RGBRGB instead of RRGGBB)
- class plugins.SettingsTextureCache¶
Bases:
object
Sets tiled textures settings.
- property cache_size¶
- type: intTexture cache size. This parameter is set as value of envirment variable VRAY_TEXTURE_CACHE before renderBegin.
- property max_mipmap_resolution¶
- type: intSets the max resultion used while render for mipmaped files. If set to zero, the original file resolution is used.
- class plugins.SettingsUnitsInfo¶
Bases:
object
Settings for converting scene units to physical units
- property coordinate_system¶
- type: intThe handedness of the coordinate system. 0 - Right-handed coordinate system. 1 - Left-handed coordinate system.
- property frames_scale¶
- type: floatFrames per second, equal to 1/seconds_scale. If it is 0, then seconds_scale is used instead.
- property meters_scale¶
- type: floatThe number by which a 3d distance must be multiplied to convert it into meters.
- property ocio_config_file¶
- type: StringOCIO config filepath if ever used
- property photometric_scale¶
- type: floatThe number by which the power of photometric lights should be scaled when rendering.
- property rgb_color_space¶
- type: intSets the rendering color space (0 - legacy CIE RGB, 1 - sRGB, 2 - ACEScg)
- property scene_upDir¶
- type: VectorThe ‘up’ direction for the scene.
- property seconds_scale¶
- type: floatThe number by which a scene time unit must be multiplied to convert it to seconds.
- class plugins.SettingsVFB¶
Bases:
object
Settings for VFB post-processing effects
- property bloom_mask_intensity¶
- type: float
- property bloom_weight¶
- type: float
- property cc_settings¶
- type: List<int>Color correction settings saved to binary and written as an array of ints
- property display_srgb¶
- type: boolean0 - sRGB is OFF, 1 - sRGB is ON.
- property dont_affect_settings¶
- type: booleanThis is here so we can suppress a SettingVFB node from affecting the main VRayRenderer sequence and frame data.
- property dust_density¶
- type: float
- property dust_jitter¶
- type: float
- property dust_pattern¶
- type: int
- property dust_radius_variance¶
- type: float
- property dust_rotation¶
- type: float
- property dust_strength¶
- type: float
- property dust_zoom¶
- type: float
- property enable_vfb2¶
- type: booleanShould we try to use VFB2 (true) or VFB1 (false)
- property filter_rotation¶
- type: float
- property glare_cam_blades_on¶
- type: boolean
- property glare_cam_fnumber¶
- type: float
- property glare_cam_num_blades¶
- type: int
- property glare_cam_rotation¶
- type: floatRotation in degrees from 0.0 - 360.0
- property glare_diffraction_on¶
- type: boolean
- property glare_image_path¶
- type: String
- property glare_mask_intensity¶
- type: float
- property glare_mode¶
- type: int0-image 1-image and buffer 2-buffer
- property glare_obstacle_image_path¶
- type: String
- property glare_on¶
- type: boolean
- property glare_size¶
- type: float
- property glare_type¶
- type: int0- from image 1 - from render camera 2 - from camera params
- property glare_use_obstacle_image¶
- type: boolean
- property glare_weight¶
- type: float
- property grating_density¶
- type: float
- property grating_length¶
- type: float
- property grating_slope¶
- type: float
- property grating_strength¶
- type: float
- property grating_zoom¶
- type: float
- property hardware_accelerated¶
- type: booleanWhen this is 1, V-Ray will try to apply the lens effects using the best OpenCL device it can find. If there is no such (or error occures), it will fallback to a CPU implementation0
- property interactive¶
- type: boolean
- property obst_image_rotation¶
- type: float
- property obst_image_strength¶
- type: float
- property obst_image_zoom¶
- type: float
- property occlusion_arc¶
- type: float
- property occlusion_percent¶
- type: float
- property occlusion_rotation¶
- type: float
- property occlusion_symmetric¶
- type: boolean
- property scr_density¶
- type: float
- property scr_length¶
- type: float
- property scr_multiglare_count¶
- type: int
- property scr_pattern¶
- type: int
- property scr_rotation¶
- type: float
- property scr_seed¶
- type: int
- property scr_slope_variance¶
- type: float
- property scr_strength¶
- type: float
- property scr_symmetric¶
- type: boolean
- property scr_width_variance¶
- type: float
- property scr_zoom¶
- type: float
- property use_dust¶
- type: boolean
- property use_grating¶
- type: boolean
- property use_occlusion¶
- type: boolean
- property use_scratch¶
- type: boolean
- property version¶
- type: int
- property vfb2_layers¶
- type: StringVFB2 layers saved as a string
- class plugins.SettingsVRST¶
Bases:
object
Deprecated. Use the OutputDeepWriter plugin instead. Used to keep some settings for auto-saved VRST/VRSM images.
- property bits_per_channel¶
- type: intBits per channel (16 or 32)
- property compression¶
- type: intCompression for VRST output (0 - default, 1 - ZIP)
- class plugins.SettingsVertexBaker¶
Bases:
object
Setting for baking vertex color sets
- property bake_alpha¶
- type: int
- property bake_rgb_color¶
- type: int
- property color_set_name¶
- type: String
- property objects¶
- type: List<Plugin>
- class plugins.SphereFade¶
Bases:
object
Limits rendering to one or more spherical volumes defined with SphereFadeGizmo instances [gpuSupport=(none)]
- property affect_alpha¶
- type: booleanWhether the alpha channel is affected
- property empty_color¶
- type: ColorThe color to render outside the gizmo volume
- property falloff¶
- type: floatFalloff factor for smooth transition between the inside and outside volume
- property gizmos¶
- type: List<Plugin>List of SphereFadeGizmo plugins that will limit the rendering volume
- class plugins.SphereFadeGizmo¶
Bases:
object
Defines a sphere outside which the scene won’t be rendered (can be inverted) [gpuSupport=(none)]
- property invert¶
- type: booleanIf true, the volume outside the gizmo will be rendered and the inside volume is excluded
- property radius¶
- type: floatRadius of the sphere/cylinder or side of the box (according to ‘shape’ type)
- property shape¶
- type: intDetermines the shape of the gizmo (0 - Sphere, 1 - Box, 2 - Cylinder with the Y-axis as height)
- property transform¶
- type: TransformTransform for positioning the gizmo in world space
- class plugins.SphericalHarmonicsExporter¶
Bases:
object
Experimental GI engine for texture baking [gpuSupport=(none)]
- property adaptive_depth¶
- type: int
- property adaptive_edge¶
- type: float
- property adaptive_on¶
- type: boolean
- property adaptive_thresh¶
- type: float
- property anim_on¶
- type: boolean
- property bands¶
- type: int
- property bounces¶
- type: int
- property file_format¶
- type: int
- property file_name¶
- type: String
- property hit_recording¶
- type: boolean
- property max_mem_usage¶
- type: int
- property mode¶
- type: int
- property node¶
- type: PluginNode of the mesh
- property object_space¶
- type: boolean
- property per_normal¶
- type: boolean
- property ray_bias¶
- type: float
- property save_obj¶
- type: boolean
- property subdivs¶
- type: int
- class plugins.SphericalHarmonicsRenderer¶
Bases:
object
Experimental GI engine for texture baking [gpuSupport=(none)]
- property apply_filtering¶
- type: int
- property file_name¶
- type: String
- property filter_strength¶
- type: float
- property is_hemispherical¶
- type: int
- property precalc_light_per_frame¶
- type: int
- property sample_environment¶
- type: int
- property subdivs¶
- type: int
- property use_single_vrsh¶
- type: int
- class plugins.SunLight¶
Bases:
object
Physically-based model of a Sun directional light source. Positioned at infinity and casts parallel rays with soft shadows. [gpuSupport=(partial)]
- property affectAtmospherics¶
- type: booleanTrue if the light affects atmospheric effects.
- property affectDiffuse¶
- type: booleanTrue if the light produces diffuse lighting and false otherwise.
- property affectReflections¶
- type: booleanTrue if the light appears in reflections and false otherwise.
- property affectSpecular¶
- type: booleanTrue if the light produces specular hilights and false otherwise.
- property altitude¶
- type: floatSpecifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
- property atmos_shadows¶
- type: booleantrue if the light casts shadows from atmosperics and false otherwise
- property atmospherics_contribution¶
- type: floatContribution of the light to atmospheric effects.
- property blend_angle¶
- type: floatThe angle (in degrees) (up from the horizon) where the sky starts to blend with the ground albedo. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line.
- property bumped_below_surface_check¶
- type: booleanTrue if the bumped normal should be used to check if the light direction is below the surface.
- property causticMult¶
- type: floatMultiplier for the brightness of the caustics photons.
- property causticSubdivs¶
- type: intUsed when calculating Caustics. Lower values mean more noisy results but will render faster. Higher values produce smoother results but take more time.
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property clouds_cirrus_amount¶
- type: floatSpecifies cirrus clouds amount
- property clouds_contrails_distortion¶
- type: floatDistortion of the contrails
- property clouds_contrails_num_planes¶
- type: intNumber of airplane trails on the sky
- property clouds_contrails_offset_x¶
- type: floatContrails offset in x direction specified in meters
- property clouds_contrails_offset_y¶
- type: floatContrails offset in y direction specified in meters
- property clouds_contrails_on¶
- type: booleanEnable contrails
- property clouds_contrails_strength¶
- type: floatStrength of the contrails
- property clouds_contrails_time¶
- type: floatTime influencing the airplanes positions
- property clouds_density¶
- type: floatControls the density of the clouds
- property clouds_density_multiplier¶
- type: floatClouds density multiplier to make clouds look darker/brighter
- property clouds_enscape_compatibility¶
- type: booleanSet to true to match the clouds to Enscape
- property clouds_ground_shadows¶
- type: booleanEnable clouds’ ground shadows
- property clouds_height¶
- type: floatClouds height in meters
- property clouds_offset_x¶
- type: floatClouds offset in x direction specified in meters
- property clouds_offset_y¶
- type: floatClouds offset in y direction specified in meters
- property clouds_on¶
- type: booleanEnable clouds
- property clouds_phase_x¶
- type: floatClouds phase in x direction specified in percentage (%)
- property clouds_phase_y¶
- type: floatClouds phase in y direction specified in percentage (%)
- property clouds_seed¶
- type: intRandom seed for the clouds generation. ‘0’ matches the Enscape clouds
- property clouds_thickness¶
- type: floatClouds thickness in meters
- property clouds_variety¶
- type: floatControls the variety of the clouds
- property color¶
- type: AColorColor of the light
- property color_mode¶
- type: intThis option affects the way the color in the Filter color parameter affects the color of the sun (0 - Filter, 1 - Direct, 2 - Override)
- property color_tex¶
- type: TextureA color texture that if present will override the color parameter
- property cutoffThreshold¶
- type: floatLight cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
- property decay_far_end¶
- type: floatA distance value where the far decay ends
- property decay_far_on¶
- type: booleanTrue if far decay is enabled
- property decay_far_start¶
- type: floatA distance value where the far decay starts
- property decay_near_end¶
- type: floatA distance value where the near decay ends
- property decay_near_on¶
- type: booleanTrue if near decay is enabled
- property decay_near_start¶
- type: floatA distance value where the near decay starts
- property diffuseMult¶
- type: floatMultiplier for the brightness of the diffuse photons.
- property diffuse_contribution¶
- type: floatDiffuse contribution for the light.
- property doubleSided¶
- type: booleanControls whether light is emitted from both sides of each face.
- property enabled¶
- type: booleantrue if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
- property filter_color¶
- type: ColorSunlight color. Used to add user control to light color definition
- property ground_albedo¶
- type: ColorReflective property of the “ground”. Affects sky-dome brightness and color
- property horiz_illum¶
- type: floatSpecifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
- property horizon_offset¶
- type: floatHorizon offset under the sky-dome. Allows the user to manually lower the horizon line.
- property intensity¶
- type: floatLight intensity
- property intensity_multiplier¶
- type: floatUse to control the brightness of the Sun
- property intensity_tex¶
- type: TextureFloatA float texture that if present will override the intensity parameter
- property invisible¶
- type: booleanWhen on, this option makes the sun invisible, both to the camera and to reflections
- property is_instance_prototype¶
- type: intIf light is an instance prototype its “enabled” parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
- property lpe_label¶
- type: StringLight path expressions light label which can be used to identify the light
- property noDecay¶
- type: booleanWhen enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
- property nsamples¶
- type: intNumber of parameter samples for motion blur.
- property objectID¶
- type: intObject ID for use by shaders, render elements, etc.
- property ozone¶
- type: floatAffects the color of the sun light (between 0.0 and 1.0). Smaller values make the sunlight more yellow, larger values make it blue
- property photonSubdivs¶
- type: intUsed when calculating the Global Photon Map. Lower values mean more noisy results but will render faster. Higher values produce smoother results but take more time.
- property photon_radius¶
- type: floatThe radius of the area where photons would be shot. This parameter’s effect is visible when photons are used in the GI solutions or caustics.
- property pivot_offset¶
- type: VectorPivot point offset relative to center of local coordinate space. Does NOT affect rendering.
- property scene_name¶
- type: List<String>A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property shadowBias¶
- type: floatShadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
- property shadowColor¶
- type: ColorThe shadow color. Anything but black is not physically accurate.
- property shadowColor_tex¶
- type: TextureA color texture that if present will override the shadowColor parameter
- property shadow_subdivs¶
- type: intControls the number of samples for the area shadow of the sun. More subdivs produce area shadows with better quality but render slower.
- property shadows¶
- type: booleantrue if the light casts shadows and false otherwise
- property size_multiplier¶
- type: floatControls the visible size of the sun. Affects the appearance of the sun disc as seen by the camera and reflections, as well as the blurriness of the sun shadows
- property sky_model¶
- type: intSelects the procedural model used to simulate the TexSky texture (0 - Preetham, 1 - CIE Clear, 2 - Overcast, 3 - Hosek, 4 - PRG Clear Sky, 5 - PRG Clear Sky New)
- property specular_contribution¶
- type: floatSpecular contribution for the light.
- property storeWithIrradianceMap¶
- type: booleanWhen this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
- property subdivs¶
- type: intControls the number of samples for sampling the light’s shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
- property target_transform¶
- type: TransformThe transformation of the Sun target point. Used only for photon mapping.
- property transform¶
- type: TransformThe transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
- property turbidity¶
- type: floatDetermines the amount of dust in the air and affects the color of the sun and sky. Smaller values produce a clear/blue sky, larger values yellow and orange
- property units¶
- type: intUnits for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
- property up_vector¶
- type: VectorSpecifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
- property useMIS¶
- type: booleanThis parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
- property use_global_light_level¶
- type: booleantrue if the light should use the global light level setting
- property water_vapour¶
- type: floatControls the amount of water vapor in the atmosphere which affects the sky color.
- class plugins.TexAColor¶
Bases:
object
Wraps a color constant or output parameter as a normal texture for passing to parameters that won’t work otherwise, such as inside some lists [gpuSupport=(full)]
- property texture¶
- type: Texture
- property uvwgen¶
- type: PluginUnused
- class plugins.TexAColorChannel¶
Bases:
object
Outputs only one of the 4 RGBA channels (or intensity) as float texture [gpuSupport=(full)]
- property color_a¶
- type: TextureThe color for channel source
- property mode¶
- type: intWhich component of the color should be returned - 0:red;1:green;2:blue;3:alpha;4:intensity
- property mult_a¶
- type: TextureFloatMultiplier for the result
- class plugins.TexAColorOp¶
Bases:
object
Performs arithmetic operation between the two input textures. Default output operation is defined by ‘mode’. Additional output parameters are also provided. [gpuSupport=(partial)]
- property abs¶
- type: OutputTextureabs(color_a*mult_a)
- property absolute_difference¶
- type: OutputTextureabs((color_a*mult_a)-(color_b*mult_b))
- property acos¶
- type: OutputTextureacos((color_a*mult_a)*(color_b*mult_b))
- property alpha¶
- type: OutputTextureFloat(color_a*mult_a).a
- property asin¶
- type: OutputTextureasin((color_a*mult_a)*(color_b*mult_b))
- property atan¶
- type: OutputTextureatan((color_a*mult_a)*(color_b*mult_b))
- property atan2¶
- type: OutputTextureatan2((color_b*mult_b), (color_a*mult_a)), computes the arctangent of (color_b*mult_b)/(color_a*mult_a)
- property average¶
- type: OutputTexture((color_b*mult_b)+(color_b*mult_b))*0.5
- property bias_perlin¶
- type: OutputTextureA:=color_a*mult_a; B:=color_b*mult_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
- property bias_schlick¶
- type: OutputTextureA:=color_a*mult_a; B:=color_b*mult_b; A/((1/B-2)*(1-A)+1), computes the Bias(x, y) function as defined by Christophe Schlick
- property blue¶
- type: OutputTextureFloat(color_a*mult_a).b
- property ceil¶
- type: OutputTextureceil(color_a*mult_a)
- property color_a¶
- type: TextureThe first color
- property color_b¶
- type: TextureThe second color
- property cos¶
- type: OutputTexturecos((color_a*mult_a)*(color_b*mult_b))
- property difference¶
- type: OutputTexture(color_a*mult_a)-(color_b*mult_b)
- property division¶
- type: OutputTexture(color_a*mult_a)/(color_b*mult_b)
- property exp¶
- type: OutputTextureexp(color_a*mult_a)
- property floor¶
- type: OutputTexturefloor(color_a*mult_a)
- property fmod¶
- type: OutputTexturefmod(color_a*mult_a, color_b*mult_b)
- property gain_perlin¶
- type: OutputTextureA:=color_a*mult_a; B:=color_b*mult_b; if B<0.5: Bias(2*A, 1-B)/2 else 1-(Bias(2-2*A, 1-B)/2, computes the Bias(x, y) function as defined by Kenneth Perlin
- property gain_schlick¶
- type: OutputTextureA:=color_a*mult_a; B:=color_b*mult_b; if B<0.5: (Bias(2*A-1, B)+1)/2 else Bias(2*A, 1-B)/2, computes the Gain(x, y) function as defined by Christophe Schlick
- property greater_intensity_color¶
- type: OutputTextureif intensity(color_a*mult_a) >= intensity(color_b*mult_b): color_a*mult_a else color_b*mult_b
- property green¶
- type: OutputTextureFloat(color_a*mult_a).g
- property intensity¶
- type: OutputTextureFloatmult_a*(color_a.r+color_a.g+color_a.b)/3.0
- property log¶
- type: OutputTexturelog(color_a*mult_a)
- property log10¶
- type: OutputTexturelog10(color_a*mult_a)
- property lower_intensity_color¶
- type: OutputTextureif intensity(color_a*mult_a) <= intensity(color_b*mult_b): color_a*mult_a else color_b*mult_b
- property maximum¶
- type: OutputTextureMax(color_a*mult_a , color_b*mult_b)
- property minimum¶
- type: OutputTextureMin(color_a*mult_a , color_b*mult_b)
- property mode¶
- type: intWhich output should be used as the default output of the texture (0 - result_a, 1 - result_b, 2 - product, 3 - sum,4 - difference, 5 - power, 6 - division, 7 - Minimum, 8 - Maximum, 9 - absolute difference, 10 - Lower intensity color, 11 - Greater intensity color,12 - sin, 13 - cos, 14 - abs, 15 - ceil, 16 - exp, 17 - floor, 18 - log, 19 - log10, 20 - sqrt, 21 - fmod, 22 - average, 23 - tan, 24 - asin,25 - acos, 26 - atan, 27 - atan2, 28 - Bias (Christophe Schlick approximation of Kenneth Perlin’s Bias definition), 29 - Gain (Christophe Schlick approximation of Kenneth Perlin’s Gain definition)30 - Bias (Kenneth Perlin’s original Bias definition), 31 - Gain (Kenneth Perlin’s original Gain definition)
- property mult_a¶
- type: TextureFloatMultiplier for the first color
- property mult_b¶
- type: TextureFloatMultiplier for the second color
- property power¶
- type: OutputTexture(color_a*mult_a)^mult_b
- property product¶
- type: OutputTexture(color_a*mult_a)*(color_b*mult_b)
- property red¶
- type: OutputTextureFloat(color_a*mult_a).r
- property result_a¶
- type: OutputTexturecolor_a*mult_a
- property result_alpha¶
- type: TextureFloatThe alpha for the result; if not specified, the resulting alpha taken from the first color)
- property result_b¶
- type: OutputTexturecolor_b*mult_b
- property sin¶
- type: OutputTexturesin((color_a*mult_a)*(color_b*mult_b))
- property sqrt¶
- type: OutputTexturesquare root of color_a*mult_a
- property sum¶
- type: OutputTexture(color_a*mult_a)+(color_b*mult_b)
- property tan¶
- type: OutputTexturetan(color_a*mult_a)
- class plugins.TexAnimationCurve¶
Bases:
object
Maps an input float along a curve. Very similar to TexBezierCurve. [gpuSupport=(none)]
- property input¶
- type: TextureFloat
- property points¶
- type: List<float>List of control points. Each is represented by six consecutivefloats: 0 - x (time), 1 - y (value), 2 - in-tangent vector x, 3 - in-tangent vector y, 4 - out-tangent vector x, 5 - out-tangent vector y.
- property post_infinity_type¶
- type: intOne of the following: 0 – Constant, 1 – Linear, 2 – Cycle, 3 – Cycle relative, 4 – Oscillate.
- property pre_infinity_type¶
- type: intOne of the following: 0 – Constant, 1 – Linear, 2 – Cycle, 3 – Cycle relative, 4 – Oscillate.
- property tangent_types¶
- type: List<int>Each control point has two tangents. Each of these tangents hasits type. It is specified by an integer from the following table: 0 - Fixed, 1 - Linear, 2 - Flat, 3 - Step, 4 - Step next, 5 - Slow, 6 - Fast, 7 - Smooth, 8 - Clamped, 9 - Plateau, 10 - Auto. For more information on their types, please visit Maya’s documentation website.
- property weighted¶
- type: boolean
- class plugins.TexBerconDistortion¶
Bases:
object
V-Ray implementation of the Bercon distortion texture for 3dsMax [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cam_space¶
- type: booleanCalculations in camera space
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property dist_map¶
- type: Texturedistortion map
- property dist_map2¶
- type: Texturedistortion map 2
- property dist_str¶
- type: floatdistortion strength
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property map_source¶
- type: Texturemap to be distorted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property use_dist¶
- type: booleanuse distortion
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBerconGrad¶
Bases:
object
V-Ray implementation of the Bercon gradient texture for 3dsMax [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cam_space¶
- type: booleanCalculations in camera space
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property colors¶
- type: List<Texture>the given colors
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property curve_input¶
- type: TextureFloatIf curve is used the gradient value will be taken from this texture
- property curve_output¶
- type: OutputTextureFloatCalculated blend amount to be tranformed by the bezier curve
- property dist_map¶
- type: TextureDistortion texture
- property dist_str¶
- type: floatDistortion strength
- property gradient_type¶
- type: int0:1D linear, 1:2D radial, 2:2D rectangle, 3:2D diagonal, 4:2D Pong, 5:2D Spiral, 6:2D Sweep, 7:2D tartan, 8:3D Spherical, 9:3D Box
- property h¶
- type: floatHeight of the valid texture sector
- property interpolation¶
- type: int0:linear, 1:smooth, 2:solid nearest, 3:solid left, 4:solid right
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property ior¶
- type: floatFresnel ior to use
- property jitter¶
- type: floatAmount of random placement variation
- property normal_function¶
- type: int0:Perpendicular, 1:Towards, 2:Fresnel
- property normal_type¶
- type: int0:View, 1:Local X, 2:Local Y, 3:Local Z, 4:World X, 5:World Y, 6:World Z, 7:Camera X, 8:Camera Y, 9:Camera Z, 10:To Object, 11:Object Z
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property positions¶
- type: floatpositions of the given colors
- property range_loop¶
- type: int0:Stretch, 1:Tile, 2:Mirror, 3:None
- property range_max¶
- type: floatMaximum range
- property range_min¶
- type: floatMinimum range
- property reverse¶
- type: intWhether to reverse the gradient
- property texture_map¶
- type: Texturethe texture used for mapped gradient ramp
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: int0:UVW, 1:Normal, 2:Distance, 3:Light, 4:Map, 5:Random, 6:Particle age, 7:Particle speed, 8:Particle size
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property use_curve_input¶
- type: booleanWhether to use a bezier curve
- property use_dist¶
- type: intWhether to use distortion
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBerconNoise¶
Bases:
object
V-Ray implementation of the Bercon procedural noise texture for 3dsMax [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cam_space¶
- type: booleanCalculations in camera space
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property curve_input¶
- type: TextureFloatIf curve is used the output value will be taken from this texture
- property curve_output¶
- type: OutputTextureFloatCalculated blend amount to be tranformed by the bezier curve
- property dist_map¶
- type: Texturedistortion map - works similarly to a bump map, solid colors have no effect
- property dist_map2¶
- type: Texturetexture for distortion strength
- property dist_str¶
- type: floatdistortion strength
- property fractal_H¶
- type: floatfractal H
- property fractal_gain¶
- type: floatfractal gain
- property fractal_lacunarity¶
- type: floatfractal lacunarity
- property fractal_levels¶
- type: floatfractal levels
- property fractal_offset¶
- type: floatfractal offset
- property fractal_type¶
- type: intfractal type
- property h¶
- type: floatHeight of the valid texture sector
- property high_tresh¶
- type: floatdefault = 1.0f
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property low_tresh¶
- type: floatdefault = 0.0f
- property noise_color1¶
- type: Colornoise color 1
- property noise_color2¶
- type: Colornoise color 2
- property noise_function¶
- type: intnoise function
- property noise_map1¶
- type: Texturenoise map 1
- property noise_map2¶
- type: Texturenoise map 2
- property noise_phase¶
- type: floatnoise phase
- property noise_size¶
- type: floatnoise size
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tex_F1¶
- type: Texturetexture for F1
- property tex_F2¶
- type: Texturetexture for F2
- property tex_F3¶
- type: Texturetexture for F3
- property tex_F4¶
- type: Texturetexture for F4
- property tex_exponent¶
- type: Texturetexture for exponent
- property tex_gain¶
- type: Texturetexture for fractal gain
- property tex_high¶
- type: Texturetexture for high threshold
- property tex_lacunarity¶
- type: Texturetexture for fractal lacunarity
- property tex_levels¶
- type: Texturetexture for fractal levels
- property tex_low¶
- type: Texturetexture for low threshold
- property tex_offset¶
- type: Texturetexture for fractal offset
- property tex_phase¶
- type: Texturetexture for phase
- property tex_size¶
- type: Texturetexture for the size
- property tex_spread¶
- type: Texturetexture for spread
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property use_curve_input¶
- type: booleanWhether to use a bezier curve
- property use_dist¶
- type: booleanuse distortion
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvw_dist¶
- type: intUVW distance
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property worley_F1¶
- type: floatworley F1
- property worley_F2¶
- type: floatworley F2
- property worley_F3¶
- type: floatworley F3
- property worley_F4¶
- type: floatworley F4
- property worley_distance¶
- type: intworley distance
- property worley_spread¶
- type: floatworley spread
- class plugins.TexBerconTile¶
Bases:
object
V-Ray implementation of the Bercon procedural tile texture for 3dsMax [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property auto¶
- type: intauto scaling
- property cam_space¶
- type: booleanCalculations in camera space
- property center¶
- type: booleancenter
- property center_channel¶
- type: intcenter channel
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property dist_map¶
- type: Texturedistortion map - works similarly to a bump map, solid colors have no effect
- property dist_map2¶
- type: Texturetexture for distortion strength
- property dist_str¶
- type: floatdistortion strength
- property edge_height¶
- type: floatedge height
- property edge_height2¶
- type: floatedge height 2
- property edge_width¶
- type: floatedge width
- property edge_width2¶
- type: floatedge width 2
- property flip_X¶
- type: booleanflip X
- property flip_Y¶
- type: booleanflip Y
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property lock¶
- type: booleanlock
- property lock_edge¶
- type: booleanlock edge
- property map_uv¶
- type: booleanmap uv
- property noise_color1¶
- type: Colornoise color 1
- property noise_color2¶
- type: Colornoise color 2
- property noise_color3¶
- type: Colornoise color 3
- property noise_map1¶
- type: Texturenoise map 1
- property noise_map2¶
- type: Texturenoise map 2
- property noise_map3¶
- type: Texturenoise map 3
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property pattern¶
- type: Stringoffset, height, width1, width2, … / offset, height, width1 … Negative offset will be multiplied by row number try: -.25,1,1
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property rand_SX¶
- type: floatrandom SX
- property rand_SY¶
- type: floatrandom SY
- property rand_X¶
- type: floatrandom X
- property rand_Y¶
- type: floatrandom Y
- property rand_Z¶
- type: booleanrandom Z
- property rand_rot¶
- type: floatrandom rotation
- property rot_uv¶
- type: introtate uv
- property round¶
- type: booleanround
- property round_rad¶
- type: floatround radius
- property soften¶
- type: inttile soften
- property soften_rad¶
- type: floatsoften radius
- property tex_round_rad¶
- type: Texturetexture for round radius
- property tex_soften_rad¶
- type: Texturetexture for soften radius
- property tile_height¶
- type: floattile height
- property tile_height2¶
- type: floattile height 2
- property tile_size¶
- type: floattile size
- property tile_style¶
- type: inttile style
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property tile_width¶
- type: floattile width
- property tile_width2¶
- type: floattile width 2
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property use_dist¶
- type: booleanuse distortion
- property uv_channel¶
- type: intuv channel
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBerconWood¶
Bases:
object
V-Ray implementation of the Bercon procedural wood texture for 3dsMax [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property angle_freq¶
- type: floatangle frequency
- property angle_rad¶
- type: floatangle radius
- property angle_str¶
- type: floatangle strength
- property cam_space¶
- type: booleanCalculations in camera space
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property curve_input¶
- type: TextureFloatIf curve is used the output value will be taken from this texture
- property curve_output¶
- type: OutputTextureFloatCalculated blend amount to be tranformed by the bezier curve
- property dist_map¶
- type: Texturedistortion map - works similarly to a bump map, solid colors have no effect
- property dist_map2¶
- type: Texturetexture for distortion strength
- property dist_str¶
- type: floatdistortion strength
- property gain_var¶
- type: floatgain variation
- property grain_freq¶
- type: floatgrain frequency
- property grain_lock¶
- type: booleangrain lock
- property grain_str¶
- type: floatgrain strength
- property h¶
- type: floatHeight of the valid texture sector
- property high_tresh¶
- type: floathigh treshold
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property low_tresh¶
- type: floatlow treshold
- property noise_color1¶
- type: Colornoise color 1
- property noise_color2¶
- type: Colornoise color 2
- property noise_color3¶
- type: Colornoise color 3
- property noise_map1¶
- type: Texturenoise map 1
- property noise_map2¶
- type: Texturenoise map 2
- property noise_map3¶
- type: Texturenoise map 3
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property radial_freq¶
- type: floatradial frequency
- property radial_str¶
- type: floatradial strength
- property radial_z¶
- type: floatradial Z frequency
- property rand_seed¶
- type: floatrandom seed
- property samples¶
- type: intsamples
- property tex_ang_freq¶
- type: Texturetexture for angular frequency
- property tex_ang_rad¶
- type: Texturetexture for angular radius
- property tex_ang_str¶
- type: Texturetexture for angular strength
- property tex_gain_var¶
- type: Texturetexture for gain variation
- property tex_grain_freq¶
- type: Texturetexture for grain frequency
- property tex_grain_str¶
- type: Texturetexture for grain strength
- property tex_high¶
- type: Texturetexture for high greshhold
- property tex_low¶
- type: Texturetexture for low treshhold
- property tex_radial_freq¶
- type: Texturetexture for radial frequency
- property tex_radial_str¶
- type: Texturetexture for radial strength
- property tex_size¶
- type: Texturetexture for the size
- property tex_skew¶
- type: Texturetexture for skew
- property tex_trunk_freq¶
- type: Texturetexture for trunk frequency
- property tex_trunk_str¶
- type: Texturetexture for trunk strength
- property tex_width_var¶
- type: Texturetexture for width variation
- property tex_z_str¶
- type: Texturetexture for radial z strength
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property trunk_freq¶
- type: floattrunk frequency
- property trunk_str¶
- type: floattrunk strength
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property use_curve_input¶
- type: booleanWhether to use a bezier curve
- property use_dist¶
- type: booleanuse distortion
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property width_var¶
- type: floatwidth variation
- property wood_size¶
- type: floatwood size
- property wood_skew¶
- type: floatwood skew
- property wood_type¶
- type: int0:Radial wood, 1:Perlin wood, 2:Simplex wood, 3:Linear wood
- class plugins.TexBezierCurve¶
Bases:
object
Outputs the 2D piecewise cubic bezier curve float result (Y axis) from the given input float argument (X axis) [gpuSupport=(full)]
- property clamp¶
- type: booleanClamp output.
- property clamp_value_max¶
- type: floatClamp max value.
- property clamp_value_min¶
- type: floatClamp min value.
- property gpu_curve_mode¶
- type: intThe GPU curve mode: 0 - Intensity; 1: Red component; 2: Green component; 3: Blue component; 4: Alpha component
- property input_float¶
- type: TextureFloatThe input texture
- property num_bezier_points¶
- type: intThe number of precisely calculated points from bezier curves: default 256
- property out_of_range_type¶
- type: intThe type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true.
- property points¶
- type: List<float>The control points; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
- property types¶
- type: List<int>The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth
- property use_end_tangents¶
- type: booleantrue to extrapolate beyound the control points
- class plugins.TexBezierCurveColor¶
Bases:
object
See TexBezierCurve description. This behaves as a separate TexBezierCurve for each of the R/G/B channels. Alpha is taken from the input color. [gpuSupport=(full)]
- property input_color¶
- type: TextureThe input color texture.
- property num_bezier_points_b¶
- type: intThe number of precisely calculated points from bezier curves: default 256. If points_b is not set, num_bezier_points_r will be used instead
- property num_bezier_points_g¶
- type: intThe number of precisely calculated points from bezier curves: default 256. If points_g is not set, num_bezier_points_r will be used instead
- property num_bezier_points_r¶
- type: intThe number of precisely calculated points from bezier curves: default 256.
- property out_of_range_type_b¶
- type: intThe type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true. If points_b is empty, out_of_range_type_r will be used instead
- property out_of_range_type_g¶
- type: intThe type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true. If points_g is empty, out_of_range_type_r will be used instead
- property out_of_range_type_r¶
- type: intThe type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true.
- property points_b¶
- type: List<float>The control points for B channel. If this is empty, points_r will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
- property points_g¶
- type: List<float>The control points for G channel. If this is empty, points_r will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
- property points_r¶
- type: List<float>The control points for R channel. If there are no G or B control points, this control points will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
- property types_b¶
- type: List<int>The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth. If points_b is empty, types_r will be used
- property types_g¶
- type: List<int>The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth. If points_g is empty, types_r will be used
- property types_r¶
- type: List<int>The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth.
- property use_end_tangents_b¶
- type: booleantrue to extrapolate beyound the control points. If points_b is empty, use_end_tangents_r will be used instead
- property use_end_tangents_g¶
- type: booleantrue to extrapolate beyound the control points. If points_g is empty, use_end_tangents_r will be used instead
- property use_end_tangents_r¶
- type: booleantrue to extrapolate beyound the control points.
- class plugins.TexBifrostVVMix¶
Bases:
object
This texture is used by the Bifrost shader to mix the velocity and vorticity into one float number which is then remapped into diffuse/reflection/refraction/foam color and weight [gpuSupport=(none)]
- property out_value¶
- type: OutputTextureFloatThe result float value of the velocity/vorticity mix.
- property velocity_mult¶
- type: floatThe velocity texture multiplier
- property velocity_tex¶
- type: TextureThe vorticity texture. This must be connected to the bifrostVelocity color set of the mesh.
- property vorticity_mult¶
- type: floatThe vorticity texture multiplier
- property vorticity_tex¶
- type: TextureThe vorticity texture. This must be connected to the bifrostVorticity color set of the mesh.
- class plugins.TexBillboardParticle¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property AmbienceClr¶
- type: TextureAmbience colour
- property AmbientClr¶
- type: TextureAmbient colour
- property AmbientPart¶
- type: floatAmbient % of base
- property AmbientType¶
- type: int% of Base Color (particle type color), Use Ambient Color (the values of the Color sliders below), or None.
- property ColourBurn¶
- type: floatAmount of colour burn to apply
- property Direction¶
- type: intFace Direction: Camera, Incoming ray, Camera and Lights, Use Rotation
- property FollowVelocity¶
- type: intParticle billboard rotates in the direction of the velocity. This is disabled if the billboard Face Direction is set to Use Rotation
- property IrradianceClr¶
- type: TextureIrradiance colour
- property IrradiancePart¶
- type: floatIrradiance % of base
- property IrradianceType¶
- type: intIrradiance type (0 = none, 1 = colour, 2 = % of base
- property NormalType¶
- type: intSurface Normal Type: Billboard or Spherical
- property RadianceClr¶
- type: TextureRadiance colour
- property RadiancePart¶
- type: floatRadiance % of base
- property RadianceType¶
- type: intRadiance type (0 = none, 1 = colour, 2 = % of base
- property SelfShadow¶
- type: floatShadows cast by the particles onto themselves are attenuated by this factor
- property Shape¶
- type: intShape: Square, Rectangular or Circular
- property SpecularClr¶
- type: TextureSpecular colour
- property SpecularCoeff¶
- type: floatSpecular coeff
- property SpecularPart¶
- type: floatSpecular % of base
- property SpecularType¶
- type: intSpecular type (0 = none, 1 = colour, 2 = % of base
- property TextureSpace¶
- type: intPlanar, Particle’s Local Space, Cloud’s Local Space, World Space
- property UseShading¶
- type: intApplies a simple shading model to the particles. If not selected, only shadows are calculated, and the particles are still visible even if no lights are applied to the cloud.
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property clr_txt¶
- type: TextureColor texture, the particles’color
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBitmap¶
Bases:
object
Sample a bitmap texture specified through a BitmapBuffer or RawBitmapBuffer plugin [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bitmap¶
- type: PluginA BitmapBuffer or RawBitmapBuffer providing the pixel values
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property default_color¶
- type: TextureThe color when bitmap is not found or there are no valid UVs.
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile¶
- type: int0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBlend¶
Bases:
object
Blends between two color textures using a float texture for weight: result = (1-amount)*color_a + amount*color_b [gpuSupport=(full)]
- property blend_amount¶
- type: TextureFloatThe linear blending weight: color_a dominates toward 0.0, color_b dominates toward 1.0
- property color_a¶
- type: TextureThe first color to blend
- property color_b¶
- type: TextureThe second color to blend
- property composite¶
- type: booleanIf true, color_b will be composited over color_a with the given weight, taking its alpha into account
- class plugins.TexBlendBumpNormal¶
Bases:
object
Blends two normal maps and two bump maps [gpuSupport=(none)]
- property bumpMap1¶
- type: TextureFirst bump map.
- property bumpMap2¶
- type: TextureSecond bump map.
- property bumpMapWeight1¶
- type: TextureFloatWeight of first bump map.
- property bumpMapWeight2¶
- type: TextureFloatWeight of second bump map.
- property normalMap1¶
- type: TextureFirst tangent space normal map.
- property normalMap2¶
- type: TextureSecond tangent space normal map.
- property normalMapWeight1¶
- type: TextureFloatWeight of first tangent space normal map.
- property normalMapWeight2¶
- type: TextureFloatWeight of second tangent space normal map.
- property sharpen¶
- type: boolean
- class plugins.TexBulge¶
Bases:
object
V-Ray implementation of the Bulge procedural texture in Maya (grayscale rectangular grid) [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_width¶
- type: float
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_width¶
- type: float
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexBump2Glossiness¶
Bases:
object
Texture for computing glossiness from bump or normal map and base glossiness to address the problem of surfaces becoming too shiny at a distance as the normal map is filtered. The texture’s output is meant to be connected to the reflect_glossiness parameter of BRDFVRayMtl with a GGX (gamma=2) BRDF. Glossiness is computed dynamically based on the area of the normal map used for filtering. Takes as input a BitmapBuffer and UVWGenInterface, which should be the same texture and UVWGen used for the material’s bump map. The bump map should be either a monochrome bump map, or a normal map in tangent space, set via bump_mode parameter. Currently does not support UDIM textures and file tags for the bump map. The input base_glossiness can be any float texture. [gpuSupport=(none)]
- property base_glossiness¶
- type: TextureFloatBase glossiness texture
- property bump_amount¶
- type: floatBump amount
- property bump_mode¶
- type: intBump Mode: 0 - bump map; 1 - normal map in tangent space
- property filter_blur¶
- type: floatFilter blur for the bump map
- property filter_max_eccentricity¶
- type: floatFilter max eccentricity for the bump map
- property filter_mode¶
- type: intFilter mode for the bump map
- property filter_sharpness¶
- type: floatFilter sharpness for the bump map
- property filter_width¶
- type: floatFilter width for the bump map
- property map¶
- type: TextureA texture providing the bump map
- property out_dbg_moment1¶
- type: OutputTextureDebug output containing first moments
- property out_dbg_moment2¶
- type: OutputTextureDebug output containing second moments
- property out_dbg_sigma¶
- type: OutputTextureDebug output containing determinant of sigma matrix
- property use_roughness¶
- type: booleanWhether to treat the base glossiness texture as roughness (true) or glossiness (false).
- property uvwgen¶
- type: PluginThe uvw generator for the bump map
- class plugins.TexC4DNoise¶
Bases:
object
V-Ray implementation of the procedural noise texture in Cinema 4D. The plugin should not be used for content creation outside of Cinema 4D. [gpuSupport=(full)]
- property absolute¶
- type: booleanWhen true, the returned noise value is non-negative
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property anim_speed¶
- type: floatAnimation speed
- property brightness¶
- type: floatA constant value added to the noise value, not the final color
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: AColorLow value color
- property color2¶
- type: AColorHigh value color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property contrast¶
- type: floatControls the noise value contrast, not the final color
- property cycles¶
- type: floatTransform the linear noise value gradient (0-1) with a cosine into a periodic gradient. Defines how many times it will reach extrema. The effect is that the noise is repeated inside itself.
- property gain¶
- type: floatExponent of the weight when computing each octaves
- property global_scale¶
- type: floatScale in each direction
- property h¶
- type: floatHeight of the valid texture sector
- property high_clip¶
- type: floatThe maximum value returned. This clipping is applied to the noise value, not the final color
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property lacunarity¶
- type: floatMultiplier for the frequency when computing each octaves
- property low_clip¶
- type: floatThe minimum value returned. This clipping is applied to the noise value, not the final color
- property movement¶
- type: VectorOffset to the input coordinates of the noise. It is scaled with time, having an animated effect
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property octaves¶
- type: floatHigher values add high frequency details
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property parameter_hash¶
- type: intHash value of current parameters to restrict modifications to legally permitted exporters
- property parameter_hash_version¶
- type: intThe version of the hashing contents and order.
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property relative_scale¶
- type: VectorScale in separate directions
- property seed¶
- type: intSeed to initialize the RNG
- property space¶
- type: intSpace from which the input is taken: UV - takes uv coordinates, Texture - takes uvw coordinates, Object - takes point in object space, World - takes point in world space, Camera - takes point in camera space, Screen - takes screen coordinates + distance to the screen plane, Raster - takes only the screen coordinates
- property speed¶
- type: floatMultiplier for the movement
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property time_period¶
- type: floatSpecifies the number of seconds before the animation loops
- property type¶
- type: intThe type of noise used
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexCellular¶
Bases:
object
Procedural texture based on Steven Worley’s “A Cellular Texture Basis Function” paper [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bg_color¶
- type: Texture
- property center_color¶
- type: Texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property components¶
- type: OutputTextureVectorOutputs (F(1), F(2), F(3)) (the distances to the three closest points in the cellular context) as a Vector
- property density¶
- type: float
- property edge_color¶
- type: Texture
- property fractal¶
- type: boolean
- property fractal_iterations¶
- type: floatThe number of fractal iterations
- property fractal_roughness¶
- type: floatThe fractal roughness (0.0f is very rough; 1.0 is smooth - i.e. no fractal)
- property h¶
- type: floatHeight of the valid texture sector
- property high¶
- type: floatHigh threshold (for the center color)
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property low¶
- type: floatLow threshold (for the bg color)
- property middle¶
- type: floatMiddle threshold (for the edge color)
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: float
- property spread¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: int0 = dots; 1 = chips; 2 = cells; 3 = chess cells; 4 = plasma
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexChecker¶
Bases:
object
Checkered alternation between two textures [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property black_color¶
- type: TextureThe black checker color
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property contrast¶
- type: TextureFloatContrast value
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property white_color¶
- type: TextureThe white checker color
- class plugins.TexClamp¶
Bases:
object
Clamps an input texture between the given min/max color values [gpuSupport=(full)]
- property max_color¶
- type: Texture
- property min_color¶
- type: Texture
- property texture¶
- type: Texture
- class plugins.TexCloth¶
Bases:
object
Procedural weaved cloth texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bright_spread¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gap_color¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_color¶
- type: Texture
- property u_wave¶
- type: TextureFloat
- property u_width¶
- type: TextureFloat
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_color¶
- type: Texture
- property v_wave¶
- type: TextureFloat
- property v_width¶
- type: TextureFloat
- property w¶
- type: floatWidth of the valid texture sector
- property width_spread¶
- type: TextureFloat
- class plugins.TexColor2Scalar¶
Bases:
object
Deprecated. Use TexColorToFloat or TexAColorOp::intensity. [gpuSupport=(none)]
- property clr_txt¶
- type: TextureColor texture, which intensity will be used
- property mult¶
- type: TextureFloatintensity multiplier
- property use_alpha¶
- type: intadd alpha in the average calculation
- class plugins.TexColor8Mix¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha1¶
- type: booleanMultiply weight by Alpha
- property alpha2¶
- type: boolean
- property alpha3¶
- type: boolean
- property alpha4¶
- type: boolean
- property alpha5¶
- type: boolean
- property alpha6¶
- type: boolean
- property alpha7¶
- type: boolean
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property base_color¶
- type: TextureDefines the base (ambient) color to use while mixing
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureDefines the compositing color. When using a texture, this parameter is used to define the image.
- property color2¶
- type: Texture
- property color3¶
- type: Texture
- property color4¶
- type: Texture
- property color5¶
- type: Texture
- property color6¶
- type: Texture
- property color7¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property inuse1¶
- type: booleanComputes this color, weight, and mixing mode.
- property inuse2¶
- type: boolean
- property inuse3¶
- type: boolean
- property inuse4¶
- type: boolean
- property inuse5¶
- type: boolean
- property inuse6¶
- type: boolean
- property inuse7¶
- type: boolean
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property mode1¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode2¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode3¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode4¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode5¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode6¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property mode7¶
- type: intMix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property weight1¶
- type: TextureDefines the mix layer’s intensity in relation to the base color.
- property weight2¶
- type: Texture
- property weight3¶
- type: Texture
- property weight4¶
- type: Texture
- property weight5¶
- type: Texture
- property weight6¶
- type: Texture
- property weight7¶
- type: Texture
- class plugins.TexColorAndAlpha¶
Bases:
object
Wraps a color texture and overrides its alpha channel with a float texture [gpuSupport=(none)]
- property alpha_input¶
- type: TextureFloat
- property color_input¶
- type: Texture
- class plugins.TexColorAverage¶
Bases:
object
Deprecated. Use TexAColorOp. [gpuSupport=(none)]
- property factor¶
- type: floatThe intensity of the output
- property input¶
- type: TextureInput texture used to compute an intensity level
- class plugins.TexColorCondition¶
Bases:
object
Output either color A or B depending on condition [gpuSupport=(full)]
- property alpha_a¶
- type: TextureFloat
- property alpha_b¶
- type: TextureFloat
- property color_a¶
- type: Texture
- property color_b¶
- type: Texture
- property condition¶
- type: TextureFloat
- class plugins.TexColorConstant¶
Bases:
object
Yield a constant color [gpuSupport=(full)]
- property alpha¶
- type: TextureFloat
- property color¶
- type: Texture
- class plugins.TexColorCorrect¶
Bases:
object
Correct a color by specifying HSV and RGB gains, offset, gamma correction and clamping [gpuSupport=(none)]
- property alpha_clamp¶
- type: TextureFloat
- property alpha_clamp_max¶
- type: TextureFloat
- property alpha_clamp_min¶
- type: TextureFloat
- property alpha_gain¶
- type: TextureFloat
- property alpha_gamma¶
- type: TextureFloat
- property alpha_offset¶
- type: TextureFloat
- property col_clamp¶
- type: TextureFloat
- property col_clamp_max¶
- type: Texture
- property col_clamp_min¶
- type: Texture
- property col_gain¶
- type: Texture
- property col_gamma¶
- type: Texture
- property col_offset¶
- type: Texture
- property hue_shift¶
- type: TextureFloat
- property in_alpha¶
- type: TextureFloat
- property in_color¶
- type: Texture
- property premultiply_result¶
- type: TextureFloat
- property sat_gain¶
- type: TextureFloat
- property unpremultiply_input¶
- type: TextureFloat
- property val_gain¶
- type: TextureFloat
- class plugins.TexColorCurve¶
Bases:
object
Applies bezier correction curves to the input color texture channels [gpuSupport=(full)]
- property akeys¶
- type: List<float>Quadruplets of 2d vectors for each bezier segment for the alpha curve.
- property bkeys¶
- type: List<float>Quadruplets of 2d vectors for each bezier segment for the blue curve.
- property gkeys¶
- type: List<float>Quadruplets of 2d vectors for each bezier segment for the green curve.
- property input¶
- type: TextureThe value from this texture is controlled by the profile curve.
- property inputScalar¶
- type: TextureFloatIf present input is ignored, and this is used instead.
- property rkeys¶
- type: List<float>Quadruplets of 2d vectors for each bezier segment for the red curve.
- property use_alpha¶
- type: booleanGet alpha from curve
- class plugins.TexColorExponential¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property factor¶
- type: TextureThe factor to be used in the operation.
- property input¶
- type: TextureThe value used in the operation.
- property operation¶
- type: intThe operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
- property use_alpha¶
- type: booleanApply operation to alpha channel
- class plugins.TexColorLogic¶
Bases:
object
Compare colors [gpuSupport=(full)]
- property color_a¶
- type: Texture
- property color_b¶
- type: Texture
- property operation¶
- type: int
- class plugins.TexColorMask¶
Bases:
object
Mask a color. In-efficient GPU implementation, use any of the other texture-mask plugins instead [gpuSupport=(full)]
- property in_alpha¶
- type: TextureFloat
- property in_color¶
- type: Texture
- property mask¶
- type: Texture
- property mask_alpha¶
- type: TextureFloat
- property mask_alpha_is_luminance¶
- type: float
- property preserve_color¶
- type: TextureFloat
- class plugins.TexColorMathBasic¶
Bases:
object
Deprecated. Use TexAColorOp. [gpuSupport=(none)]
- property alpha¶
- type: booleanUse alpha in the calculations
- property input1¶
- type: TextureThe first color input
- property input2¶
- type: TextureThe second color input
- property op¶
- type: intOperation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
- class plugins.TexColorSwitch¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color0¶
- type: Texture
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color3¶
- type: Texture
- property color4¶
- type: Texture
- property color5¶
- type: Texture
- property color6¶
- type: Texture
- property color7¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property default_color¶
- type: TextureDefault color to be used when the Switch value does not match the Value of any of the Cases
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property switch_value¶
- type: TextureIntAccepts a varying set of integer values that control which Case’s Input gets evaluated
- property value0¶
- type: int
- property value1¶
- type: int
- property value2¶
- type: int
- property value3¶
- type: int
- property value4¶
- type: int
- property value5¶
- type: int
- property value6¶
- type: int
- property value7¶
- type: int
- class plugins.TexColorToFloat¶
Bases:
object
Outputs the scalar intensity of the input color texture [gpuSupport=(full)]
- property input¶
- type: TextureThe color value
- class plugins.TexCombineColor¶
Bases:
object
Linearly interpolates between a fixed color and a texture. The fixed color is also multiplied by the texture alpha (the tex color isn’t). [gpuSupport=(full)]
- property color¶
- type: ColorThe color value
- property result_invert¶
- type: booleantrue to invert the result
- property result_multiplier¶
- type: floatA multiplier for the result (after inversion, if result_invert is true)
- property texture¶
- type: TextureThe texture
- property texture_multiplier¶
- type: floatThe texture multiplier (blends between the value and the texture)
- class plugins.TexCombineColorLightMtl¶
Bases:
object
Combine color texture specifically for the VRayLightMtl material in 3ds Max. Performs normal alpha blending. [gpuSupport=(full)]
- property color¶
- type: ColorThe color value
- property result_multiplier¶
- type: floatA multiplier for the final result
- property texture¶
- type: TextureThe texture
- class plugins.TexCombineFloat¶
Bases:
object
Linearly interpolates between a fixed value and a texture’s intensity [gpuSupport=(partial)]
- property result_multiplier¶
- type: floatA multiplier for the resulit (after inversion, if result_invert is true)
- property texture¶
- type: TextureThe texture
- property texture_clamp¶
- type: booleantrue if the texture should be clamped to 1 from above (it is always clamped to 0 from below)
- property texture_multiplier¶
- type: floatThe texture multiplier (blends between the value and the texture)
- property value¶
- type: floatThe scalar value
- class plugins.TexCompMax¶
Bases:
object
Composites two input textures with the specified arithmetic operation [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property mix_amount¶
- type: floatGlobal multiplier (0.0-1.0) for the operation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property operator¶
- type: int0:Add, 1:Subtract, 2:Difference, 3:Multiply, 4:Divide, 5:Minimum, 6:Maximum, 7:Colorize Shift, 8:Colorize Tint, 9:Alpha Blend Straight, 10:Alpha Blend Premultiplied
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property sourceA¶
- type: TextureLeft-side operation argument
- property sourceB¶
- type: TextureRight-side operation argument
- class plugins.TexComplexFresnel¶
Bases:
object
An implementation of the Complex Fresnel map [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gamma¶
- type: float
- property hue¶
- type: float
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property k_blue¶
- type: float
- property k_green¶
- type: float
- property k_red¶
- type: float
- property n_blue¶
- type: float
- property n_green¶
- type: float
- property n_red¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property sat¶
- type: float
- class plugins.TexComposite¶
Bases:
object
Compose two textures. In-efficient GPU implementation, use any of the Color-correction related textures for V-Ray GPU instead. [gpuSupport=(full)]
- property alpha_a¶
- type: TextureFloat
- property alpha_b¶
- type: TextureFloat
- property color_a¶
- type: Texture
- property color_b¶
- type: Texture
- property factor¶
- type: TextureFloat
- property operation¶
- type: int
- class plugins.TexCondition¶
Bases:
object
Outputs either of the two input textures depending on the comparison between two input float textures [gpuSupport=(none)]
- property color¶
- type: OutputTextureThe resulting color
- property op_a¶
- type: TextureFloatThe first number to compare
- property op_b¶
- type: TextureFloatThe second number to compare
- property operation¶
- type: TextureIntThe condition check: 0 - equal, 1 - not equal, 2 - greater than, 3 - greater or equal, 4 - less than, 5 - less or equal
- property result_false¶
- type: TextureThe color to return if the condition is false
- property result_true¶
- type: TextureThe color to return if the condition is true
- class plugins.TexCondition2¶
Bases:
object
Same as TexCondition, but supported by V-Ray GPU [gpuSupport=(full)]
- property color_if_false¶
- type: Texture
- property color_if_true¶
- type: Texture
- property first_term¶
- type: TextureFloat
- property operation¶
- type: int0 : Equal; 1 : Not equal; 2 : Greater than; 3 : Greater or equal; 4 : Less than; 5 : Less or equal
- property second_term¶
- type: TextureFloat
- class plugins.TexCurvature¶
Bases:
object
Outputs the same value in each color channel - curvature around the sampled point such that min color is used where the surface is flat and max color where it curves perpendicular to the normal [gpuSupport=(full)]
- property ignore_bump¶
- type: booleanWhether bumped normals should be ignored when calculating curvature
- property mode¶
- type: intThe curvature mode (0 - Legacy, 1 - Convex, 2 - Concave, 3 - Both)
- property out_color_clamp¶
- type: booleanWhether curvature output should be clamped to [0;1]
- property out_color_gain¶
- type: floatCurvature output correction gain
- property out_color_gamma¶
- type: floatCurvature output correction gamma
- property out_color_lift¶
- type: floatCurvature output correction lift
- property out_color_max¶
- type: floatOutput color max value
- property out_color_min¶
- type: floatOutput color min value
- property out_color_pivot¶
- type: floatCurvature output correction pivot
- property sample_spread¶
- type: TextureFloatSampling radius
- property scale¶
- type: floatThe scale relative to which the curvature is computed
- property subdivs¶
- type: intNumber of sample to take when sampling normals around intersection (subdivs*subdivs)
- property threshold¶
- type: floatCurvature values below this threshold will be ignored.
- property trace_distance¶
- type: floatThe maximum distance to search for intersections. Bigger values will decrease the performance, but may produce more correct result.
- class plugins.TexCustomBitmap¶
Bases:
object
Example plugin. Do not use. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile¶
- type: int0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexDent¶
Bases:
object
An implementation of 3ds Max’s Dent map [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property iterations¶
- type: int
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: float
- property strength¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexDirt¶
Bases:
object
Procedurally blends between a ‘clean’ and a ‘dirty’ texture based on occlusion around the shaded point. It can be used to simulate a variety of effects, for example dirt around the crevices of an object, or to produce an ambient occlusion pass. [gpuSupport=(partial)]
- property affect_alpha¶
- type: booleanWhen enabled use resulting occlusion value as output alpha. Otherwise interpolate between occluded & unoccluded alphas.
- property affect_reflection_elements¶
- type: booleanWhen enabled, the ambient reflection affects the reflection render elements. This can be used to create reflection masks.
- property affect_result_nodes¶
- type: List<Plugin>Specifies a list of objects which will affect the calculation of the dirt map. Excluded objects will be considered “invisible” for the calculations of the dirt map.
- property affect_result_nodes_inclusive¶
- type: booleanThis option controls the meaning of the Result Affect option. When on the Result Affect is considered as an “Include list” and when off then the Result Affect is considered as “Exclude list”
- property bias_x¶
- type: floatBiases the normals to the X axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
- property bias_y¶
- type: floatBiases the normals to the Y axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
- property bias_z¶
- type: floatBiases the normals to the Z axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
- property black_color¶
- type: TextureSpecifies the color that is returned by the texture for occluded areas (areas where a surface’s ambient lighting is limited or blocked).
- property blur¶
- type: floatSpecifies the shape of the cone used for inner occlusion sampling.
- property consider_same_object_only¶
- type: intIf not 0 the dirt affects only the objects themselves without including contact surfaces and edges. Same object is considered by: 1 - same Shadable instance, 2 - by render ID; 3 - by object ID; 4 - by user attribute. When disabled, the entire scene geometry participates in the final result.
- property distribution¶
- type: floatForces the rays to gather closer to the surface normal. This results in the dirt area narrowing closer to the contact edges. For ambient occlusion, set this parameter to 1.0 to get distribution similar to the ambient lighting on a diffuse surface.
- property double_sided¶
- type: booleanWhen enabled, the rays needed to generate the dirt map are shot from both sides of the faces (both in the direction of the normals and in the opposite direction).
- property environment_occlusion¶
- type: booleanWhen enabled, V-Ray uses the environment when calculating the occlusion of areas that are not occluded by other objects.
- property falloff¶
- type: floatControls the speed of the transition between occluded and unoccluded areas
- property glossiness¶
- type: TextureFloatControls the spread of the rays traced for reflection occlusion (mode>0). A value of 1 means that just a single ray is traced (just like when tracing clear reflections), smaller values make the spread of the traced rays.
- property ignore_bump¶
- type: booleanDetermines whether to take bump into account.
- property ignore_for_gi¶
- type: booleanDetermines whether the dirt effect is taken into consideration for GI calculations or not.
- property ignore_self_occlusion¶
- type: booleanWhen enabled, the object does not occlude itself. It is occluded only by other objects in the scene.
- property invert_normal¶
- type: booleanChanges the direction of tracing the rays. When disabled, the rays are traced outside the surface; when enabled they are traced inside the surface. This allows us to revert the effect with respect to surface normals - e.g. instead of crevices, open corners are shaded with the occluded color.
- property mode¶
- type: intSpecifies the mode in which the dirt map is calculated. 0 - ambient occlusion; 1 - Phong reflection occlusion; 2 - Blinn reflection occlusion; 3 - Ward reflection occlusion; 4 - Inner occlusion; 5 - Ambient + inner occlusion
- property radius¶
- type: TextureFloatDetermines the amount of area (in scene units) where the TexDirt effect is produced
- property render_nodes¶
- type: List<Plugin>Allows you to disable the calculation of the dirt map for specific objects. Excluded objects will not be shaded by the dirt map.
- property render_nodes_inclusive¶
- type: booleanWhen enabled reverses the meaning of the Exclude list - only objects in the list will be shaded by the dirt map.
- property screen_space_radius¶
- type: booleanIf enabled, the radius is rescaled based on the distance from the camera.
- property streaks_ambient¶
- type: booleanSpecifies whether there should be ambient streaks.
- property streaks_blur¶
- type: booleanSpecifies whether an algorithm with blurred streak must be used. The blur is controlled through the distribution parameter.
- property streaks_density¶
- type: floatSpecifies the density of the streaks - 0 means no streaks and 1 means all streaks.
- property streaks_inner¶
- type: booleanSpecifies whether there should be inner streaks.
- property streaks_size¶
- type: floatSpecifies the size of each streak relative to the object.
- property subdivs¶
- type: intControls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce a more noisy result. This parameter works independently from the Use Local Subdivs parameter in the DMC Sampler, so changes affect the scene even if Use local subdivs is disabled. Low Noise threshold values in the Image Sampler clean the result further.
- property subdivs_as_samples¶
- type: booleanEnable to make the subdivs independent of the image sampler quality.
- property thin_mode¶
- type: booleanWhen enabled, the inner mode disregards surfaces that are not orthogonal to the shade surface, thus resulting in less dirt on thin objects.
- property use_texture_for_excluded¶
- type: booleanWhen enabled the texture will return the unoccluded color texture, if the object is excluded. Otherwise return (0,0,0,0)
- property user_attribute¶
- type: StringUser attribute name when consider_same_object_only=4.
- property white_color¶
- type: TextureSpecifies the color that is returned by the texture for unoccluded areas (areas where a surface is fully exposed to ambient light).
- property work_with_transparency¶
- type: booleanWhen enabled, TexDirt will take into account the opacity of the occluding objects. This can be used, for example, if you want to calculate ambient occlusion from opacity-mapped trees etc. When disabled, occluding objects are always assumed to be opaque. Note that working with correct opacity is slower, since in that case TexDirt must examine and evaluate the material on the occluding objects.V-Ray GPU supports this only with lights and their ‘Invisible’ parameter and geometry render stats.
- class plugins.TexDisplacacementRestrict¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property input_tex¶
- type: TextureFloatInput Float Texture
- property max_displacement¶
- type: floatSpecifies the maximum displacement value. If an input value is higher than the Max Displacement value, it will be clipped
- class plugins.TexDistance¶
Bases:
object
Blends between ‘near’ and ‘far’ texture colors based on the distance to a specific object’s surface [gpuSupport=(full)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property distance¶
- type: TextureFloatSpecifies a radius outside of which all points will be given the far color.
- property far_tex¶
- type: TextureThe color returned by the texture for points that are at a distance greater than the radius parameter from the specified objects.
- property inside_separate¶
- type: booleanWhen this option is enabled, the near color value will be overridden by the inside color value for points that are inside the specified geometry.
- property inside_solid¶
- type: booleanWhen this option is enabled, all the points inside the specified geometry are given the inside color value and no blending is performed.
- property inside_tex¶
- type: TextureThe color returned by the texture for points that are right inside the specified object(s). For points that are inside the objects, but not exactly next to them the color will be determined by blending between the inside color and the far color and the radius will serve as a falloff radius.
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property near_tex¶
- type: TextureThe color returned by the texture for points that are right at the edges of the specified object(s).For points that are outside or inside the objects, but not exactly next to the them, the color will be determined by blending between the near color and the far color and the radius will serve as a falloff radius.
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property objects¶
- type: List<Plugin>List of nodes to measure distance to.
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property outside_separate¶
- type: booleanWhen this option is enabled, the near color value will be overridden by the outside color value for points that are outside the specified geometry.
- property outside_solid¶
- type: booleanWhen this option is enabled, all the points outside the specified geometry are given the outside color value and no blending is performed.
- property outside_tex¶
- type: TextureThe color returned by the texture for points that are right outside the specified object(s). For points that are outside the objects, but not exactly next to them, the color will be determined by blending between the outside color and the far color and the radius will serve as a falloff radius.
- class plugins.TexDistanceBetween¶
Bases:
object
Outputs the distance between points specified by two input textures [gpuSupport=(none)]
- property distance¶
- type: OutputTextureFloat
- property point1¶
- type: Texture
- property point2¶
- type: Texture
- property transform1¶
- type: TextureTransform
- property transform2¶
- type: TextureTransform
- class plugins.TexDistanceToObject¶
Bases:
object
Outputs the floating point distance between a given object’s pivot and the shaded point [gpuSupport=(none)]
- property object¶
- type: PluginThis parameter references an object that implements the EXT_WORLD_MATRIX interface. Given such an object, the texture result is the distance between that object and the point currently being sampled. Distance is measured in world units. In case of error, texture yields zero.
- class plugins.TexEdges¶
Bases:
object
Shades the edges of polygons with a different color. A.k.a wireframe rendering [gpuSupport=(partial)]
- property bg_tex¶
- type: Texture
- property edges_tex¶
- type: Texture
- property pixel_width¶
- type: TextureFloat
- property raytraced¶
- type: booleantrue to use raytracing to compute the rounded corners and false to use static mesh analysis.
- property raytraced_consider_same_object_only¶
- type: booleantrue to consider only corners on the same object, and false to consider other intersecting objects.
- property raytraced_mode¶
- type: intWhich corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.
- type: boolean
- property show_subtriangles¶
- type: boolean
- property width_type¶
- type: int0 : World units, 1 : Pixels
- property world_width¶
- type: TextureFloat
- class plugins.TexExtMaterialID¶
Bases:
object
A texture with per-face material ID list. [gpuSupport=(full)]
- property ids_list¶
- type: List<int>A list of per-face material IDs.
- property packing_mode¶
- type: intMode for packing/encoding material IDs into the ids_list elements.Packing is used to save memory on large ID lists, mainly in relation with instanced geometry.The supported modes are:0 - default (no packing) - i.e. single ids_list element holds single material ID;1 - pack material ID in single byte - single ids_list element holds 4 material IDs;2 - pack material ID in single bit - single ids_list element holds 32 material IDs;
- property voxels_face_basis¶
- type: List<int>Optional list of indices, indicating where each voxel material IDs are positioned in the ‘ids_list’.Used in case TexExtMaterialID is targeting a proxy geometry, which is possibly consisting of several voxels.
- class plugins.TexFalloff¶
Bases:
object
Blends between two textures based on incidence angle or some type of distance [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blend_input¶
- type: TextureFloatIf specified and use_blend_input is true, the final blending amount will be taken from this texture
- property blend_output¶
- type: OutputTextureFloatThe blending amount, based on the parameters
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property direction_type¶
- type: intDirection type (0 - viewZ, 1 - viewX, 2 - viewY, 3 - explicit, 4 - localX, 5 - localY, 6 - localZ, 7 - worldX, 8 - worldY, 9 - worldZ, 10 - ref node offset)
- property dist_extrapolate¶
- type: booleanExtrapolate for the distance blend falloff type
- property dist_far¶
- type: floatFar distance for the distance blend falloff type
- property dist_near¶
- type: floatNear distance for the distance blend falloff type
- property explicit_dir¶
- type: VectorDirection for the explicit direction type
- property fresnel_ior¶
- type: floatIOR for the Fresnel falloff type
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property node_ref_offset¶
- type: VectorThe offset of the referenced object used when Direction type is ‘object’
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property type¶
- type: intType (0 - towards/away, 1 - perpendicular/parallel, 2 - Fresnel, 3 - shadow/light, 4 - distance blend)
- property use_blend_input¶
- type: boolean
- class plugins.TexFloat¶
Bases:
object
Convert a floating point constant or output parameter to float texture interface. For passing to parameters that won’t work otherwise, such as inside some lists. [gpuSupport=(none)]
- property input¶
- type: TextureFloatinput
- class plugins.TexFloatComposite¶
Bases:
object
Compose two numbers [gpuSupport=(none)]
- property factor¶
- type: TextureFloat
- property float_a¶
- type: TextureFloat
- property float_b¶
- type: TextureFloat
- property operation¶
- type: int
- class plugins.TexFloatCondition¶
Bases:
object
Output either float A or B depending on condition [gpuSupport=(full)]
- property condition¶
- type: TextureFloat
- property float_a¶
- type: TextureFloat
- property float_b¶
- type: TextureFloat
- class plugins.TexFloatConstant¶
Bases:
object
Yield a constant float value [gpuSupport=(full)]
- property in_float¶
- type: TextureFloat
- class plugins.TexFloatCorrect¶
Bases:
object
Correct a number by specifying gain, offset, gamma correction and clamping [gpuSupport=(none)]
- property clamp¶
- type: int
- property clamp_max¶
- type: float
- property clamp_min¶
- type: float
- property gain¶
- type: TextureFloat
- property gamma¶
- type: TextureFloat
- property in_float¶
- type: TextureFloat
- property offset¶
- type: TextureFloat
- class plugins.TexFloatLogic¶
Bases:
object
Compare numbers [gpuSupport=(full)]
- property float_a¶
- type: TextureFloat
- property float_b¶
- type: TextureFloat
- property operation¶
- type: int
- class plugins.TexFloatMask¶
Bases:
object
Mask a number [gpuSupport=(none)]
- property in_float¶
- type: TextureFloat
- property mask¶
- type: TextureFloat
- class plugins.TexFloatOp¶
Bases:
object
Performs arithmetic operation between the two input textures. Default output operation is defined by ‘mode’. Additional output parameters are also provided. [gpuSupport=(partial)]
- property abs¶
- type: OutputTextureFloatabs(float_a)
- property acos¶
- type: OutputTextureFloatacos(float_a*float_b)
- property asin¶
- type: OutputTextureFloatasin(float_a*float_b)
- property atan¶
- type: OutputTextureFloatatan(float_a*float_b)
- property atan2¶
- type: OutputTextureFloatatan2(float_b, float_a), computes the arctangent of float_b/float_a
- property average¶
- type: OutputTextureFloat(float_a+float_b)*0.5
- property bias_perlin¶
- type: OutputTextureFloatA:=float_a; B:=float_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
- property bias_schlick¶
- type: OutputTextureFloatA:=float_a; B:=float_b; A/((1/B-2)*(1-A)+1), computes the Bias(x, y) function as defined by Christophe Schlick
- property ceil¶
- type: OutputTextureFloatceil(float_a)
- property cos¶
- type: OutputTextureFloatcos(float_a*float_b)
- property difference¶
- type: OutputTextureFloatfloat_a-float_b
- property exp¶
- type: OutputTextureFloatexp(float_a)
- property float_a¶
- type: TextureFloatThe first number
- property float_b¶
- type: TextureFloatThe second number
- property floor¶
- type: OutputTextureFloatfloor(float_a)
- property fmod¶
- type: OutputTextureFloatfmod(float_a, float_b)
- property gain_perlin¶
- type: OutputTextureFloatA:=float_a; B:=float_b; if B<0.5: Bias(2*A, 1-B)/2 else 1-(Bias(2-2*A, 1-B)/2, computes the Bias(x, y) function as defined by Kenneth Perlin
- property gain_schlick¶
- type: OutputTextureFloatA:=float_a; B:=float_b; if B<0.5: (Bias(2*A-1, B)+1)/2 else Bias(2*A, 1-B)/2, computes the Gain(x, y) function as defined by Christophe Schlick
- property log¶
- type: OutputTextureFloatlog(float_a)
- property log10¶
- type: OutputTextureFloatlog10(float_a)
- property max¶
- type: OutputTextureFloatmax(float_a, float_b)
- property min¶
- type: OutputTextureFloatmin(float_a, float_b)
- property mode¶
- type: intWhich output should be used as the default output of the texture. Useful if the type of the operation needs to be animatable.
0=Product; 1=Ratio; 2=Sum; 3=Difference; 4=Power; 5=Sin; 6=Cos; 7=Min; 8=Max; 9=abs; 10=ceil; 11=exp; 12=floor; 13=log; 14=log10; 15=sqrt; 16=fmod; 17=average; 18=tan; 19=asin; 20=acos; 21=atan; 22=atan2; 23=Bias (Christophe Schlick approximation of Kenneth Perlin’s Bias definition); 24=Gain (Christophe Schlick approximation of Kenneth Perlin’s Gain definition); 25=Bias (Kenneth Perlin’s original Bias definition); 26=Gain (Kenneth Perlin’s original Gain definition)
- property power¶
- type: OutputTextureFloatThe first number raised to the power of the second number
- property product¶
- type: OutputTextureFloatfloat_a*float_b
- property ratio¶
- type: OutputTextureFloatfloat_a/float_b
- property sin¶
- type: OutputTextureFloatsin(float_a*float_b)
- property sqrt¶
- type: OutputTextureFloatsquare root of float_a
- property sum¶
- type: OutputTextureFloatfloat_a+float_b
- property tan¶
- type: OutputTextureFloattan(float_a)
- class plugins.TexFloatPerVertexHairSampler¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property vertex_values¶
- type: List<float>Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
- class plugins.TexFloatToColor¶
Bases:
object
Convert the input scalar texture to a grayscale color (alpha=1). Optionally ‘invert’ to complementary color. [gpuSupport=(full)]
- property input¶
- type: TextureFloatThe float value
- property invert¶
- type: boolean
- class plugins.TexForestColor¶
Bases:
object
A V-Ray implementation of the ForestColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]
- property apply_corrections¶
- type: booleanWhether to apply color corrections coming from the forest object
- property default_color¶
- type: TextureThe default texture for the forest color plugin
- property map_id_mode¶
- type: intMode(0 - Item; 1 - Element
- property maps_list¶
- type: List<Texture>maps for shading the forest simulation
- property probabilities_list¶
- type: List<float>probabilities for the used color maps
- property source_geom_map_channel¶
- type: intMap channel index of the source GeomStaticMesh where the information for the Forest Color texture is stored
- property tint_color¶
- type: TextureThe tint map
- property tint_color_1¶
- type: ColorThe first color for tint gradient
- property tint_color_2¶
- type: ColorThe second color for tint gradient
- property tint_map_mode¶
- type: intMode(0 - Random; 1 - Texture
- property tint_max¶
- type: floatTint maximum %
- property tint_min¶
- type: floatTint minimum %
- property tint_mix_mode¶
- type: intMode(0 - Normal; 1 - Color; 2 - Additive; 3 - Average; 4 - Multiply;
- property tint_mode¶
- type: intMode(0 - Gradient; 1 - Texture
- property tint_override¶
- type: intOverride global tint option for the forest
- property tint_variation¶
- type: floatShows how to apply Tint between simulation Items and elements
- class plugins.TexFresnel¶
Bases:
object
Blends between front (‘white’) and side (‘black’) textures using the Fresnel effect coefficient as weight, based on index of refraction [gpuSupport=(partial)]
- property black_color¶
- type: TextureReflection (side) color
- property contribute_to_fresnel_ior_re¶
- type: booleanFlag that allows the texture to contribute to the Fresnel IOR render element.
- property fresnel_ior¶
- type: floatFresnel ior.
- property fresnel_ior_tex¶
- type: TextureFloat
- property refract_ior¶
- type: floatRefraction ior of the underlying surface; this is ignored if the surface has a volume shader (the volume IOR is used).
- property refract_ior_tex¶
- type: TextureFloat
- property white_color¶
- type: TextureRefraction (front) color
- class plugins.TexGradRamp¶
Bases:
object
V-Ray implementation of the gradient ramp texture in 3dsMax [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property colors¶
- type: List<Texture>the given colors
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gradient_position¶
- type: TextureFloatWhen ‘gradient_type’ is ‘position’ this will specify the position of color in gradient to return
- property gradient_type¶
- type: int0:four corner, 1:box, 2:diagonal, 3:lighting, 4:linear, 5:mapped, 6:normal, 7:pong, 8:radial, 9:spiral, 10:sweep, 11:tartan
- property h¶
- type: floatHeight of the valid texture sector
- property interpolation¶
- type: List<int>0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_amount¶
- type: floatDistortion noise amount
- property noise_levels¶
- type: floatdefault = 4.0
- property noise_phase¶
- type: floatdefault = 0.0
- property noise_size¶
- type: floatdefault = 1.0
- property noise_smooth¶
- type: floatdefault = 0.0f
- property noise_treshold_high¶
- type: floatdefault = 1.0f
- property noise_treshold_low¶
- type: floatdefault = 0.0f
- property noise_type¶
- type: int0:regular, 1:fractal, 2:turbulence
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property positions¶
- type: List<float>positions of the given colors
- property texture_map¶
- type: Texturethe texture used for mapped gradient ramp
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexGradient¶
Bases:
object
Linear gradient between three colors with optional added noise [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureMiddle color
- property color3¶
- type: TextureEnd color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property has_textures¶
- type: booleanThis affects bump mapping, following a peculiarity in the 3ds Max implementation
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property middle¶
- type: floatMiddle color position
- property noise_amount¶
- type: floatNoise amount
- property noise_high¶
- type: floatNoise high threshold
- property noise_iterations¶
- type: floatNoise iterations
- property noise_low¶
- type: floatNoise low threshold
- property noise_phase¶
- type: floatNoise phase
- property noise_size¶
- type: floatNoise size
- property noise_smooth¶
- type: floatThreshold smoothing
- property noise_type¶
- type: intNoise type (0 - regular, 1 - fractal, 2 - turbulence)
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: intGradient type (0 - linear, 1 - radial)
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexGranite¶
Bases:
object
V-Ray implementation of the procedural granite texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cell_size¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color1_tex¶
- type: Texture
- property color2_tex¶
- type: Texture
- property color3_tex¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property creases¶
- type: boolean
- property density¶
- type: TextureFloat
- property filler_color_tex¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property mix_ratio¶
- type: TextureFloat
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property spottyness¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexGrid¶
Bases:
object
V-Ray implementation of the grid procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property fill_color¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property line_color¶
- type: Texture
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_width¶
- type: TextureFloatU Width
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_width¶
- type: TextureFloatV Width
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexHSVToRGB¶
Bases:
object
Converts the input texture from HSV to RGB color space [gpuSupport=(full)]
- property color¶
- type: OutputTexture
- property inHsv¶
- type: Texture
- class plugins.TexHairRootSampler¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property root_values¶
- type: List<Color>The colors at the root of each hair strand.
- class plugins.TexHairSampler¶
Bases:
object
Outputs several parameters when shading hair [gpuSupport=(partial)]
- property distance_along_strand¶
- type: OutputTextureFloatDistance along the hair strand where the intersection occurred, in the [0,1] range.
- property distance_along_strand_absolute¶
- type: OutputTextureFloatDistance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
- property hair_color¶
- type: OutputTextureColor from hair primitive (if present)
- property hair_incandescence¶
- type: OutputTextureIncandescence from hair primitive (if present)
- property hair_max_distance¶
- type: TextureFloatThe maximum distance of strands, when using “distance_along_strand_absolute” (denominator).
- property hair_transparency¶
- type: OutputTextureTransparency from hair primitive (if present)
- property position_across_strand¶
- type: OutputTextureFloatThe relative position of the intersection across the hair strand width, in [0 1] range.
- property random_by_strand¶
- type: OutputTextureFloatRandom by the hair strand where the intersection occurred, in the [0,1] range.
- class plugins.TexICC¶
Bases:
object
Applies ICC profile color correction to a base texture [gpuSupport=(none)]
- property basemap¶
- type: Texture
- property blackpoint¶
- type: boolean
- property file¶
- type: String
- property render_intent¶
- type: int
- class plugins.TexIDIntegerMap¶
Bases:
object
Integer texture that maps IDs from an input texture to other integer values [gpuSupport=(none)]
- property default¶
- type: intDefault value. Returned when no matching id is found.
- property id_tex¶
- type: TextureIntThis texture will suply the IDs
- property ids¶
- type: List<int>List of ids
- property nsamples¶
- type: intThe number of samples of the underlying geometry plugin. If not supplied, global nsamples will be used
- property values¶
- type: List<int>List of values for each id in “ids”
- class plugins.TexInt¶
Bases:
object
Convert an integer constant or output parameter to int texture interface. For passing to parameters that won’t work otherwise, such as inside some lists. [gpuSupport=(none)]
- property input¶
- type: TextureIntinput
- class plugins.TexIntToFloat¶
Bases:
object
Converts the integer input texture to a float texture output [gpuSupport=(full)]
- property input¶
- type: TextureIntThe integer value
- class plugins.TexInterpLinear¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property input¶
- type: TextureFloatscalar value to be remapped
- property newrange_max¶
- type: TextureFloatend of the new range of values
- property newrange_min¶
- type: TextureFloatstart of the new range of values
- property oldrange_max¶
- type: TextureFloatend of the current range of values
- property oldrange_min¶
- type: TextureFloatstart of the current range of values
- class plugins.TexInvert¶
Bases:
object
Outputs the inverted (complementary) color of the input texture. Alpha inversion is optional. [gpuSupport=(full)]
- property color¶
- type: OutputTextureThe inverted texture color
- property invert_alpha¶
- type: boolean
- property texture¶
- type: TextureThe texture to be inverted
- class plugins.TexInvertFloat¶
Bases:
object
Outputs the inverted (complement of 1.0) result of a float input texture [gpuSupport=(full)]
- property texture¶
- type: TextureFloatThe texture to be inverted
- class plugins.TexLayered¶
Bases:
object
Blends multiple textures together using one of the many available modes. No weights are provided. [gpuSupport=(partial)]
- property alpha¶
- type: TextureFloat
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blend_modes¶
- type: List<int>0:None, 1:Over, 2:In, 3:Out, 4:Add, 5:Subtract, 6:Multiply, 7:Difference, 8:Lighten, 9:Darken, 10:Saturate, 11:Desaturate, 12:Illuminate
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property textures¶
- type: List<Texture>
- class plugins.TexLayeredMax¶
Bases:
object
Blends multiple textures together using one of the many available modes. Provides masks, opacities and more blend modes than TexLayered. [gpuSupport=(partial)]
- property allow_negative_colors¶
- type: booleanif false negative colors will be clamped
- property alpha¶
- type: TextureFloat
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blend_modes¶
- type: List<int>0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property masks¶
- type: List<Texture>
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property opacities¶
- type: List<float>The opacity of each texture
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property textures¶
- type: List<Texture>
- class plugins.TexLayeredNuke¶
Bases:
object
Variation of TexLayered used in V-Ray for Nuke. Adds masking and opacity parameters for each texture. [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blend_modes¶
- type: List<int>0:atop, 1:average, 2:color-burn, 3:color-dodge, 4:conjoint-over, 5:copy, 6:difference, 7:disjoint-over, 8:divide, 9:exclusion, 10:from, 11:geometric, 12:hard-light, 13:hypot, 14:in, 15:mask, 16:matte, 17:max, 18:min, 19:minus, 20:multiply, 21:out, 22:over, 23:overlay, 24:plus, 25:screen, 26:soft-light, 27:stencil, 28:under, 29:xor
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property masks¶
- type: List<Texture>
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property opacities¶
- type: List<float>The opacity of each texture
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property textures¶
- type: List<Texture>
- class plugins.TexLeather¶
Bases:
object
V-Ray implementation of the leather procedural texture from Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cell_color¶
- type: Color
- property cell_color_tex¶
- type: Texture
- property cell_color_tex_mult¶
- type: float
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property crease_color¶
- type: Color
- property crease_color_tex¶
- type: Texture
- property crease_color_tex_mult¶
- type: float
- property creases¶
- type: boolean
- property density¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property size¶
- type: TextureFloat
- property spottyness¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexLuminance¶
Bases:
object
Wraps a color texture and outputs its luminance [gpuSupport=(full)]
- property input¶
- type: Texture
- property luminance¶
- type: OutputTextureFloat
- class plugins.TexLut¶
Bases:
object
Applies a lookup table (.cube file) color correction to a base texture [gpuSupport=(none)]
- property basemap¶
- type: Texture
- property file¶
- type: String
- property use_logspace¶
- type: int
- class plugins.TexMarble¶
Bases:
object
V-Ray implementation of the marble procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property contrast¶
- type: TextureFloat
- property depth_max¶
- type: TextureFloat
- property depth_min¶
- type: TextureFloat
- property diffusion¶
- type: TextureFloat
- property filler_color_tex¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property ratio¶
- type: TextureFloat
- property ripples¶
- type: Texture
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property vein_color_tex¶
- type: Texture
- property vein_width¶
- type: TextureFloat
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexMarbleMax¶
Bases:
object
V-Ray implementation of the 3dsMax marble procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: floatSize
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property vein_width¶
- type: floatVein width
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexMaskMax¶
Bases:
object
Multiplies the base texture color by the mask value (intensity) [gpuSupport=(full)]
- property invert_mask¶
- type: booleantrue to invert the mask
- property mask¶
- type: TextureThe mask texture
- property texture¶
- type: TextureThe base texture
- class plugins.TexMaxGamma¶
Bases:
object
Applies gamma to the input texture. Gamma is not textured unlike MayaGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]
- property color_space¶
- type: intThe color space (0 - linear; 1 - inverse gamma; 2 - sRGB)
- property gamma¶
- type: floatThe gamma value of the texture
- property input¶
- type: TextureThe input texture
- property multiplier¶
- type: floatThe texture multiplier. Applied before gamma/color_space
- class plugins.TexMaxHairInfo¶
Bases:
object
Outputs a parameter taken from the hair geometry being shaded. Similar to TexHairSampler, but only provides one output. [gpuSupport=(full)]
- property bias¶
- type: TextureFloatBias
- property color_a¶
- type: TextureColor A
- property color_b¶
- type: TextureColor B
- property max_distance¶
- type: TextureFloatMax distance
- property output¶
- type: intSpecifies the way of blending between the two input color textures. The value means : 0 - position along strand, 1 - random by strand id,2 - Hair color, 3 - Hair opacity, 4 - Hair transparency, 5 - Hair incandescence, 6 - Position along strand absolute, 7 - Position across strand
- property seed_offset¶
- type: intSeed offset
- class plugins.TexMaxPointCloudColor¶
Bases:
object
V-Ray implementation of the VRayPointCloudColor texture for 3dsMax [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- class plugins.TexMayaCloth¶
Bases:
object
V-Ray implementation of the cloth procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bright_spread¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gap_color¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property maya_legacy¶
- type: intRender in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_color¶
- type: Texture
- property u_wave¶
- type: TextureFloat
- property u_width¶
- type: TextureFloat
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_color¶
- type: Texture
- property v_wave¶
- type: TextureFloat
- property v_width¶
- type: TextureFloat
- property w¶
- type: floatWidth of the valid texture sector
- property width_spread¶
- type: TextureFloat
- class plugins.TexMayaContrast¶
Bases:
object
Applies contrast correction to the input texture [gpuSupport=(full)]
- property bias¶
- type: Texture
- property contrast¶
- type: Texture
- property value¶
- type: Texture
- class plugins.TexMayaConversion¶
Bases:
object
Multiplies a scalar texture with a scalar factor. Doable with TexAColorOp. [gpuSupport=(none)]
- property conversion_factor¶
- type: float
- property input¶
- type: TextureFloat
- property output¶
- type: OutputTextureFloat
- class plugins.TexMayaFluid¶
Bases:
object
3D texture taking values from a 3D or 2D grid (array) [gpuSupport=(none)]
- property cache_frame¶
- type: floatConverts the current frame number to cache frame number.
- property cell_size¶
- type: List<float>Cell size in the 3 axis
- property color_values¶
- type: List<Color>The color grid data, an index into this is computed as follows : idx = size_x*size_y*zidx + size_x*yidx + xidx
- property dynamic_offset_x¶
- type: floatThe x dynamic offset of the fluid container.
- property dynamic_offset_y¶
- type: floatThe y dynamic offset of the fluid container.
- property dynamic_offset_z¶
- type: floatThe z dynamic offset of the fluid container.
- property frame_duration¶
- type: floatThe frame duration in sec.
- property interpolation_type¶
- type: int0 : linear(8 samples, faster, but voxel borders may be visible),1 : quadratic(27 samples, slower, but voxel borders are much less likely to be visible
- property mb_type¶
- type: intMotion blur type, 0-Disabled, 1-Blend, 2-Velocity, 3-Velocity+Blend
- property size_x¶
- type: intThe number of voxels in the x dimension.
- property size_y¶
- type: intThe number of voxels in the y dimension.
- property size_z¶
- type: intThe number of voxels in the z dimension.
- property values¶
- type: List<float>The float grid data, an index into this is computed as follows : idx = size_x*size_y*zidx + size_x*yidx + xidx
- property velocity¶
- type: PluginVelocity texture for the first frame. Used to calculate the motion blur.
- class plugins.TexMayaFluidCombined¶
Bases:
object
Combines two TexMayaFluid{*} textures [gpuSupport=(none)]
- property tex1¶
- type: PluginThe first texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
- property tex2¶
- type: PluginThe second texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
- class plugins.TexMayaFluidProcedural¶
Bases:
object
Similar to TexMayaFluid but generates its values procedurally. [gpuSupport=(none)]
- property edge_fade_out¶
- type: floatSince the cube drop-off shape is computed a little differently, we need this here for this particular case.
- property type¶
- type: int0 : constant(1.0); 1 : X gradient; 2 : Y gradient; 3 : Z gradient; 4 : center gradient; 5 : -X gradient; 6 : -Y gradient; 7 : -Z gradient; 8 : sphere; 9 : cube; 10 : cone; 11 : double cone;
- class plugins.TexMayaFluidTransformed¶
Bases:
object
Transforms a base texture of TexMayaFluid{*} type [gpuSupport=(none)]
- property dynamic_offset_x¶
- type: floatThe x dynamic offset of the fluid container.
- property dynamic_offset_y¶
- type: floatThe y dynamic offset of the fluid container.
- property dynamic_offset_z¶
- type: floatThe z dynamic offset of the fluid container.
- property fluid_tex¶
- type: PluginThe base texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
- property fluid_value_scale¶
- type: floatMultiplier for the value taken from fluid_tex.
- property noise_gain¶
- type: TextureFloatTells how much of the noise should be blended with the grid/gradient values.
- property noise_size¶
- type: List<float>The size of the fluid container used for noise calculation. In Maya it’s the real size scaled by 0.2
- property noise_tex¶
- type: TextureThe fluid’s built-in noise.
- property noise_tex_on¶
- type: booleanIs the built-in noise enabled ?
- property object_to_world¶
- type: TransformThe transformation from object(texture) space to world space.
- property object_to_world_autosize¶
- type: TransformThe transformation from object(texture) space to world space excluding the dynamic offset from auto-resize.
- class plugins.TexMayaHairColor¶
Bases:
object
Outputs base color when shading hair geometry [gpuSupport=(none)]
- class plugins.TexMayaHairIncandescence¶
Bases:
object
Outputs incandescence when shading hair geometry [gpuSupport=(none)]
- class plugins.TexMayaHairTransparency¶
Bases:
object
Outputs the transparency when shading hair geometry. [gpuSupport=(none)]
- class plugins.TexMayaLeather¶
Bases:
object
V-Ray implementation of the Leather procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property cell_color¶
- type: Color
- property cell_color_tex¶
- type: Texture
- property cell_color_tex_mult¶
- type: float
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property crease_color¶
- type: Color
- property crease_color_tex¶
- type: Texture
- property crease_color_tex_mult¶
- type: float
- property creases¶
- type: boolean
- property density¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property maya_legacy¶
- type: intRender in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property size¶
- type: TextureFloat
- property spottyness¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexMayaMountain¶
Bases:
object
V-Ray implementation of the mountain procedural texture in Maya [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude1¶
- type: floatamplitude
- property boundary1¶
- type: floatboundary
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property depth_max¶
- type: floatdepth Max
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property rock_color_tex¶
- type: TexturerockColor
- property rock_roughness¶
- type: floatrock roughness
- property snow_altitude¶
- type: floatsnow Altitude
- property snow_color_tex¶
- type: TexturesnowColor
- property snow_dropoff¶
- type: floatsnow Dropoff
- property snow_roughness¶
- type: floatsnow roughness
- property snow_slope¶
- type: floatsnow Slope
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexMayaSolidFractal¶
Bases:
object
V-Ray implementation of the solid fractal procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude1¶
- type: float
- property animated1¶
- type: boolean
- property bias1¶
- type: float
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property depth1¶
- type: Texture
- property frequency_ratio¶
- type: float
- property h¶
- type: floatHeight of the valid texture sector
- property inflection1¶
- type: boolean
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property ratio1¶
- type: float
- property ripples1¶
- type: Texture
- property threshold1¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property time1¶
- type: float
- property time_ratio¶
- type: float
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexMayaStucco¶
Bases:
object
V-Ray implementation of the stucco procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property channel1_tex¶
- type: Texture
- property channel2_tex¶
- type: Texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_type¶
- type: int
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property shaker1¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexMeshVertexColor¶
Bases:
object
Shades with the provided per-vertex colors (linearly interpolated) [gpuSupport=(none)]
- property alphas¶
- type: List<float>
- property colors¶
- type: List<Color>
- property faces¶
- type: List<int>
- class plugins.TexMeshVertexColorChannel¶
Bases:
object
Shades with the UVW coordinates of the vertices used as per-vertex colors (linearly interpolated) [gpuSupport=(none)]
- property channelIndex¶
- type: int
- property channel_name¶
- type: StringName of the channel to use (it will match one of the channels in GeomStaticMesh::map_channels_names)
- property default_color¶
- type: Texture
- class plugins.TexMeshVertexColorWithDefault¶
Bases:
object
Wraps TexMeshVertexColor and adds a default color where no color is available [gpuSupport=(none)]
- property default_color¶
- type: Texture
- property vertex_color¶
- type: Texture
- class plugins.TexMix¶
Bases:
object
Linearly blends between two textures using the intensity of mix_map (mix_amount if no texture provided) [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property mix_amount¶
- type: floatMix amount
- property mix_map¶
- type: TextureMix amount texture
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property transition_lower¶
- type: floatTransition zone - lower
- property transition_upper¶
- type: floatTransition zone - upper
- property use_curve¶
- type: intIf true the blend curve is used
- class plugins.TexModoBlendLayersColor¶
Bases:
object
Blends between two textures with lots of possible blend modes [gpuSupport=(full)]
- property background¶
- type: Texture
- property blend_mode¶
- type: int0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
- property foreground¶
- type: Texture
- property mask¶
- type: TextureFloatOpacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
- property opacity¶
- type: floatThe opacity for the foreground layer.
- class plugins.TexModoBlendLayersScalar¶
Bases:
object
Blends between two float textures with lots of possible blend modes [gpuSupport=(full)]
- property background¶
- type: TextureFloat
- property blend_mode¶
- type: int0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
- property foreground¶
- type: TextureFloat
- property foreground_color¶
- type: TextureIf this parameter is not NULL it will be used instead of the ‘foreground’ parameter.The luminance of the returned color will be used, together with the alpha as a mask.
- property mask¶
- type: TextureFloatOpacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
- property opacity¶
- type: floatThe opacity for the foreground layer.
- class plugins.TexModoChanModColorCorrect¶
Bases:
object
Implements the Channel Modifier Color Correct texture from Modo [gpuSupport=(none)]
- property color_balance¶
- type: TextureThe color balance adjustment.
- property curve¶
- type: PluginThe curve adjustment - must support the EXT_REMAP_FLOAT_TO_FLOAT interface.
- property hue¶
- type: TextureFloatThe hue adjustment. This is in degrees.
- property input_color¶
- type: TextureThe input color
- property invert¶
- type: boolean
- property saturation¶
- type: TextureFloatThe saturation adjustment.
- property value¶
- type: TextureFloatThe value adjustment.
- class plugins.TexModoChanModLogic¶
Bases:
object
Implements the Channel Modifier Logic texture from Modo. Similar to TexCondition. [gpuSupport=(none)]
- property input1¶
- type: TextureFloat
- property input2¶
- type: TextureFloat
- property op¶
- type: int
- property option_false¶
- type: intDetermines what value to return when the result of the operation is ‘false’
- property option_true¶
- type: intDetermines what value to return when the result of the operation is ‘true’
- property result¶
- type: OutputTextureFloatThe result of the logical operation as a float, either 0.0 or 1.0
- property value_false¶
- type: TextureFloat
- property value_true¶
- type: TextureFloat
- class plugins.TexModoDiffuseRoughness¶
Bases:
object
Converts Modo’s diffuse roughness to V-Ray’s diffuse roughness [gpuSupport=(none)]
- property modo_diffuse_roughness¶
- type: TextureFloat
- class plugins.TexModoEnvironmentColor¶
Bases:
object
Texture for environment mapping with gradient [gpuSupport=(bake)]
- property ground_color¶
- type: Color
- property ground_exponent¶
- type: float
- property nadir_color¶
- type: Color
- property sky_clamp_brightness¶
- type: booleanTrue to clamp the physical sky brightness.
- property sky_color¶
- type: Color
- property sky_exponent¶
- type: float
- property sky_tex¶
- type: TextureUsed when type is 4 (physically-based daylight). Should point to a texture plug-in of type TexSky.
- property type¶
- type: int0 : Constant, 1 : 2 Color Gradient, 2 : 4 Color Gradient, 3 : CIE Overcast Sky, 4 : Physically-based Daylight
- property zenith_color¶
- type: Color
- class plugins.TexModoExtractAlpha¶
Bases:
object
Outputs only the alpha of the input texture [gpuSupport=(none)]
- property texture¶
- type: Texture
- class plugins.TexModoExtractColor¶
Bases:
object
Pre-multiplies base texture’s alpha into the output color and fixes output alpha to 1 [gpuSupport=(none)]
- property texture¶
- type: Texture
- class plugins.TexModoFresnelSchlick¶
Bases:
object
A float texture that implements the Schlick approximation to the Fresnel equations. Outputs reflectivity at the point being shaded. [gpuSupport=(none)]
- property fresnel_power¶
- type: TextureFloatHow much the Schlick fresnel approximation affects the result. At 0.0, reflectivity_at_normal will be returned for all viewing directions.
- property ior¶
- type: floatUsed to compute the reflectivity when use_ior is enabled.
- property reflectivity_at_normal¶
- type: TextureFloatAmount of reflection when the viewing and normal vectors are the same.
- property use_ior¶
- type: booleanIf true, the ior paameter will be used to determine the reflectivity when the viewing and normal vectors are the same. In this case the reflectivity_at_normal parameter is ignored.
- class plugins.TexModoInvert¶
Bases:
object
Same as TexInvert but the invert operation can be animated [gpuSupport=(none)]
- property invert¶
- type: booleanParameter that enables the inverting to be animated.
- property texture¶
- type: TextureThe texture to be inverted.
- class plugins.TexModoInvertChannels¶
Bases:
object
Similar to TexInvert but every color channel can be switched between inverted/uninverted [gpuSupport=(none)]
- property invert_blue¶
- type: boolean
- property invert_green¶
- type: boolean
- property invert_red¶
- type: boolean
- property texture¶
- type: Texture
- class plugins.TexModoInvertFloat¶
Bases:
object
Same as TexInvertFloat but the invert operation can be animated [gpuSupport=(none)]
- property invert¶
- type: booleanParameter that enables the inverting to be animated.
- property texture¶
- type: TextureFloatThe texture to be inverted.
- class plugins.TexModoLowHigh¶
Bases:
object
Remaps texture values from (0, 1) to (low, high). Alpha is unaffacted. [gpuSupport=(full)]
- property brightness¶
- type: floatA simple brightness adjustment.
- property clamp¶
- type: booleanTrue to clamp the result.
- property contrast¶
- type: floatA simple contrast adjustment.
- property high¶
- type: floatThe new value for texture samples equal to 1.
- property low¶
- type: floatThe new value for texture samples equal to 0.
- property texture¶
- type: TextureThe texture to be remapped. The texture’s alpha is unaffected by the remapping.
- class plugins.TexModoMaxColorComponent¶
Bases:
object
Chooses the maximum component of 2 input textures and outputs it as grayscale color [gpuSupport=(none)]
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- class plugins.TexModoOpacityToVRayWeight¶
Bases:
object
Converts a scalar value to a 3-channel color weight for use in BRDFLayered [gpuSupport=(full)]
- property layer_mask¶
- type: TextureFloat
- property opacity¶
- type: float
- class plugins.TexModoProcess¶
Bases:
object
Applies bias, gain, hue/saturation/value corrections to a base texture [gpuSupport=(full)]
- property base_texture¶
- type: Texture
- property bias¶
- type: float
- property gain¶
- type: float
- property hue¶
- type: float
- property hueShift¶
- type: float
- property sat¶
- type: float
- property val¶
- type: float
- class plugins.TexModoProcessFloat¶
Bases:
object
Applies bias, gain, value corrections to a base scalar texture [gpuSupport=(full)]
- property base_texture¶
- type: TextureFloat
- property bias¶
- type: float
- property gain¶
- type: float
- property val¶
- type: float
- class plugins.TexModoRayType¶
Bases:
object
Implements the Shader Inputs Ray Type texture from Modo. Has more parameters than TexRaySwitch and outputs float. [gpuSupport=(none)]
- property bounceCount¶
- type: OutputTextureFloat
- property cameraRay¶
- type: OutputTextureFloat
- property causticRay¶
- type: OutputTextureFloat
- property indirectRay¶
- type: OutputTextureFloat
- property reflectRay¶
- type: OutputTextureFloat
- property refractRay¶
- type: OutputTextureFloat
- property shadowRay¶
- type: OutputTextureFloat
- class plugins.TexModoReflectionRoughness¶
Bases:
object
Converts Modo’s reflection roughness to V-Ray’s glossiness [gpuSupport=(none)]
- property blurry_reflections¶
- type: boolean
- property modo_reflection_roughness¶
- type: TextureFloat
- class plugins.TexModoRefractionRoughness¶
Bases:
object
Converts Modo’s refraction roughness to V-Ray’s refraction glossiness [gpuSupport=(none)]
- property modo_refraction_roughness¶
- type: TextureFloat
- class plugins.TexModoSampler¶
Bases:
object
Alternative to TexSampler (with different outputs) used in V-Ray for Modo [gpuSupport=(partial)]
- property backFacing¶
- type: OutputTextureFloat
- property cameraDistance¶
- type: OutputTextureFloat
- property distance¶
- type: OutputTextureFloat
- property distanceX¶
- type: OutputTextureFloat
- property distanceY¶
- type: OutputTextureFloat
- property distanceZ¶
- type: OutputTextureFloat
- property envAltitude¶
- type: OutputTextureFloat
- property incidenceAngle¶
- type: OutputTextureFloat
- property incidenceNobump¶
- type: OutputTextureFloat
- property locatorIncAngle¶
- type: OutputTextureFloat
- property locatorTransform¶
- type: TransformLocator transformation.
- property meshPart¶
- type: OutputTextureFloat
- property objDistance¶
- type: OutputTextureFloat
- property objDistanceX¶
- type: OutputTextureFloat
- property objDistanceY¶
- type: OutputTextureFloat
- property objDistanceZ¶
- type: OutputTextureFloat
- property particle¶
- type: OutputTextureFloat
- property screenR¶
- type: OutputTextureFloat
- property screenX¶
- type: OutputTextureFloat
- property screenY¶
- type: OutputTextureFloat
- property slope¶
- type: OutputTextureFloat
- property slopeUndisplaced¶
- type: OutputTextureFloat
- property surfaceID¶
- type: OutputTextureFloat
- property textureU¶
- type: OutputTextureFloat
- property textureV¶
- type: OutputTextureFloat
- property thickness¶
- type: OutputTextureFloat
- property uvwgen¶
- type: Plugin
- class plugins.TexModoSpecularRoughness¶
Bases:
object
Converts Modo’s specular roughness to V-Ray’s glossiness [gpuSupport=(none)]
- property modo_specular_roughness¶
- type: TextureFloat
- class plugins.TexModoStencil¶
Bases:
object
Applies a stencil over a base texture [gpuSupport=(none)]
- property base_tex¶
- type: TextureFloatThe base texture.
- property stencil_tex¶
- type: TextureFloatThe stencil texture. Where stencil_tex is < 0.5 the result color is taken from base_tex, where stencil_tex is >= 0.5 the result is taken from stenciled_value.
- property stenciled_value¶
- type: floatThe result where stencil_tex is >= 0.5 .
- class plugins.TexModoSwizzle¶
Bases:
object
Outputs one of the input’s color channels into all three RGB channels [gpuSupport=(full)]
- property mode¶
- type: intThe swizzling mode. 0 - (RRR1), 1 - (GGG1), 2 - (BBB1), 3 - (AAA1)
- property texture¶
- type: TextureThe texture to be swizzled.
- class plugins.TexModoUVResetAndFalloff¶
Bases:
object
Modo-specific texture wrapper. Makes the texture transparent outside the (0;1) UV space. [gpuSupport=(none)]
- property reset_u¶
- type: boolean
- property reset_v¶
- type: boolean
- property texture¶
- type: Texture
- property uvwgen¶
- type: PluginThis must be the same uvw generator used by ‘texture’.
- class plugins.TexMotionOcclusion¶
Bases:
object
Outputs forward or backward motion occlusion (according to ‘type’). Used for post-processing motion blur or denoising. https://docs.chaos.com/display/VRAY4MAYA/Sampler+Info#SamplerInfo-Attributes [gpuSupport=(none)]
- property backward_occlusion¶
- type: OutputTextureThe screen position and occlusion of the shaded point at the start of the motion blur interval.
- property far_threshold¶
- type: floatOcclusion hits farther than this distance will be fully considered for backward and forward motion occlusion
- property forward_occlusion¶
- type: OutputTextureThe screen position and occlusion of the shaded point at the end of the motion blur interval.
- property near_threshold¶
- type: floatOcclusion hits closer than this distance will be ignored for backward and forward motion occlusion
- property type¶
- type: intDetermines what to output as default texture: 0 - backward occlusion, 1 - forward occlusion
- class plugins.TexMtlxSignature¶
Bases:
object
null
- property input¶
- type: Plugin
- property signature¶
- type: int
- class plugins.TexMulti¶
Bases:
object
Uses a texture from the provided list based on face material ID or object ID or randomized etc. – see mode parameter [gpuSupport=(full)]
- property default_texture¶
- type: TextureThe default texture color
- property gamma_variation¶
- type: floatGamma random variation
- property hue_variation¶
- type: floatHue random variation
- property id_gen_tex¶
- type: TextureFloatUsed when mode is “Use ID Generator texture”(30). Supports Integer textures as input.
- property id_gen_tex_round_mode¶
- type: intHow to round the values returned by ‘id_gen_tex’ when converting them to an integer. When ‘interpolate’ is enabled, this parameter is ignored and the values are always rounded down.
- property ids_list¶
- type: List<int>A list of material/object IDs
- property interpolate¶
- type: booleanUsed when mode is “Use ID Generator texture”(30). When enabled, consecutive textures in the texture list are blended with a weight equal to the fractional part of the number returned by id_gen_tex.
- property loop_textures¶
- type: intWhether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
- property mode¶
- type: intThe mode for the texture (0 - use face material ID, 1 - use object ID, 12 - random by composite seed, 30 - the ID is taken from the ID generator texture(id_gen_tex)). Modes between 2 and 11 are deprecated in favor of the composite seed usage.
- property random_mode¶
- type: intThe composite-seed flags for the texture (1 - random by node handle, 2 - random by render id, 4 - random by node name, 8 - random by particle ID, 16 - random by instance ID, 32 - random by face material ID, 64 - random by object ID, 128 - random by mesh element, 256 - random by user attribute, 512 - random by scene name, 1024 - random by tile)
- property random_user_attr_name¶
- type: StringUser attribute that serves to override input in user-id mode
- property random_user_mode¶
- type: intRandom mode override when in user-id mode (0 - random by node handle, 1 - random by render id, 2 - random by node name, 3 - random by particle ID, 4 - random by instance ID, 5 - random by face material ID, 6 - random by object ID, 7 - random by mesh element, 9 - random by scene name.)
- property saturation_variation¶
- type: floatSaturation random variation
- property seed¶
- type: intThe seed used for the random number generation in random modes
- property textures_list¶
- type: List<Texture>A list of the sub-textures.
- class plugins.TexMultiFloat¶
Bases:
object
Uses a float texture from the provided list based on face material ID or object ID or randomized etc. – see mode parameter [gpuSupport=(none)]
- property default_texture¶
- type: TextureFloatThe default float texture color
- property gamma_variation¶
- type: floatGamma random variation
- property hue_variation¶
- type: floatHue random variation
- property id_gen_tex¶
- type: TextureFloatUsed when mode is “Use ID Generator texture”(30). Supports Integer textures as input.
- property id_gen_tex_round_mode¶
- type: intHow to round the values returned by ‘id_gen_tex’ when converting them to an integer. When ‘interpolate’ is enabled, this parameter is ignored and the values are always rounded down.
- property ids_list¶
- type: List<int>A list of material/object IDs
- property interpolate¶
- type: booleanUsed when mode is “Use ID Generator texture”(30). When enabled, consecutive textures in the texture list are blended with a weight equal to the fractional part of the number returned by id_gen_tex.
- property loop_textures¶
- type: intWhether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
- property mode¶
- type: intThe mode for the texture (0 - use face material ID, 1 - use object ID, 12 - random by composite seed, 30 - the ID is taken from the ID generator texture(id_gen_tex)). Modes between 2 and 11 are deprecated in favor of the composite seed usage.
- property random_mode¶
- type: intThe composite-seed flags for the texture (1 - random by node handle, 2 - random by render id, 4 - random by node name, 8 - random by particle ID, 16 - random by instance ID, 32 - random by face material ID, 64 - random by object ID, 128 - random by mesh element, 256 - random by user attribute, 512 - random by scene name, 1024 - random by tile)
- property random_user_attr_name¶
- type: StringUser attribute that serves to override input in user-id mode
- property random_user_mode¶
- type: intRandom mode override when in user-id mode (0 - random by node handle, 1 - random by render id, 2 - random by node name, 3 - random by particle ID, 4 - random by instance ID, 5 - random by face material ID, 6 - random by object ID, 7 - random by mesh element, 9 - random by scene name.)
- property saturation_variation¶
- type: floatSaturation random variation
- property seed¶
- type: intThe seed used for the random number generation in random modes
- property textures_list¶
- type: List<TextureFloat>A list of the sub-float-textures.
- class plugins.TexMultiProjection¶
Bases:
object
Allows you to blend multiple projection textures together into a spherical projection. Pairs of RGB and ZDepth spherical textures are required for this feature to work correctly. The pairs are added as camera projections and need to be linked to the cameras that were used to originally render the textures. [gpuSupport=(none)]
- property color_textures¶
- type: List<Texture>The spherical projection textures; must be using a UVWGenProjection
- property zdepth_offset¶
- type: floatAn offset for the zdepth value to avoid numeric errors
- property zdepth_textures¶
- type: List<Texture>The z-depth projection textures
- class plugins.TexMultiX¶
Bases:
object
Uses a randomly chosen (seeded by material or object ID) texture from the provided list [gpuSupport=(full)]
- property all_gamma¶
- type: floatInverse of gamma, applied in all points
- property all_hue¶
- type: floatHue applied in all points
- property all_sat¶
- type: floatSaturation applied in all points
- property def_color¶
- type: ColorColor used for variations instead of textures
- property occ_gamma¶
- type: floatInverse of gamma, applied randomly
- property occ_hue¶
- type: floatHue, applied randomly
- property occ_sat¶
- type: floatSaturation, applied randomly
- property probs_list¶
- type: List<int>A list of probabilities for the sub-textures.
- property rnd_by¶
- type: intType of randomization
- property rnd_gamma¶
- type: floatInverse of gamma, applied randomly
- property rnd_hue¶
- type: floatHue, applied randomly
- property rnd_sat¶
- type: floatSaturation, applied randomly
- property rnd_seed¶
- type: intSeed for the randomization
- property textures_list¶
- type: List<Texture>A list of the sub-textures.
- property use_color¶
- type: intWhether to use textures list or the flat color
- class plugins.TexNoise¶
Bases:
object
V-Ray procedural noise texture [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude1¶
- type: floatThe starting amplitude
- property amplitude_mult¶
- type: float
- property amplitude_ratio¶
- type: floatamplitude(i+1) = amplitude(i) * amplitude_ratio
- property clamp¶
- type: boolean
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Color
- property color1_tex¶
- type: Texture
- property color1_tex_mult¶
- type: float
- property color2¶
- type: Color
- property color2_tex¶
- type: Texture
- property color2_tex_mult¶
- type: float
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property dimensions¶
- type: intTwo or Three dimensional noise
- property frequency1¶
- type: floatThe starting frequency
- property frequency_mult¶
- type: float
- property frequency_ratio¶
- type: floatfrequency(i+1) = frequency(i) * frequency_ratio
- property h¶
- type: floatHeight of the valid texture sector
- property implode¶
- type: TextureFloatAmount of implode performed on the UVW coordinates.
- property implode_center¶
- type: TextureThe center of the implode effect
- property inflection¶
- type: int1: inflected, 0: not inflected
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noiseType¶
- type: int0: just noise(), 1: Perlin noise, 2: inflected Perlin noise, 3: marble (with Perlin)
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property octaves¶
- type: int
- property origin¶
- type: TextureTranslation for the noise UVW coordinates.
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property persistence¶
- type: floatamplitude(i+1) = amplitude(i) / persistence
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property scale¶
- type: TextureScale for the noise UVW coordinates.
- property threshold¶
- type: TextureFloatValue added to the noise function, noise function values above 1.0 are clamped.
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property time¶
- type: floatThe time of the noise, this will act as a third or fourth dimension to the noise generating function
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexNoiseMax¶
Bases:
object
V-Ray implementation of the 3dsMax procedural noise texture [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property high¶
- type: TextureFloatHigh threshold
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property iterations¶
- type: TextureFloatNumber of iterations for the fractal generator
- property jitter¶
- type: floatAmount of random placement variation
- property low¶
- type: TextureFloatLow threshold
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property phase¶
- type: TextureFloatPhase
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: TextureFloatSize
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: intType (0 - regular, 1 - fractal, 2 - turbulence)
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexNoiseMaya¶
Bases:
object
V-Ray implementation of the Maya procedural noise texture [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude¶
- type: TextureFloatAmplitude is a scaling factor applied to all the values in the texture, centered around the texture’s average value. This means that when you increase Amplitude, the light areas get lighter and the dark areas get darker. If the Noise is being used as a bump map, then increasing Amplitude will make the bumps higher and the valleys deeper. If you set Amplitude to a value greater than 1.0, then those parts of the texture that scale out of range will be clipped. On a bump map, this will show up as plateau regions.
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: ColorFirst color
- property color1_tex¶
- type: TextureTexture for the first color
- property color1_tex_mult¶
- type: floatTexture multiplier for the first color
- property color2¶
- type: ColorSecond color
- property color2_tex¶
- type: TextureTexture for the second color
- property color2_tex_mult¶
- type: floatTexture multiplier for the second color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property density¶
- type: TextureFloatControls how many cells there are imbedded in the medium used by the Billow noise type. At 1.0, the medium is completely packed with cells. Reduce this value to make the cells more sparse. If the texture is being used as a bump map, then low values for Density will make it look like a smooth surface with occasional bumps on it.
- property depth_max¶
- type: intControls how much calculation is done by the Noise texture
- property dimensions¶
- type: intTwo or Three dimensional noise
- property falloff¶
- type: int0 - Linear; 1 - Smooth; 2 - Fast; 3 - Bubble Controls the way intensity falls off for individual blobs for the Billow noise type. Linear is a uniform falloff from the center to a value of zero at the edges of the blobs. Smooth is more natural looking, using a gaussian falloff. Fast focuses the intensity more towards the center of the blobs. Bubble uses a reverse falloff, fading to zero at the blob center.
- property frequency¶
- type: TextureFloatDetermines the fundamental frequency for the noise. As this value increases the noise becomes more detailed. It has the inverse effect of the scale parameter.
- property frequency_ratio¶
- type: TextureFloatDetermines the relative spacial scale of the noise frequencies. If this ratio is not a whole integer then the fractal will not repeat at the integer uv boundaries.
- property h¶
- type: floatHeight of the valid texture sector
- property implode¶
- type: TextureFloatImplode warps the noise function in a concentric fashion about a point defined by the implode_center. At a value of zero there is no effect, while at a value of 1.0 it is a spherical projection of the noise function, creating a starburst effect. Negative values can be used to skew the noise outward instead of inward.
- property implode_center¶
- type: TextureImplode center in UVW coordinates.
- property inflection¶
- type: booleanIf true applies a kink in the noise function. This is useful for creating puffy or bumpy effects. It is equivalent to abs(noise) * 2 - 1
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_type¶
- type: int0 - Perlin Noise; 1 - Billow; 2 - Wave; 3 - Wispy. Determines which noise to use during the fractal iteration.
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property num_waves¶
- type: intDetermines how many waves to generate for the Wave noise type. The larger this number the more random looking and slower the texture.
- property origin¶
- type: TextureTranslation for the noise UVW coordinates.
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloatControls how the cells for the Billow noise type are arranged relative to one another. Set randomness to 1.0 to get a realistic random distribution of cells, as would be found in nature. If you set Randomness to 0, all the spots are laid out in a completely regular pattern. This can provide interesting effects when used as a bump map; you can make things like insect eyes, or machine-tooled raspy surfaces.
- property ratio¶
- type: TextureFloatControls the frequency of the fractal noise. Increase this value to increase the fineness of detail in the fractal.
- property scale¶
- type: TextureScale for the noise UVW coordinates.
- property size_rand¶
- type: TextureFloatControls the randomization of the size of the individual blobs used by the Billow noise type. When it is close to 0, all the cells will be the same size. As you increase size_rand, some cells will be smaller than others, in a random fashion.
- property spottyness¶
- type: TextureFloatControls the randomization of the density of the individual cells used by the Billow noise type. When Spottyness is close to 0, all the cells will be the same density. As you increase Spottyness, some cells will be denser or thinner than others, in a random fashion.
- property threshold¶
- type: TextureFloatThreshold is a number that is added to the whole fractal, making it uniformly brighter. If some parts of the fractal are pushed up out of range (greater than 1.0), then they will be clipped to 1.0. If the Noise is being used as a bump map, this will show up as plateau regions.
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property time¶
- type: floatAnimate the Noise texture. Control the rate and amount of change of the texture.
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexNormalBump¶
Bases:
object
Texture that computes normals to be used as explicit normal maps [gpuSupport=(none)]
- property additional_bump¶
- type: TextureTexture for additional bump effect. This is used only when map_type is not 0 or 5. This param always work with output from the texture bump output (5).
- property additional_bump_type¶
- type: intType for the additional bump map
- property blue2Z_mapping_method¶
- type: intMapping method of the B->Z. 0 : B[0, 1] -> Z[0, 1]. 1 (default) : B[0, 1] -> Z[-1, 1]
- property bump_delta_scale¶
- type: floatScale for sampling the bitmap when map_type is 0. Normally this is tied to the ray differentials, but can be changed if necessary.
- property bump_map_mult¶
- type: floatMultiplier applied to the additional bump map
- property bump_tex_color¶
- type: TextureBump texture
- property bump_tex_float¶
- type: TextureFloatBump texture
- property bump_tex_mult¶
- type: floatBump amount
- property bump_tex_mult_tex¶
- type: TextureFloatBump amount texture
- property map_type¶
- type: intThe type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- property maya_compatible¶
- type: booleanWhen this is true the TexNormalBump will try to match the Maya bump/normal mapping
- property normal_map_mult¶
- type: floatMultiplier applied to the normal map
- property normal_map_rotation_angle¶
- type: floatAngle in degrees for clockwise rotation of the normal map. Only valid if map_type is 1 (“normal map in tangent space”)
- property normal_uvwgen¶
- type: PluginThe uvw generator for the normal map texture when map_type is 1.
- property normal_uvwgen_auto¶
- type: booleanThe uvw generator using TextureParametersInterface if “normal_uvwgen” is not set.
- property units¶
- type: intThe units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 (“bump map”)
- class plugins.TexNormalMapFlip¶
Bases:
object
Used to invert the X or Y value of a normal map or to swap the two – for converting between vector spaces [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property flip_green¶
- type: booleantrue to flip the texture green channel
- property flip_red¶
- type: booleantrue to flip the texture red channel
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property swap_redgreen¶
- type: booleantrue to swap the red and green channels
- property texmap¶
- type: TextureThe texture
- class plugins.TexOCIO¶
Bases:
object
Applies OpenColorIO color correction to a base texture [gpuSupport=(bake)]
- property basemap¶
- type: Texture
- property cdl_cccid¶
- type: StringCDLTransform: cccid (if needed)
- property cdl_direction¶
- type: intCDLTransform: direction (0 - forward, 1 - inverse)
- property cdl_file¶
- type: StringCDLTransform: file (.cc or .ccc)
- property cdl_offset¶
- type: ColorCDLTransform: offset
- property cdl_power¶
- type: ColorCDLTransform: power
- property cdl_saturation¶
- type: floatCDLTransform: saturation
- property cdl_slope¶
- type: ColorCDLTransform: slope
- property cdl_use_file¶
- type: booleanCDLTransform: true - get slope, offset, power and saturation from the specified file
- property colorspace_in¶
- type: StringColorSpace: input colorspace/role
- property colorspace_out¶
- type: StringColorSpace: output colorspace/role
- property config_src¶
- type: intConfig source: 0 - auto (env, stored env for slaves, file, internal), 1 - environment, 2 - file, 3 - internal
- property context_keys¶
- type: List<String>List of context key names
- property context_values¶
- type: List<String>List of context values
- property disp_display_device¶
- type: StringDisplay: device
- property disp_input_colorspace¶
- type: StringDisplay: input colorspace/role
- property disp_view_transform¶
- type: StringDisplay: view transform
- property filetr_cccid¶
- type: StringFileTransform: cccid (if needed)
- property filetr_direction¶
- type: intFileTransform: direction (0 - forward, 1 - inverse)
- property filetr_file¶
- type: StringFileTransform: color correction file
- property filetr_interpolation¶
- type: intFileTransform: interpolation (0 - nearest, 1 - linear, 2 - tetrahedral, 3 - best)
- property inout_type¶
- type: intThis parameter is currently ignored. Input/Output type: 0 - use colorspaces, 1 - use roles
- property logconvert_operation¶
- type: intLogConvert: operation (0 - log to lin, 1 - lin to log)
- property look_direction¶
- type: intLook: direction (0 - forward, 1 - inverse)
- property look_ignore_errors¶
- type: intLook: ignore errors
- property look_input_colorspace¶
- type: StringLook: input colorspace/role
- property look_looks¶
- type: StringLook: looks
- property look_output_colorspace¶
- type: StringLook: output colorspace/role
- property mode¶
- type: intOperation mode (0 - ColorSpace, 1 - CDL Transform, 2 - File Transform, 3 - LogConvert, 4 - Display, 5 - Look)
- class plugins.TexOSL¶
Bases:
object
Texture using a description from an .osl/.oso shader definition file [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property flip_textures¶
- type: int0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
- property graph_owner¶
- type: int0 - does not manage an OSL shader group, 1 - manages a separate shader group.A node should be a graph owner if there is at least one non-OSL node that it is connected to.If a node is a graph owner it takes care of the building of the graph itself and providing outputs to any TexOSLOutputSelector that it is connected to.
- property h¶
- type: floatHeight of the valid texture sector
- property include_path¶
- type: StringAlternative include directory
- property inline_shader¶
- type: StringOSL or OSO source code in Base64 representation.
- property input_parameters¶
- type: List<Object>Input parameter values in the order and type declared by the OSL shader. Each odd position of the list is a parameter name and the even position after it is the value.
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property is_camera_shader¶
- type: int0 - this OSL CANNOT be used as a camera shader, 1 - this OSL can ONLY be used as a camera shader
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property output_alpha¶
- type: StringName of the alpha output parameter as declared in the OSL shader
- property output_color¶
- type: StringName of the color output parameter as declared in the OSL shader
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property shader_file¶
- property shader_type¶
- type: int0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexOSLOutputSelector¶
Bases:
object
Wraps a TexOSL to select by index which output color to use. Useful for taking several outputs from one TexOSL. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property output_channel_index¶
- type: intThe zero-based index of the OSL output channel to evaluate.
- property output_channel_name¶
- type: StringThe name of the OSL output channel to evaluate. This parameter is taken into account if the output_channel_index is not specified (it is -1).
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property source_texmap¶
- type: TextureOSL texture to evaluate
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexOceanSpectra¶
Bases:
object
Texture for sampling Houdini Ocean Spectra volumes [gpuSupport=(none)]
- property downsample¶
- type: intDownsample exponent by which the input ocean spectra will be divided
- property mask_file¶
- type: StringPath to a VDB volume mask that will override the masks in the spectra file.
- property max_wave_height¶
- type: floatMaximum height of the waves, used to properly color the surface
- property min_wave_height¶
- type: floatMinimum height of the waves, used to properly color the surface
- property out_cusp¶
- type: OutputTextureFloatCusp value
- property out_displace¶
- type: OutputTextureDisplacement
- property sampler_type¶
- type: intSampler type to be used for interpolation of displace values
- property spectra_file¶
- type: StringPath to the ocean spectra file
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- class plugins.TexOpenVDB¶
Bases:
object
null
- property delay_load¶
- type: booleanIf true, delay load the OpenVDB voxels until requested.
- property file¶
- type: StringThe path to the OpenVDB file
- property float_mult¶
- type: floatTexture multiplier for float data.
- property interpolation¶
- type: intThe grid interpolation sampler (0:linear, 1:quadratic: 2:none).
- property render_grid¶
- type: StringThe name of the OpenVDB grid to render.
- property stream¶
- type: List<int>If “file” is missing, read the vdb data from a memory stream.
- property use_3d_mapping¶
- type: booleanwhther to ignore the uvw generator and use world mapping.
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property vector_mult¶
- type: AColorTexture multiplier for vector data.
- property velocity_grid¶
- type: StringThe name of the OpenVDB velocity grid to use for motion blur.
- class plugins.TexOutput¶
Bases:
object
Performs adjustments to a texture’s value - multiplication, offset, inversion, clamping, etc. - in the same order as the 3dsMax Output texture [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bump_amount¶
- type: floatBump amount if the texture is used for bump mapping
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property mono_output¶
- type: booleanTrue if we have mono output in which case the color offset should not be multiplied by the alpha.
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property output_clamp¶
- type: booleanClamp the output in [0.0,1.0] range
- property output_mult¶
- type: TextureA multiplier for the output AColor
- property texmap¶
- type: TextureThe texture
- class plugins.TexParticleDiffuse¶
Bases:
object
Provides per-particle colors using data from the particle geometry source [gpuSupport=(none)]
- class plugins.TexParticleId¶
Bases:
object
Outputs per-partice ID integer taken from the particle geometry source [gpuSupport=(none)]
- class plugins.TexParticleSampler¶
Bases:
object
Provides multiple per-particle output parameters using data from the particle geometry source [gpuSupport=(none)]
- property acceleration¶
- type: OutputTexturePer-particle acceleration.
- property age¶
- type: OutputTextureFloatPer-particle age.
- property def_color_tex¶
- type: Texture
- property incandescencePP¶
- type: OutputTexturePer-particle emission/incandescence.
- property lifespanPP¶
- type: OutputTextureFloatPer-particle lifespan.
- property opacityPP¶
- type: OutputTextureFloatPer-particle opacity.
- property rgbPP¶
- type: OutputTexturePer-particle color.
- property userScalar1PP¶
- type: OutputTextureFloatPer-particle user scalar 1.
- property userScalar2PP¶
- type: OutputTextureFloatPer-particle user scalar 2.
- property userScalar3PP¶
- type: OutputTextureFloatPer-particle user scalar 3.
- property userScalar4PP¶
- type: OutputTextureFloatPer-particle user scalar 4.
- property userScalar5PP¶
- type: OutputTextureFloatPer-particle user scalar 5.
- property userVector1PP¶
- type: OutputTexturePer-particle user color 1.
- property userVector2PP¶
- type: OutputTexturePer-particle user color 2.
- property userVector3PP¶
- type: OutputTexturePer-particle user color 3.
- property userVector4PP¶
- type: OutputTexturePer-particle user color 4.
- property userVector5PP¶
- type: OutputTexturePer-particle user color 5.
- property worldVelocity¶
- type: OutputTexturePer-particle velocity in world space.
- class plugins.TexParticleShape¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property BeamWidth¶
- type: float
- property Exponent¶
- type: float
- property Falloff¶
- type: intFalloff Type - None(0), Linear(1), Square(2), Smooth(3), Cubic(4), Gaussian(5), User-defined(6)
- property FalloffAlpha¶
- type: int
- property FalloffAlphaInvert¶
- type: int
- property FalloffEnd¶
- type: float
- property FalloffRGB¶
- type: int
- property FalloffRGBInvert¶
- type: int
- property FalloffStart¶
- type: float
- property FalloffX¶
- type: float
- property FalloffY¶
- type: float
- property FracGranular¶
- type: float
- property FracOctave¶
- type: int
- property FracScale¶
- type: float
- property FracTime¶
- type: float
- property FracWeight¶
- type: float
- property GaussRate¶
- type: float
- property NoiseScale¶
- type: float
- property NoiseTime¶
- type: float
- property Shape¶
- type: intShape - None(0), Step(1), Sine(2), Star3), Beam(4), Symmetry(5), Noise(6), Turbulence(7), Fractal(8)
- property ShapeAlpha¶
- type: int
- property ShapeAlphaInvert¶
- type: int
- property ShapeRGB¶
- type: int
- property ShapeRGBInvert¶
- type: int
- property ShapeX¶
- type: float
- property ShapeY¶
- type: float
- property SineScale¶
- type: float
- property StarBranches¶
- type: float
- property StepWidth¶
- type: float
- property SymmetryWidth¶
- type: float
- property TurbHiFreq¶
- type: float
- property TurbLoFreq¶
- type: float
- property TurbScale¶
- type: float
- property TurbTime¶
- type: float
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property clr_txt¶
- type: TextureColor texture, the particles’color
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexPatternID¶
Bases:
object
An ID generator texture based on string pattern matching.gpuSupport=(partial)
- property patterns¶
- type: List<String>A list of string patterns to match.
- property patterns_ids¶
- type: List<int>A list of respective patterns IDs. If emtpy or not set - pattern list index is used.
- property use_scene_name¶
- type: booleanUse path from scene_name instead of user attribute.
- property user_attribute¶
- type: StringUser attribute name of type string.
- class plugins.TexPerVertexHairSampler¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property vertex_values¶
- type: List<Color>Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
- class plugins.TexPlusMinusAverage¶
Bases:
object
Performs add/sub/avg operation on a list of 1d, 2d or 3d textures [gpuSupport=(full)]
- property input1D¶
- type: List<TextureFloat>
- property input2D¶
- type: List<Texture>
- property input3D¶
- type: List<Texture>
- property operation¶
- type: int0 - No operation; 1 - Sum; 2 - Subtract from first; 3 - Average
- property output1D¶
- type: OutputTextureFloat
- property output2D¶
- type: OutputTexture
- property output3D¶
- type: OutputTexture
- class plugins.TexPtex¶
Bases:
object
Texture using a PTex file. Unlike normal bitmaps this doesn’t require UVs. [gpuSupport=(none)]
- property a_channel¶
- type: intThe index of the channel which will be used as a alpha channel.
- property alpha_type¶
- type: intWhere to take the alpha from.
- property anisotropic_filtering¶
- type: booleanAllow anisotropic texture filtering
- property auto_alpha¶
- type: booleanUse automatic alpha channel selection.
- property auto_color¶
- type: booleanUse automatic color channel selection.
- property b_channel¶
- type: intThe index of the channel which will be used as a blue channel.
- property blur¶
- type: floatblur parameter used for filtering
- property cache_size¶
- type: intThe size of the texture cache(in MB)
- property color¶
- type: OutputTextureThe final texture color
- property color_gain¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property color_space¶
- type: int0 - linear, 1 - gamma corrected, 2 - sRGB
- property faces¶
- type: List<int>
- property filter_type¶
- type: intType of filter used for the texture
- property g_channel¶
- type: intThe index of the channel which will be used as a green channel.
- property gamma¶
- type: float
- property ifl_end_condition¶
- type: intImage file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
- property ifl_playback_rate¶
- type: float
- property ifl_start_frame¶
- type: int
- property image_number¶
- type: int
- property image_offset¶
- type: int
- property lerp¶
- type: booleanInterpolation between mipmap levels
- property origFaces¶
- type: List<int>
- property origFacesDegree¶
- type: List<int>
- property ptex_file¶
- type: StringThe Ptex texture file
- property r_channel¶
- type: intThe index of the channel which will be used as a red channel.
- property reverse_vertices¶
- type: booleanReverses the order of vertices
- property sharpness¶
- type: floatSharpness parameter for the general bicubic filter
- property use_image_sequence¶
- type: boolean
- property vertices¶
- type: List<Vector>
- property width¶
- type: floatwidth parameter used for filtering
- class plugins.TexRGBMultiplyMax¶
Bases:
object
Multiplies two color textures [gpuSupport=(full)]
- property alpha_mode¶
- type: intAlpha mode (0 - from color_a, 1 - from color_b, 2 - multiply
- property color_a¶
- type: TextureThe first texture
- property color_b¶
- type: TextureThe second texture
- class plugins.TexRGBTintMax¶
Bases:
object
Tints the input color [gpuSupport=(none)]
- property blue¶
- type: ColorThe blue color
- property green¶
- type: ColorThe green color
- property red¶
- type: ColorThe red color
- property texture¶
- type: TextureThe texture
- class plugins.TexRGBToHSV¶
Bases:
object
Converts the input texture from RGB to HSV color space [gpuSupport=(full)]
- property color¶
- type: OutputTexture
- property inRgb¶
- type: TextureInput RGB color
- class plugins.TexRamp¶
Bases:
object
Interpolates textures in the provided list. Each texture has a ‘position’ along the ramp. The ‘type’ parameter defines how these positions map to UV space (linear, circular, etc.) [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property biases¶
- type: List<float>Bias values to each position value in the range [0..1]. Each bias value modifies the middle point of the interpolation between its corresponding position and the next one. Value of 0.5 means there will be no bias of the interpolation for the current position, a value of 0.0 will make the middle point equivalent to the corresponding position and a value of 1.0 will make the middle point equivalent with the next position. This parameter is optional and no bias will be applied if it is missing.
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property colors¶
- type: List<Texture>The given colors for their corresponding positions (see ‘positions’ param)
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property hue_noise_amount¶
- type: floatHue noise amount
- property hue_noise_frequency¶
- type: floatHue noise frequency
- property interpolation¶
- type: int0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_amount¶
- type: floatDistortion noise amount
- property noise_frequency¶
- type: floatDistortion noise frequency
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property positions¶
- type: List<TextureFloat>Positions of the given colors (see ‘colors’ param) along a 1D axis or 2D plane according to ‘type’
- property saturation_noise_amount¶
- type: floatSaturation noise amount
- property saturation_noise_frequency¶
- type: floatSaturation noise frequency
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: int0:V, 1:U, 2:(U+V)/2, 3:radial, 4:circular, 5:box, 6:UV, 7:four corner, 8:tartan
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_wave¶
- type: floatSine wave offset in the u direction
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_wave¶
- type: floatSine wave offset in the v direction
- property value_noise_amount¶
- type: floatValue noise amount
- property value_noise_frequency¶
- type: floatValue noise frequency
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexRandom¶
Bases:
object
A texture for generating random values. [gpuSupport=(full)]
- property color¶
- type: OutputTextureThe resulting random color.
- property color_seed¶
- type: TextureEach color component at the shading point affects seed.
- property float_seed¶
- type: TextureFloatFloat value at the shading point affects seed.
- property range_max¶
- type: floatRandom value range maximum value.
- property range_min¶
- type: floatRandom value range minimum value.
- property seed¶
- type: intRandom seed. Mixed with color_seed or float_seed.
- property value¶
- type: OutputTextureFloatThe resulting random value.
- class plugins.TexRaySwitch¶
Bases:
object
Chooses between a default, shadow, GI, reflection or refraction texture based on the type of ray [gpuSupport=(none)]
- property default_texture¶
- type: TextureThis texture is used if texture is not set for specific ray type or if the ray type is unknown.
- property gi_ray_texture¶
- type: TextureThis texture is used for GI rays.
- property reflect_ray_texture¶
- type: TextureThis texture is used for reflection rays.
- property refract_ray_texture¶
- type: TextureThis texture is used for refraction rays.
- property shadow_ray_texture¶
- type: TextureThis texture is used for shadow rays.
- class plugins.TexRemap¶
Bases:
object
Maps input floats or colors to new values using control points and interpolation. Color mapping can be in HSV space. [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: booleanIf true, the resulting alpha is the color intensity; otherwise the alpha is taken from the colors
- property blue_positions¶
- type: List<TextureFloat>Key input values for the blue channel
- property blue_tangents¶
- type: List<float>Tangents for input blue values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property blue_types¶
- type: List<int>Interpolation types for each key of the blue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property blue_values¶
- type: List<TextureFloat>Output float values the key values should map to for the blue channel
- property color_colors¶
- type: List<Texture>Output color values the key values should map to
- property color_positions¶
- type: List<TextureFloat>Key input values (equal for all color channels)
- property color_tangents¶
- type: List<float>Tangents for input color values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property color_types¶
- type: List<int>Interpolation types for each key of the colors (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property float_positions¶
- type: List<TextureFloat>Key input values
- property float_tangents¶
- type: List<float>Tangents for input float values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property float_types¶
- type: List<int>Interpolation types for each key of the floats (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property float_values¶
- type: List<TextureFloat>Output float values the key values should map to
- property green_positions¶
- type: List<TextureFloat>Key input values for the green channel
- property green_tangents¶
- type: List<float>Tangents for input green values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property green_types¶
- type: List<int>Interpolation types for each key of the green channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property green_values¶
- type: List<TextureFloat>Output float values the key values should map to for the green channel
- property hue_positions¶
- type: List<TextureFloat>Key input values for the hue channel
- property hue_tangents¶
- type: List<float>Tangents for input hue values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property hue_types¶
- type: List<int>Interpolation types for each key of the hue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property hue_values¶
- type: List<TextureFloat>Output float values the key values should map to for the hue channel
- property input_bias¶
- type: floatExponent e=(1-bias)/(1+bias) applied to input_value
- property input_bias_tex¶
- type: TextureFloatTexture override for input_bias
- property input_color¶
- type: TextureUsed for type=1 and type=2. Result is out_color (or the default output)
- property input_max¶
- type: floatRescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
- property input_max_tex¶
- type: TextureFloatTexture override for input_max
- property input_min¶
- type: floatRescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
- property input_min_tex¶
- type: TextureFloatTexture override for input_min
- property input_value¶
- type: TextureFloatUsed for type=0. Result is out_value or out_color with float_* or color_* parameters respectively
- property out_color¶
- type: OutputTextureThe output color, depending on input_value & color_* params or input_color & rgb/hsv params, according to ‘type’. This is equivalent to the default output.
- property out_value¶
- type: OutputTextureFloatThe output float value, depending on input_value and float_* params
- property output_max¶
- type: floatOutput values and colors are rescaled linearly to fit between output_min and output_max
- property output_min¶
- type: floatOutput values and colors are rescaled linearly to fit between output_min and output_max
- property red_positions¶
- type: List<TextureFloat>Key input values for the red channel
- property red_tangents¶
- type: List<float>Tangents for input red values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property red_types¶
- type: List<int>Interpolation types for each key of the red channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property red_values¶
- type: List<TextureFloat>Output float values the key values should map to for the red channel
- property saturation_positions¶
- type: List<TextureFloat>Key input values for the saturation channel
- property saturation_tangents¶
- type: List<float>Tangents for input saturation values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property saturation_types¶
- type: List<int>Interpolation types for each key of the saturation channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property saturation_values¶
- type: List<TextureFloat>Output float values the key values should map to for the saturation channel
- property type¶
- type: intType of conversion: 0:RemapValue, 1:RemapColor, 2:RemapHSV.
- property value_positions¶
- type: List<TextureFloat>Key input values for the value channel
- property value_tangents¶
- type: List<float>Tangents for input value channel values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
- property value_types¶
- type: List<int>Interpolation types for each key of the value channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
- property value_values¶
- type: List<TextureFloat>Output float values the key values should map to for the value channel
- class plugins.TexRemapFloat¶
Bases:
object
Remaps a value in the 0.0-1.0 range to another range [gpuSupport=(none)]
- property high¶
- type: floatHigh boundary
- property low¶
- type: floatLow boundary
- property value¶
- type: TextureFloatValue to remap
- class plugins.TexRgbaCombine¶
Bases:
object
Deprecated. Use Float3ToAColor. [gpuSupport=(none)]
- property alpha¶
- type: TextureFloatAlpha channel input
- property blue¶
- type: TextureFloatBlue channel input
- property green¶
- type: TextureFloatGreen channel input
- property red¶
- type: TextureFloatRed channel input
- class plugins.TexRgbaSplit¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha¶
- type: OutputTextureFloatThe input’s alpha only
- property combined¶
- type: OutputTextureThe combined RGB and alpha
- property input¶
- type: TextureColor RGBA input texture
- property rgb¶
- type: OutputTextureThe RGB values with alpha set to 1.0
- class plugins.TexRock¶
Bases:
object
V-Ray implementation of the rock procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1_tex¶
- type: Texture
- property color2_tex¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property diffusion¶
- type: float
- property grain_size¶
- type: float
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property mix_ratio¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexSampler¶
Bases:
object
Provides over 40 output parameters with information taken from the sampled point (e.g. position, UV coordinates, etc.) [gpuSupport=(partial)]
- property barycentric_coords¶
- type: OutputTextureVectorBarycentric coordinates of ray intersection point (0,0,0 if not applicable)
- property bumpNormal¶
- type: OutputTextureVectorThe bump normal in world space
- property bumpNormalCamera¶
- type: OutputTextureVectorThe bump map normal in camera space
- property bumpNormalObject¶
- type: OutputTextureVectorThe bump map normal in object space
- property bumpNormalRelative¶
- type: OutputTextureVectorThe bump map normal in relative space
- property camToWorld¶
- type: OutputTextureTransformThe transformation from camera to world space
- property cameraFarClipPlane¶
- type: OutputTextureFloatThe camera far clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
- property cameraNearClipPlane¶
- type: OutputTextureFloatThe camera near clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
- property face_index¶
- type: OutputTextureIntIndex of triangle face hit by ray (-1 if not applicable)
- property facing_ratio¶
- type: OutputTextureFloatThe cosine of the angle between the normal and the viewing direction
- property flipped_normal¶
- type: OutputTextureFloatZero if the face is front facing and one if it is backfacing the camera
- property frame_index_offset¶
- type: OutputTextureFloatThe number of frames offset from the current frame when rendering long motion blur intervals, whole number.
- property frame_time¶
- type: OutputTextureFloatThe current frame (image) time
- property gnormal¶
- type: OutputTextureVectorThe geometric normal in world space
- property gpu_adaptive_lights_voxels¶
- type: OutputTextureVectorUsed for dev debug only (users don’t need this).This is the position of the GPU voxel for the GPU adaptive lights
- property instance_id¶
- type: OutputTextureIntThe instance ID of the hit object
- property material_id¶
- type: OutputTextureIntThe surface material id, if the surface supports it
- property normal¶
- type: OutputTextureVectorThe smooth normal in world space
- property normalCamera¶
- type: OutputTextureVectorThe smooth normal in camera space
- property normalObject¶
- type: OutputTextureVectorThe smooth normal in object space
- property normalReference¶
- type: OutputTextureVectorThe smooth normal in reference space
- property normalRelative¶
- type: OutputTextureVectorThe smooth normal in relative space
- property object_id¶
- type: OutputTextureIntThe object ID of the hit object
- property parent_object_id¶
- type: OutputTextureIntThe object ID of the parent object
- property path_length¶
- type: OutputTextureFloatThe path length.
- property pixelCenter¶
- type: OutputTextureVectorThe current sample image coordinates. Used for the samplerInfo node in Maya.
- property point¶
- type: OutputTextureVectorThe shading point in world space
- property pointCamera¶
- type: OutputTextureVectorThe shading point in camera space
- property pointObject¶
- type: OutputTextureVectorThe shading point in object space
- property pointReference¶
- type: OutputTextureVectorThe shading point in reference space
- property pointRelative¶
- type: OutputTextureVectorThe shading point in relative space
- property random_by_instanceID¶
- type: OutputTextureFloatRandom value based on various instance identifiers (instance index, particle index, etc). Same as random_by_renderID, but without mixing with Render ID.
- property random_by_polyShell¶
- type: OutputTextureFloatRandom value based on the polygon shell (connected mesh component) the current face belongs to.
- property random_by_renderID¶
- type: OutputTextureFloatRandom value based on RenderID of the object
- property random_by_scene_name¶
- type: OutputTextureFloatRandom value based on scene name of the object
- property rayDirection¶
- type: OutputTextureVectorThe viewing direction in camera space. Used for the samplerInfo node in Maya.
- property ray_depth¶
- type: OutputTextureFloatThe ray depth.
- property ray_time¶
- type: OutputTextureFloatThe ray time within the motion blur interval
- property reference_normal_attr¶
- type: StringAttribute name to use for reference normals.
- property reference_vertex_attr¶
- type: StringAttribute name to use for reference vertices.
- property reflection¶
- type: OutputTextureVectorThe smooth reflection vector in world space
- property reflectionCamera¶
- type: OutputTextureVectorThe smooth reflection vector in camera space
- property reflectionObject¶
- type: OutputTextureVectorThe smooth reflection vector in object space
- property reflectionRelative¶
- type: OutputTextureVectorThe smooth reflection vector in relative space
- property refraction¶
- type: OutputTextureVectorThe smooth refraction vector in world space
- property refractionCamera¶
- type: OutputTextureVectorThe smooth refraction vector in camera space
- property refractionObject¶
- type: OutputTextureVectorThe smooth refraction vector in object space
- property refractionRelative¶
- type: OutputTextureVectorThe smooth refraction vector in relative space
- property refraction_ior¶
- type: floatIndex of refraction of the object.
- property speed¶
- type: OutputTextureFloatThe speed (the magnitude of the velocity) at the intersection point, in scene units per frame
- property tangentUCamera¶
- type: OutputTextureVectorThe U axis of the currently shaded point’s UVW space, transformed in camera space.
- property tangentUObject¶
- type: OutputTextureVectorThe U axis of the currently shaded point’s UVW space, transformed in object space.
- property tangentUWorld¶
- type: OutputTextureVectorThe U axis of the currently shaded point’s UVW space, transformed in world space.
- property tangentVCamera¶
- type: OutputTextureVectorThe V axis of the currently shaded point’s UVW space, transformed in camera space.
- property tangentVObject¶
- type: OutputTextureVectorThe V axis of the currently shaded point’s UVW space, transformed in object space.
- property tangentVWorld¶
- type: OutputTextureVectorThe V axis of the currently shaded point’s UVW space, transformed in world space.
- property transform¶
- type: TransformThe relative coordinate system to use.
- property transparency_level¶
- type: OutputTextureFloatThe transparency level.
- property user_attribute_overrides¶
- type: booleanIf true parameters having User Attribute overrides will be using the overrides.
- property uvCoord¶
- type: OutputTextureVectorThe uvw coordinates of the point being shaded. These are the coordinates of channel 0.
- property uvCoordClamp¶
- type: OutputTextureVectorThe clamped uvw coordinates of the point being shaded. These are the coordinates of channel 0.
- property uvCoordTile¶
- type: OutputTextureVectorThe tiled uvw coordinates of the point being shaded. These are the coordinates of channel 0.
- property uv_index¶
- type: intThe index of the uv channel that should be used in case there is no uv set name
- property uv_set_name¶
- type: StringThe name of the uv channel that should be used.
- property velocity¶
- type: OutputTextureVectorThe velocity at the intersection point, in scene units per frame, in world space
- property view_dir¶
- type: OutputTextureVectorThe viewing direction
- class plugins.TexScalarCurve¶
Bases:
object
Applies bezier correction curves to the input float texture [gpuSupport=(full)]
- property input¶
- type: TextureFloatThe value from this texture is controlled by the profile curve.
- property keys¶
- type: List<float>Quadruplets of 2d vectors (two floats) for each bezier segment.
- class plugins.TexScalarExponential¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property factor¶
- type: TextureFloatThe factor to be used in the operation.
- property input¶
- type: TextureFloatThe value used in the operation.
- property operation¶
- type: intThe operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
- class plugins.TexScalarHairRootSampler¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property root_values¶
- type: List<float>The scalars at the root of each hair strand.
- class plugins.TexScalarMathBasic¶
Bases:
object
Deprecated. Use TexFloatOp [gpuSupport=(bake)]
- property input1¶
- type: TextureFloatThe first scalar input
- property input2¶
- type: TextureFloatThe second scalar input
- property max_displacement¶
- type: floatSpecifies the maximum displacement value. If the displacement value is higher than the Max Displacement value, displacement will be clipped
- property op¶
- type: intOperation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
- class plugins.TexScatterSurfaceColor¶
Bases:
object
A V-Ray implementation of the ScatterSurfaceColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]
- property custom_map¶
- type: TextureCustom shading map, used when source=1
- property distribution_surface_maps¶
- type: List<Texture>Distribution surfaces maps, used when source=0
- property gamma_randomness¶
- type: floatGamma randomness %
- property hue_randomness¶
- type: floatHue randomness %
- property presampled_source¶
- type: intA non-zero number - indicates the source map is presampled in channel with the given number and zero - indicates the source should be sampled at render time
- property source¶
- type: intSource(0 - Surface diffuse/base map(s); 1 - Custom map
- property surface_map_ids¶
- type: List<int>Distribution surface map IDs, used when source=0
- property surface_node_ids¶
- type: List<int>Distribution surface node IDs
- property surface_nodes¶
- type: List<Plugin>Distribution surface nodes
- class plugins.TexSetRange¶
Bases:
object
Remaps the input texture from some old range to a new range of values. The ranges can be textured. [gpuSupport=(full)]
- property color¶
- type: OutputTexture
- property newMax¶
- type: Texture
- property newMin¶
- type: Texture
- property oldMax¶
- type: Texture
- property oldMin¶
- type: Texture
- property value¶
- type: Texture
- class plugins.TexSimplexNoise¶
Bases:
object
Implements the Maya simplex noise procedural texture [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property distortion_ratio¶
- type: TextureFloat
- property distortion_u¶
- type: TextureFloat
- property distortion_v¶
- type: TextureFloat
- property frequency¶
- type: TextureFloat
- property frequency_ratio¶
- type: TextureFloat
- property gamma¶
- type: float
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_type¶
- type: int
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property octaves¶
- type: int
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property ratio¶
- type: TextureFloat
- property scale¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSky¶
Bases:
object
Texture connected to a SunLight for use as environment map. [gpuSupport=(bake)]
- property altitude¶
- type: floatSpecifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
- property blend_angle¶
- type: floatThe angle (in degrees) (up from the horizon) where the sky starts to blend with the ground albedo. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line.
- property color_mode¶
- type: intThis option affects the way the color in the Filter color parameter affects the color of the sun (0 - Filter, 1 - Direct, 2 - Override)
- property filter_color¶
- type: ColorSunlight color. Used to add user control to light color definition
- property ground_albedo¶
- type: ColorReflective property of the “ground”. Affects sky-dome brightness and color
- property horiz_illum¶
- type: floatSpecifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
- property horizon_offset¶
- type: floatHorizon offset under the sky-dome. Allows the user to manually lower the horizon line.
- property intensity_multiplier¶
- type: floatUse to control the brightness of the Sun
- property invisible¶
- type: booleanWhen on, this option makes the sun invisible, both to the camera and to reflections
- property ozone¶
- type: floatAffects the color of the sun light (between 0.0 and 1.0). Smaller values make the sunlight more yellow, larger values make it blue
- property size_multiplier¶
- type: floatControls the visible size of the sun. Affects the appearance of the sun disc as seen by the camera and reflections, as well as the blurriness of the sun shadows
- property sky_model¶
- type: intSelects the procedural model used to simulate the TexSky texture (0 - Preetham, 1 - CIE Clear, 2 - Overcast, 3 - Hosek, 4 - PRG Clear Sky, 5 - PRG Clear Sky New)
- property sun¶
- type: PluginIf specified, all parameters are taken from the sun; otherwise, the sky parameters are used
- property sun_dir_only¶
- type: intUse only the direction of the specified sun (don’t inherit all other parameters)
- property target_transform¶
- type: TransformThe transformation of the Sun target point. Used only for photon mapping.
- property transform¶
- type: TransformThe transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
- property turbidity¶
- type: floatDetermines the amount of dust in the air and affects the color of the sun and sky. Smaller values produce a clear/blue sky, larger values yellow and orange
- property up_vector¶
- type: VectorSpecifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
- property water_vapour¶
- type: floatControls the amount of water vapor in the atmosphere which affects the sky color.
- class plugins.TexSmoke¶
Bases:
object
V-Ray implementation of the 3dsMax smoke procedural texture [gpuSupport=(full)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property exponent¶
- type: floatExponent
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property iterations¶
- type: intIterations
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property phase¶
- type: floatPhase
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: floatSize
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSnow¶
Bases:
object
V-Ray implementation of the snow procedural texture in Maya [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property depth_decay¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property snow_tex¶
- type: Texture
- property surface_tex¶
- type: Texture
- property thickness¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexSoftbox¶
Bases:
object
Procedural texture for use with LightRectangle to reproduce softbox lighting [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property base_color¶
- type: ColorBase color
- property base_gamma¶
- type: floatBase gamma
- property base_mult¶
- type: floatBase multiplier
- property base_tex¶
- type: TextureBase texture
- property base_tex_on¶
- type: booleanTurn on base texture
- property base_tint¶
- type: ColorBase tint color
- property base_tint_on¶
- type: booleanTurn on base tint
- property base_tint_strength¶
- type: floatBase tint strength
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property frame_col¶
- type: List<Texture>Frame colors
- property frame_flip¶
- type: booleanFlip frame
- property frame_on¶
- type: booleanTurn on frame
- property frame_pos¶
- type: List<Object>Frame positions
- property frame_tint¶
- type: ColorFrame tint color
- property frame_tint_on¶
- type: booleanTurn on frame tint
- property frame_tint_strength¶
- type: floatFrame tint strength
- property grad_frame¶
- type: PluginThe Frame Vignette gradient.
- property grad_horiz¶
- type: PluginThe U Vignette gradient.
- property grad_horiz_col¶
- type: List<Texture>Horizontal gradient colors
- property grad_horiz_flip¶
- type: booleanFlip horizontal gradient
- property grad_horiz_on¶
- type: booleanTurn on horizontal gradient
- property grad_horiz_pos¶
- type: List<Object>Horizontal gradient positions
- property grad_rad¶
- type: PluginThe Radial Vignette gradient.
- property grad_rad_col¶
- type: List<Texture>Radial gradient colors
- property grad_rad_flip¶
- type: booleanFlip radial gradient
- property grad_rad_on¶
- type: booleanTurn on radial gradient
- property grad_rad_pos¶
- type: List<Object>Radial gradient positions
- property grad_vert¶
- type: PluginThe V Vignette gradient.
- property grad_vert_col¶
- type: List<Texture>Vertical gradient colors
- property grad_vert_flip¶
- type: booleanFlip vertical gradient
- property grad_vert_on¶
- type: booleanTurn on vertical gradient
- property grad_vert_pos¶
- type: List<Object>Vertical gradient positions
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property noise_amount¶
- type: floatFrame noise amount
- property noise_fractal¶
- type: booleanTurn on frame fractal noise
- property noise_levels¶
- type: intFrame noise levels
- property noise_phase¶
- type: floatFrame noise phase
- property noise_size¶
- type: floatFrame noise size
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property spots_exp¶
- type: floatFading softness
- property spots_iradius¶
- type: floatFading inner radius
- property spots_mode¶
- type: intSpots mode
- property spots_mult¶
- type: floatSpots multiplier
- property spots_on¶
- type: booleanTurn on hot/dark spots
- property spots_oradius¶
- type: floatFading outer radius
- property spots_tint¶
- type: ColorSpots tint color
- property spots_tint_on¶
- type: booleanTurn on spots tint
- property spots_tint_strength¶
- type: floatSpots tint strength
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_offset¶
- type: floatSpots u offset
- property u_tiling¶
- type: floatSpots u tiling
- property u_tiling_on¶
- type: booleanTurn on spots u tiling
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_offset¶
- type: floatSpots v offset
- property v_tiling¶
- type: floatSpots v tiling
- property v_tiling_on¶
- type: booleanTurn on v tiling
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSpeckle¶
Bases:
object
V-Ray implementation of the 3dsMax speckle procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: floatSize
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSplat¶
Bases:
object
V-Ray implementation of the 3dsMax splat procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property iterations¶
- type: intNumber of iterations for the fractal generator
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: floatSize
- property smoothing¶
- type: floatTransition smoothing
- property threshold¶
- type: floatThreshold
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexStencil¶
Bases:
object
Masks parts of the input texture using the ‘mask’ texture or a color key [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_key¶
- type: TextureThe color to be masked in the texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property default_color¶
- type: TextureRepresents the texture that is underneath
- property edge_blend¶
- type: floatControls the sharpness of the texture edges.
- property hue_range¶
- type: TextureFloatThe range of hues centered on the Color Key color which are also masked
- property image¶
- type: TextureThe texture that is used as a stencil
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property key_masking¶
- type: booleanIf true, selects the areas in the texture similar to or equal to the Color Key and masks them out
- property mask¶
- type: TextureFloatRepresents the Stencil’s transparency
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property positive_key¶
- type: booleanIf true, inverts the Chroma Key mask(only the colors specified in the Color Key and HSV Range are displayed)
- property sat_range¶
- type: TextureFloatThe range of saturations centered on the Color Key color which are also masked
- property uvwgen¶
- type: PluginUVWGen from which the uvw coordinates will be taken
- property val_range¶
- type: TextureFloatThe range of values centered on the Color Key color which are also masked
- class plugins.TexStucco¶
Bases:
object
V-Ray implementation of the 3dsMax stucco procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property size¶
- type: floatSize
- property thickness¶
- type: floatThickness
- property threshold¶
- type: floatThreshold
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSurfIncidence¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property bias¶
- type: floatControls the contrast between dark and light areas of shading
- property custom_vector¶
- type: Vectorcustom vector
- property gain¶
- type: floatControls the brightness of the effect
- property inc_mode¶
- type: intIncidence mode
- property invert¶
- type: intInvert if enabled
- property range¶
- type: intRange (0 - 0 to 90 degrees, 1 - 0 to 180 degrees)
- class plugins.TexSurfaceLuminance¶
Bases:
object
Samples lighting at the point that is being shaded [gpuSupport=(none)]
- property color¶
- type: OutputTexture
- property contribute_to_gi¶
- type: booleanIf true, the direct light will contribute to the GI calculations. This have visual effect only if the texture is used for diffuse calculation.
- property luminance¶
- type: OutputTextureFloat
- property luminance_mode¶
- type: int0: no luminance, 1: direct light, 2: diffuse light, 3: direct+diffuse light, 4: matte shadow
- property samples¶
- type: intSamples for diffuse lighting
- class plugins.TexSwirl¶
Bases:
object
V-Ray implementation of the 3dsMax swirl procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property center_x¶
- type: floatCenter Position X
- property center_y¶
- type: floatCenter Position Y
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: TextureFirst color
- property color2¶
- type: TextureSecond color
- property color_contrast¶
- type: floatColor Contrast
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property constant_detail¶
- type: intConstant Detail
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property random_seed¶
- type: floatRandom Seed
- property swirl_amount¶
- type: floatSwirl Amount
- property swirl_intensity¶
- type: floatSwirl Intensity
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property twist¶
- type: floatTwist
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexSwitch¶
Bases:
object
Chooses from a list of other color textures based on which scene object is being shaded [gpuSupport=(none)]
- property default_texture¶
- type: Texture
- property nodes¶
- type: List<Plugin>
- property textures¶
- type: List<Texture>
- class plugins.TexSwitchFloat¶
Bases:
object
Chooses from a list of other float textures based on which scene object is being shaded [gpuSupport=(none)]
- property default_texture¶
- type: TextureFloat
- property nodes¶
- type: List<Plugin>
- property textures¶
- type: List<TextureFloat>
- class plugins.TexSwitchInt¶
Bases:
object
Chooses from a list of other integer textures based on which scene object is being shaded [gpuSupport=(none)]
- property default¶
- type: int
- property nodes¶
- type: List<Plugin>
- property values¶
- type: List<int>
- class plugins.TexSwitchMatrix¶
Bases:
object
Chooses from a list of other matrix textures based on which scene object is being shaded [gpuSupport=(none)]
- property default_texture¶
- type: TextureMatrix
- property nodes¶
- type: List<Plugin>
- property textures¶
- type: List<TextureMatrix>
- class plugins.TexSwitchTransform¶
Bases:
object
Chooses from a list of other transform textures based on which scene object is being shaded [gpuSupport=(none)]
- property default_texture¶
- type: TextureTransform
- property nodes¶
- type: List<Plugin>
- property textures¶
- type: List<TextureTransform>
- class plugins.TexTemperature¶
Bases:
object
Maps a temperature floating point input to respective black body radiation color (remember to set color_mode=1) [gpuSupport=(partial)]
- property alpha¶
- type: floatAlpha color channel.
- property color¶
- type: ColorColor.
- property color_mode¶
- type: intOutput mode: 0 - from color; 1 - from temperature mode.
- property gamma_correction¶
- type: floatGamma correction value.
- property rgb_multiplier¶
- type: floatColor multiplier.
- property temperature¶
- type: TextureFloatTemperature in Kelvins.
- class plugins.TexTemperatureToColor¶
Bases:
object
Multiplies the temperature by the input texture intensity and converts that to a black body radiation color [gpuSupport=(full)]
- property color¶
- type: OutputTexture
- property input¶
- type: Texture
- property temperature¶
- type: float
- class plugins.TexThickness¶
Bases:
object
Outputs the thickness of the shaded object at this point as grayscale color value. Uses raytracing. [gpuSupport=(none)]
- property thickness_mult¶
- type: floatThe object thickness is multiplied by this value to get the texture color.
- class plugins.TexThinFilm¶
Bases:
object
An implementation of the Thin Film map [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gamma¶
- type: float
- property hue¶
- type: float
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property ior_ext¶
- type: float
- property ior_film¶
- type: float
- property ior_int¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property sat¶
- type: float
- property thickness_map¶
- type: Texture
- property thickness_max¶
- type: float
- property thickness_min¶
- type: float
- class plugins.TexTiles¶
Bases:
object
V-Ray implementation of the 3dsMax tiles procedural texture [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mortar¶
- type: TextureMortar color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property color_tiles¶
- type: TextureTiles color
- property color_variance¶
- type: floatColor variance
- property column_change¶
- type: floatcolumn change value modifying the number of tiles in affected columns
- property column_modify¶
- type: booleanif true - custom column parameters
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property edge_roughness¶
- type: floatEdge roughness
- property fade_variance¶
- type: floatFade variance
- property h¶
- type: floatHeight of the valid texture sector
- property holes¶
- type: intHoles
- property horizontal_count¶
- type: floatTiles horizontal count
- property horizontal_gap¶
- type: floatHorizontal gap between tiles
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property line_shift¶
- type: floatLine shift
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property pattern_type¶
- type: intTiles pattern: 0-Custom Tiles, 1-Running Bond, 2-Common Flemish Bond, 3-English Bond, 4-1/2 Running Bond, 5-Stack Bond, 6-Fine Running Bond, 7-Fine Stack Bond
- property per_column¶
- type: intevery per_column column is modified by corresponding change value
- property per_row¶
- type: intevery per_row row is modified by corresponding change value
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property random_seed¶
- type: intRandom seed
- property random_shift¶
- type: floatRandom shift
- property row_change¶
- type: floatrow change value modifying the number of tiles in affected rows
- property row_modify¶
- type: booleanif true - custom row parameters
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property vertical_count¶
- type: floatTiles vertical count
- property vertical_gap¶
- type: floatVertical gap between tiles
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexToVector¶
Bases:
object
Converts input texture to a vector texturegpuSupport=(none)
- property input¶
- type: PluginInput texture (integer, float or color).
- class plugins.TexTriPlanar¶
Bases:
object
Uses triplanar mapping of 3 textures for the X/Y/Z axis for texturing without UV data [gpuSupport=(full)]
- property blend¶
- type: floatAmount of blending at the plane seams.
- property blend_method¶
- type: intBlending method
- property frame_offset¶
- type: TextureVectorOffset from the reference frame center (object or reference node).
- property node_ref_transform¶
- type: TransformThe reference object’s world transform, when the reference space is set to reference object(Node). If this parameter is missing, world space is used.
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property random_axis¶
- type: booleanRandomly permute the axes.
- property random_frame_rotation¶
- type: booleanRandom frame rotation (in object or reference space).
- property random_mode¶
- type: intSpecifies what to use to randomize the offset/rotation.
- property random_texture_offset¶
- type: booleanRandomize the texture offset in texture space.
- property random_texture_rotation¶
- type: booleanRandomize the texture rotation from one object to another, in texture space. The “texture rotation” parameter, if non-zero, is used as increments for the rotation.
- property random_user_attribute¶
- type: StringUser attribute source for the “By user attribute” random mode
- property ref_space¶
- type: intThe space that the projection takes place in, either local object space, or some other object in the scene. If the space is set to reference object(Node), but no object is specified, world space is used.
- property rest_normal_tex¶
- type: TextureTexture to be used as reference normals. Usually TexUserColor sampling geometry map channel.
- property rest_position_tex¶
- type: TextureTexture to be used as reference vertices. Usually TexUserColor sampling geometry map channel.
- property scale¶
- type: TextureFloatScale of the texture; larger values increase the number of texture repeats, lower values make the texture larger.
- property size¶
- type: TextureFloatAdjust the size of the texture in scene units.
- property texture_mode¶
- type: intSpecifies whether to use the same texture on all axes, or separate textures for each axis, or separate texture for each axis in each direction.
- property texture_negx¶
- type: TextureThe texture for the negative X axis.
- property texture_negy¶
- type: TextureThe texture for the negative Y axis.
- property texture_negz¶
- type: TextureThe texture for the negative Z axis.
- property texture_rotation¶
- type: VectorTexture rotations for the three axes, in degrees, in texture space.
- property texture_rotation_map¶
- type: TextureVectorTexture rotations for the three axes in texture space, from 0.0 to 1.0.
- property texture_x¶
- type: TextureThe base texture, or the texture for the X axis if texture mode is set to different textures.
- property texture_y¶
- type: TextureThe texture for the Y axis.
- property texture_z¶
- type: TextureThe texture for the Z axis.
- property use_displaced_surface¶
- type: booleanIf enabled, calculate the texture based on the displaced surface. Otherwise use the original. Does nothing when not using displacement.
- class plugins.TexUVW¶
Bases:
object
Outputs the UVW from a UVWGen plugin as RGB color [gpuSupport=(full)]
- property component¶
- type: intSpecifies which component to show (0 - all, 1 - u, 2 - v, 3 - w)
- property uvwgen¶
- type: PluginThe uvw space that will be displayed as RGB
- class plugins.TexUVWGenToTexture¶
Bases:
object
Converts UVW coordinates provided from a UVWGen plugin to color. Same as TexUVW. [gpuSupport=(full)]
- property input¶
- type: Plugin
- class plugins.TexUserColor¶
Bases:
object
Outputs a color taken from a Node::user_attributes parameter or from a geometry’s UVW mapping channel [gpuSupport=(partial)]
- property attribute_priority¶
- type: intUser attribute lookup priority - 0 for map channel, 1 for user attribute
- property color¶
- type: OutputTexture
- property compatibility_with¶
- type: intCompatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
- property default_color¶
- type: TextureDefault color when the attribute is not found
- property user_attribute¶
- type: StringUser attribute name of type color or float; OR name of mapping channel
- class plugins.TexUserInteger¶
Bases:
object
Outputs an integer taken from a Node::user_attributes parameter or from a geometry’s UVW mapping channel (suffix .x/.y/.z to select component) [gpuSupport=(partial)]
- property attribute_priority¶
- type: intUser attribute lookup priority - 0 for map channel, 1 for user attribute
- property compatibility_with¶
- type: intCompatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
- property default_value¶
- type: TextureIntDefault value if the attribute is not found
- property scalar¶
- type: OutputTextureFloat
- property user_attribute¶
- type: StringUser attribute name of type float or color; OR name of mapping channel
- class plugins.TexUserScalar¶
Bases:
object
Outputs a scalar taken from a Node::user_attributes parameter or from a geometry’s UVW mapping channel (suffix .x/.y/.z to select component) [gpuSupport=(partial)]
- property attribute_priority¶
- type: intUser attribute lookup priority - 0 for map channel, 1 for user attribute
- property compatibility_with¶
- type: intCompatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
- property default_value¶
- type: TextureFloatDefault value if the attribute is not found
- property scalar¶
- type: OutputTextureFloat
- property user_attribute¶
- type: StringUser attribute name of type float or color; OR name of mapping channel
- class plugins.TexVRayFurSampler¶
Bases:
object
Outputs several parameters when shading fur. Subset of TexHairSampler. [gpuSupport=(partial)]
- property distance_along_strand¶
- type: OutputTextureFloatDistance along the hair strand where the intersection occurred, in the [0,1] range.
- property distance_along_strand_absolute¶
- type: OutputTextureFloatDistance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
- property fur_max_distance¶
- type: TextureFloatThe maximum distance of strands, when using “distance_along_strand_absolute” (denominator).
- property position_across_strand¶
- type: OutputTextureFloatThe relative position of the intersection across the hair strand width, in [0 1] range.
- property random_by_strand¶
- type: OutputTextureFloatRandom by the hair strand where the intersection occurred, in the [0,1] range.
- class plugins.TexVectorOp¶
Bases:
object
Performs arithmetic operation between the two input textures. Default output operation is defined by ‘mode’. Additional output parameters are also provided. [gpuSupport=(none)]
- property cross_product¶
- type: OutputTextureVectorThe cross product
- property difference¶
- type: OutputTextureVectorThe difference
- property dot_product¶
- type: OutputTextureFloatThe dot product
- property mult_a¶
- type: TextureFloatMultiplier for the first vector
- property mult_b¶
- type: TextureFloatMultiplier for the second vector
- property result_a¶
- type: OutputTextureVectorThe first vector times the first multiplier
- property result_b¶
- type: OutputTextureVectorThe second vector times the second multiplier
- property sum¶
- type: OutputTextureVectorThe sum
- property vector_a¶
- type: TextureVectorThe first vector
- property vector_b¶
- type: TextureVectorThe second vector
- property x¶
- type: OutputTextureFloatThe x-component of the first vector
- property y¶
- type: OutputTextureFloatThe y-component of the first vector
- property z¶
- type: OutputTextureFloatThe z-component of the first vector
- class plugins.TexVectorProduct¶
Bases:
object
Performas a vector operation between two textures like TexVectorOp, but the inputs and output are colors [gpuSupport=(none)]
- property color¶
- type: OutputTexture
- property input1¶
- type: TextureRight operand
- property input2¶
- type: TextureLeft operand
- property normalize¶
- type: booleanWhen this is true the output vector will be normalized (in case of dot product, the input vectors are normalized before the operation)
- property operation¶
- type: intOperation (0 - No operation, 1 - Dot Product, 2 - Cross Product, 3 - Vector Matrix Product, 4 - Point Matrix Product)
- property transform¶
- type: TextureTransformTransformation for vector and point matrix products
- class plugins.TexVectorToColor¶
Bases:
object
Converts a vector texture to color texture [gpuSupport=(full)]
- property color¶
- type: OutputTexture
- property input¶
- type: TextureVector
- class plugins.TexVertexColorDirect¶
Bases:
object
Only for V-Ray for Maya. Outputs vertex colors taken from a color set. [gpuSupport=(none)]
- property color_set_name¶
- type: String
- property default_color¶
- type: Texture
- class plugins.TexVoxelData¶
Bases:
object
Deprecated. Used for baked volume simulation in V-Ray for Blender [gpuSupport=(none)]
- property density¶
- type: List<float>Fluid density
- property flame¶
- type: List<float>Fluid flame
- property fuel¶
- type: List<float>Fluid fuel
- property interpolation¶
- type: intInterpolation type: 0 - Linear, 1 - Quadratic
- property out_density¶
- type: OutputTextureFloatDensity
- property out_flame¶
- type: OutputTextureFloatFlame
- property out_fuel¶
- type: OutputTextureFloatFuel
- property resolution¶
- type: VectorResolution
- property uvwgen¶
- type: PluginThe UVW generator for the texture
- class plugins.TexWater¶
Bases:
object
Procedural noise texture for water displacement based on Tessendorf’s “Simulating Ocean Surface” paper. PhxShaderOceanTex may give better results. [gpuSupport=(none)]
- property choppy_mult¶
- type: float
- property height_mult¶
- type: floatmultiplier for the height of the water
- property movement_rate¶
- type: float
- property patch_size¶
- type: floatSize of the patch -> real resolution is 2^res
- property resolution¶
- type: intResolution -> real resolution is 2^res
- property seed¶
- type: intUsed to produce different waters
- property uvwgen¶
- type: Plugin
- property wind_direction¶
- type: floatdirection of the wind
- property wind_direction_mult¶
- type: float
- property wind_magnitude¶
- type: floatmagnitude of the wind
- class plugins.TexWaves¶
Bases:
object
An implementation of 3ds Max’s Waves map [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amp¶
- type: floatAmplitude
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property len_max¶
- type: floatMaximum wave length
- property len_min¶
- type: floatMinimum wave length
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property num¶
- type: intNumber of wave sets
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property phase¶
- type: floatPhase
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property seed¶
- type: intRandom seed
- property size¶
- type: floatWave radius
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property type¶
- type: intDistribution type
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexWood¶
Bases:
object
V-Ray implementation of the wood procedural texture in Maya [gpuSupport=(bake)]
- property age¶
- type: float
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property amplitude_x¶
- type: float
- property amplitude_y¶
- type: float
- property center_u¶
- type: float
- property center_v¶
- type: float
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property depth_max¶
- type: float
- property depth_min¶
- type: float
- property filler_color_tex¶
- type: Texture
- property grain_color_tex¶
- type: Texture
- property grain_contr¶
- type: float
- property grain_spacing¶
- type: float
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property layer_size¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: float
- property ratio¶
- type: float
- property ripples_x¶
- type: float
- property ripples_y¶
- type: float
- property ripples_z¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property vein_color_tex¶
- type: Texture
- property vein_spread¶
- type: float
- property w¶
- type: floatWidth of the valid texture sector
- property wrap¶
- type: booleanIf true UVWs outside [-1;1] will wrap back to the valid range.
- class plugins.TexXSIBitmap¶
Bases:
object
Deprecated. Use TexBitmap + TexRemap or another color correction texture. [gpuSupport=(partial)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bitmap¶
- type: Plugin
- property brightness¶
- type: floatControls the brightness of the image clip. A negative value darkens the image and a positive value brightens it.
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property enable_effects¶
- type: booleanEnable effects
- property exposure¶
- type: floatHDR exposure
- property flip_u¶
- type: booleanFlip horizontal
- property flip_v¶
- type: booleanFlip vertical
- property gain¶
- type: floatIncreases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast.
- property h¶
- type: floatHeight of the valid texture sector
- property hue¶
- type: floatControls a 360 degrees hue shift through HLS color space spectrum without modifying the intensity or saturation of the color.
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property rgba_to_grayscl¶
- type: booleanIf true, converts the image to a gray scale (black and white) image.
- property saturation¶
- type: floatAdjusts the saturation or amount of “pigment” in a color.
- property tile¶
- type: int0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSICell¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property background_color_tex¶
- type: Texture
- property cells_color_tex¶
- type: Texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property scale¶
- type: ColorUVW coordinates scale
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIColorBalance¶
Bases:
object
Deprecated. Consider using TexRemap. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property highlights_blue¶
- type: float
- property highlights_green¶
- type: float
- property highlights_red¶
- type: float
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property midtones_blue¶
- type: float
- property midtones_green¶
- type: float
- property midtones_red¶
- type: float
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property preserve_value¶
- type: int
- property shadows_blue¶
- type: float
- property shadows_green¶
- type: float
- property shadows_red¶
- type: float
- property xsi_color¶
- type: TextureInput texture
- class plugins.TexXSIColorCorrection¶
Bases:
object
Deprecated. Use TexRemap or ColorCorrection. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property contrast¶
- type: floatIncreases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast
- property gamma¶
- type: floatUsed to compensate for non-linearity in displays. Often used as a general brightness control.
- property hue¶
- type: floatControls a 360 degrees hue shift through the HLS color space spectrum without modifying the intensity or saturation of the color
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property level¶
- type: floatAdjusts the level or luminance of a color. Similar to intensity or brightness
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property saturation¶
- type: floatAdjusts the saturation, or amount of <pigment> in a color. A value of 1 results in no white and all color; a value of 0 results in no color, just white light
- property xsi_color¶
- type: TextureInput texture
- class plugins.TexXSIColorMix¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property fix_alpha_to_1¶
- type: booleanMake result alpha 1
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property use_alpha¶
- type: booleanUse alpha of the texture as return greyscale value
- property xsi_color¶
- type: TextureColor or Texture
- property xsi_invert¶
- type: booleanInvert
- property xsi_scale¶
- type: floatScale color parameter
- class plugins.TexXSIFabric¶
Bases:
object
Deprecated. Use TexCloth. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property bright_variation¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gap_color¶
- type: Texture
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property scale¶
- type: ColorUVW coordinates scale
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_wave¶
- type: TextureFloat
- property un_noise_phase¶
- type: floatUV noise phase
- property uthread_color¶
- type: Texture
- property uthread_width¶
- type: TextureFloat
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_wave¶
- type: TextureFloat
- property vthread_color¶
- type: Texture
- property vthread_width¶
- type: TextureFloat
- property w¶
- type: floatWidth of the valid texture sector
- property width_variation¶
- type: TextureFloat
- class plugins.TexXSIFalloff¶
Bases:
object
Deprecated. Use TexFalloff. [gpuSupport=(none)]
- property black_color¶
- type: TextureReflection (side) color
- property curve_falloff¶
- type: floatCurve falloff
- property facing_refl¶
- type: floatFacing reflectivity
- property perp_refl¶
- type: floatPerpendicular reflectivity
- property white_color¶
- type: TextureRefraction (front) color
- class plugins.TexXSIFlagstone¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property mortar_width¶
- type: TextureFloat
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property scale¶
- type: ColorUVW coordinates scale
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIGradient¶
Bases:
object
Deprecated. Use TexRamp or TexGradRamp. [gpuSupport=(bake)]
- property alpha_factor¶
- type: TextureFloatDetermines the factor by which the Alpha is multiplied when it is copied into the RGB channels
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property alpha_output¶
- type: booleanIf true, copies the gradient’s alpha channel into the RGB channels, creating a grayscale image.
- property clip¶
- type: booleanIf true, the gradient ends at the edge of the outermost color. Otherwise the outermost color bleeds over the untextured portion of the object
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color3¶
- type: Texture
- property color4¶
- type: Texture
- property color5¶
- type: Texture
- property color6¶
- type: Texture
- property color7¶
- type: Texture
- property color8¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property gradient_type¶
- type: intGradient type: 0 (Vertical), 1(Horizontal), 2(Radial Wave), 3(RadialRainbow), 4(DiagonalDown), 5(DiagonalUp)
- property h¶
- type: floatHeight of the valid texture sector
- property input¶
- type: floatEspecially for XSI Gradient Mixer, when input type is scalar
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property invert_direction¶
- type: booleanInverts gradient directions if true
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property pos_color1¶
- type: float
- property pos_color2¶
- type: float
- property pos_color3¶
- type: float
- property pos_color4¶
- type: float
- property pos_color5¶
- type: float
- property pos_color6¶
- type: float
- property pos_color7¶
- type: float
- property pos_color8¶
- type: float
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIHLSAdjust¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blue_h¶
- type: floatblue hue
- property blue_l¶
- type: floatblue lightness
- property blue_s¶
- type: floatblue saturation
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property cyan_h¶
- type: floatcyan hue
- property cyan_l¶
- type: floatcyan lightness
- property cyan_s¶
- type: floatcyan saturation
- property green_h¶
- type: floatgreen hue
- property green_l¶
- type: floatgreen lightness
- property green_s¶
- type: floatgreen saturation
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property magenta_h¶
- type: floatyellow hue
- property magenta_l¶
- type: floatyellow lightness
- property magenta_s¶
- type: floatyellow saturation
- property master_h¶
- type: floatmaster hue
- property master_l¶
- type: floatmaster lightness
- property master_s¶
- type: floatmaster saturation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property red_h¶
- type: floatred hue
- property red_l¶
- type: floatred lightness
- property red_s¶
- type: floatred saturation
- property xsi_color¶
- type: TextureInput texture
- property yellow_h¶
- type: floatyellow hue
- property yellow_l¶
- type: floatyellow lightness
- property yellow_s¶
- type: floatyellow saturation
- class plugins.TexXSIIntensity¶
Bases:
object
Deprecated. Use TexLuminance. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property factor¶
- type: floatmultiply factor
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property xsi_color¶
- type: TextureColor or Texture
- class plugins.TexXSILayered¶
Bases:
object
Deprecated. Use TexLayered. [gpuSupport=(none)]
- property alpha¶
- type: TextureFloat
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property blend_modes¶
- type: List<int>0:Over, 1:In, 2:Out, 3:Plus, 4:BoundedPlus, 5:Hide-Reveal(Multiply), 6:Hide-Reveal Bonded, 7:Difference, 8:Darken, 9:Lighten, 10:Hard Light, 11:Soft Light, 12:Screen, 13:Overlay, 14:Blend
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property mask_modes¶
- type: List<int>Combination of following 0:NoMask, 1:InvertMask, 2:MaskConnectionPoint, 4:InputAlphaMask, 8:IntensityMask, 16:ThresholdMask
- property mask_textures¶
- type: List<TextureFloat>
- property maskthresholds¶
- type: List<float>Layer threshold list
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property textures¶
- type: List<Texture>
- property weights¶
- type: List<float>Weight list
- class plugins.TexXSIMulti¶
Bases:
object
Deprecated. Use TexMulti. [gpuSupport=(none)]
- property ids_list¶
- type: List<int>A list of material IDs
- property textures¶
- type: List<TextureFloat>A list of float textures
- class plugins.TexXSINormalMap¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property TangentsAreUnbiased¶
- type: intUnbiased Tangents
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property dir_tex¶
- type: TextureDirection texture of type (r, 0, 0)
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tangents¶
- type: TextureVertex color map
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- property xsi_color¶
- type: TextureColor or Texture
- class plugins.TexXSIRGBAKeyer¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha¶
- type: intInclude alpha
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property inrange¶
- type: TextureColor if in range
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property max_thresh¶
- type: TextureMaximum threshold
- property min_thresh¶
- type: TextureMinimum threshold
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property outrange¶
- type: TextureColor if outside range
- property xsi_color¶
- type: TextureInput texture
- class plugins.TexXSIRipple¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property Amplitude¶
- type: TextureFloat
- property Decay¶
- type: TextureFloat
- property Frequency¶
- type: TextureFloat
- property Group_Velocity¶
- type: TextureFloat
- property Origin¶
- type: Vector
- property Phase_Velocity¶
- type: TextureFloat
- property Spread_Rate¶
- type: TextureFloat
- property Spread_Start¶
- type: TextureFloat
- property Time¶
- type: TextureFloat
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIRock¶
Bases:
object
Deprecated. Use TexRock. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1_tex¶
- type: Texture
- property color2_tex¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property diffusion¶
- type: TextureFloat
- property grain_size¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property mix_ratio¶
- type: TextureFloat
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIScalar2Color¶
Bases:
object
Deprecated. Use Float3ToAColor. [gpuSupport=(none)]
- property alpha¶
- type: floatSpecifies the input scalar value to be copied to the alpha channel of the output
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property clr_txt¶
- type: TextureScalar2Color will be calculated on the base of a color or float texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property float_txt¶
- type: TextureFloatSpecifies the input scalar value (value between 0 and 1) to be copied to RGB channels
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- class plugins.TexXSIScalarInvert¶
Bases:
object
Deprecated. Use TexInvertFloat. [gpuSupport=(none)]
- property input¶
- type: TextureFloatSpecifies the input value to be inverted
- class plugins.TexXSISnow¶
Bases:
object
Deprecated. Use TexSnow. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property depth_decay¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property rand_freq¶
- type: TextureFloat
- property randomness¶
- type: TextureFloat
- property snow_col¶
- type: Texture
- property surface_col¶
- type: Texture
- property thickness¶
- type: TextureFloat
- property threshold¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIVein¶
Bases:
object
Deprecated. [gpuSupport=(bake)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property color¶
- type: OutputTextureThe resulting color
- property color1¶
- type: Texture
- property color2¶
- type: Texture
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property complexity¶
- type: TextureFloat
- property falloff¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property intensity¶
- type: TextureFloat
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property scale¶
- type: ColorUVW coordinates scale
- property sharpness¶
- type: TextureFloat
- property thickness¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property time¶
- type: TextureFloat
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.TexXSIVertexColorLookup¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property channel¶
- type: intThe channel number * 3 + a number indicating which of the x,y or z values are used.
- property factor¶
- type: floatWeight multiplication factor
- property weight_max¶
- type: floatMinimum weight (w/o factor)
- property weight_min¶
- type: floatMinimum weight (w/o factor)
- class plugins.TexXSIWeightmapColorLookup¶
Bases:
object
Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]
- property channel¶
- type: intThe channel number * 3 + a number indicating which of the x,y or z values are used.
- property factor¶
- type: floatWeight multiplication factor
- property weight_max¶
- type: floatMinimum weight (w/o factor)
- property weight_min¶
- type: floatMinimum weight (w/o factor)
- class plugins.TexXSIWeightmapLookup¶
Bases:
object
Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]
- property channel¶
- type: intThe channel number * 3 + a number indicating which of the x,y or z values are used.
- property factor¶
- type: floatWeight multiplication factor
- property weight_max¶
- type: floatMinimum weight (w/o factor)
- property weight_min¶
- type: floatMinimum weight (w/o factor)
- class plugins.TexXSIWood¶
Bases:
object
Deprecated. Use TexWood. [gpuSupport=(bake)]
- property absolute¶
- type: boolean
- property age¶
- type: TextureFloat
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property center_u¶
- type: TextureFloat
- property center_v¶
- type: TextureFloat
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property complexity¶
- type: TextureFloat
- property filler_color_tex¶
- type: Texture
- property frequency¶
- type: Vector
- property grain_bias¶
- type: TextureFloat
- property grain_color_tex¶
- type: Texture
- property grain_density¶
- type: TextureFloat
- property grain_size¶
- type: TextureFloat
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property layer_size¶
- type: TextureFloat
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property randomness¶
- type: TextureFloat
- property ratio¶
- type: TextureFloat
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property u_amp¶
- type: TextureFloat
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property v_amp¶
- type: TextureFloat
- property vein_color_tex¶
- type: Texture
- property vein_spread¶
- type: TextureFloat
- property w¶
- type: floatWidth of the valid texture sector
- property wobbly_struct¶
- type: boolean
- class plugins.TransformToTex¶
Bases:
object
Converts a single transform or transform output parameter to a transform texture. For passing to parameters that won’t work otherwise, such as inside some lists. [gpuSupport=(none)]
- property input¶
- type: TextureTransform
- class plugins.TrimmingRegion¶
Bases:
object
Geometry source plugin. Defines a smooth NURBS surface using NURBSCurve objects. [gpuSupport=(none)]
- property innerCurves¶
- type: List<Plugin>List of NURBSCurve objects - the inner curves for the trimming region
- property outerCurve¶
- type: PluginA NURBSCurve object - the outer curve for the trimming region
- class plugins.TrimmingRegionsComplex¶
Bases:
object
Used by GeomStaticNURBS to trim parts of the surface. [gpuSupport=(none)]
- property count¶
- type: List<int>List containing information about the number of regions, number of boundaries within them, number of curves for a boundary, the curves’ number of cvs, knots and degree:
<count_parameter> := numRegions <region_0> <region_1> … <region_(numRegions - 1)> <region_n> := <boundary_0> <boundary_1> … <boundary_last> -1 <boundary_n> := { 0 | 1 } numEdges <edge_0> <edge_1> … <edge_(numEdges - 1)> // 0 - inner boundary (i.e. hole), 1 - outer boundary (i.e. island) <edge_n> := <curve_0> <curve_1> … <curve_last> -1 <curve_n> := numCVs numKnots degree
- property cvs¶
- type: List<float>List containg pairs of (u, v) coordinates of control vertices for all the curves
- property knots¶
- type: List<float>List containing the knot values for all the curves
- class plugins.UVWGenBercon¶
Bases:
object
Bercon textures UVW generator [gpuSupport=(full)]
- property angle_x¶
- type: floatX angle
- property angle_x2¶
- type: TextureFloatsecond X angle
- property angle_y¶
- type: floatY angle
- property angle_y2¶
- type: TextureFloatsecond Y angle
- property angle_z¶
- type: floatZ angle
- property angle_z2¶
- type: TextureFloatsecond Z angle
- property cam_space¶
- type: booleanCalculations in camera space
- property channel¶
- type: intMapping channel
- property filtering¶
- type: floatfiltering
- property map¶
- type: intMapping type
- property mode_2d¶
- type: int2D mode
- property offset_x¶
- type: floatthe X offset
- property offset_x2¶
- type: TextureFloatsecond X offset
- property offset_y¶
- type: floatthe Y offset
- property offset_y2¶
- type: TextureFloatsecond Y offset
- property offset_z¶
- type: floatthe Z offset
- property offset_z2¶
- type: TextureFloatsecond Z offset
- property rand_mat¶
- type: intRandom by material
- property rand_obj¶
- type: intRandom by object
- property rand_par¶
- type: intRandom by particle
- property seed¶
- type: intSeed
- property size_x¶
- type: floatX size
- property size_x2¶
- type: TextureFloatsecond X size
- property size_y¶
- type: floatY size
- property size_y2¶
- type: TextureFloatsecond Y size
- property size_z¶
- type: floatZ size
- property size_z2¶
- type: TextureFloatsecond Z size
- property tile_x¶
- type: intX tiles
- property tile_y¶
- type: intY tiles
- property tile_z¶
- type: intZ tiles
- property xyz_lock¶
- type: intXYZ Lock
- class plugins.UVWGenChannel¶
Bases:
object
The most common UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs. [gpuSupport=(partial)]
- property coverage¶
- type: VectorCoverage
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after mirror, crop etc
- property use_double_sided_mode¶
- type: booleanIf this is true then we will use uvw_channel for front-side and uvw_channel + 1 for back-side contexts. This is primarily for V-Ray for SketchUp.
- property uvw_channel¶
- type: intIndex of the mapping channel to use (from GeomStaticMesh::map_channels). The special value -1 takes the first available channel.
- property uvw_coords¶
- type: OutputTextureVectorThe uvw coordinates for the specified channel at the current shading point
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before mirror, crop etc
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property uvwgen¶
- type: PluginOptional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenEnvironment¶
Bases:
object
UVW generator to be used for environment maps of cubic, spherical and other types [gpuSupport=(partial)]
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property ground_on¶
- type: intWhen on, project the environment from the “bottom” hemisphere to the ground plane
- property ground_position¶
- type: VectorGround projection center position when ground_on=1
- property ground_radius¶
- type: floatRadius of the projection plane around ground_position for which to project
- property mapping_type¶
- type: StringOne of “angular”, “cubic”, “spherical”, “mirror_ball”, “screen”, “max_spherical”, “spherical_vray”, “max_cylindrical” or “max_shrink_wrap”
- property uvw_matrix¶
- type: MatrixTransformation of the input directions. This effectively rotates the environment.
- property uvw_transform¶
- type: TransformTransformation of the resulting UVW coordinates
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenExplicit¶
Bases:
object
UVW generator that uses UVW values from a color texture or separate grayscale textures [gpuSupport=(partial)]
- property u¶
- type: TextureFloatExplicit U input to replace the U value from shaded geometry
- property useSeparateParams¶
- type: intChoose which inputs to use (0 - Auto, 1 - “uvw”, 2 - “u”/”v”/”w”)
- property user_attribute_scale_enabled¶
- type: booleanEnables the additional scaling by the ‘__vray_uvwscale’ user attribute from objects.
- property uvw¶
- type: TextureExplicit UVW input to replace the UVW value from shaded geometry
- property v¶
- type: TextureFloatExplicit V input to replace the V value from shaded geometry
- property w¶
- type: TextureFloatExplicit W input to replace the W value from shaded geometry
- class plugins.UVWGenMaxPointCloud¶
Bases:
object
UVW generator which gets the data from particles and user attributes, for 3dsMax compatibility [gpuSupport=(partial)]
- property coverage¶
- type: VectorCoverage
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after mirror, crop etc
- property uvw_coords¶
- type: OutputTextureVectorThe uvw coordinates for the specified channel at the current shading point
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before mirror, crop etc
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenMayaPlace2dTexture¶
Bases:
object
UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs.Provides additional placement parameters compared to UVWGenChannel. [gpuSupport=(partial)]
- property clamp_u¶
- type: booleanClamp the ‘U’ coordinate when accessing texture coordinate outside the [0,1] range
- property clamp_v¶
- type: booleanClamp the ‘V’ coordinate when accessing texture coordinate outside the [0,1] range
- property coverage_u¶
- type: floatU values are remapped to 1.0/coverage_u
- property coverage_u_tex¶
- type: TextureFloatU values are remapped to 1.0/coverage_u
- property coverage_v¶
- type: floatV values are remapped to 1.0/coverage_v
- property coverage_v_tex¶
- type: TextureFloatV values are remapped to 1.0/coverage_v
- property mirror_u¶
- type: booleanIf true, every other tile outside the [0;1] range will be mirrored in U
- property mirror_v¶
- type: booleanIf true, every other tile outside the [0;1] range will be mirrored in V
- property noise_u¶
- type: floatNoise magnitude multiplier in U direction
- property noise_u_tex¶
- type: TextureFloatNoise magnitude multiplier in U direction
- property noise_v¶
- type: floatNoise magnitude multiplier in V direction
- property noise_v_tex¶
- type: TextureFloatNoise magnitude multiplier in V direction
- property nsamples¶
- type: intThe number of parameter samples to take for motion blur. 0 means the global value. 1 means motion blur should be disabled for this plugin.
- property offset_u¶
- type: floatOffset added to U before mirroring (after wrap, coverage, clamp)
- property offset_u_tex¶
- type: TextureFloatOffset added to U before mirroring (after wrap, coverage, clamp)
- property offset_v¶
- type: floatOffset added to V before mirroring (after wrap, coverage, clamp)
- property offset_v_tex¶
- type: TextureFloatOffset added to V before mirroring (after wrap, coverage, clamp)
- property repeat_u¶
- type: floatMultiplier for U values
- property repeat_u_tex¶
- type: TextureFloatMultiplier for U values
- property repeat_v¶
- type: floatMultiplier for V values
- property repeat_v_tex¶
- type: TextureFloatMultiplier for V values
- property rotate_frame¶
- type: floatRotate the frame after applying UV noise
- property rotate_frame_tex¶
- type: TextureFloatRotate the frame after applying UV noise
- property rotate_uv¶
- type: floatRotate the UVs after mirroring
- property rotate_uv_tex¶
- type: TextureFloatRotate the UVs after mirroring
- property stagger¶
- type: booleanIf true, tiles in the V direction will add +0.5 to the U value for a ‘staggering’ effect
- property translate_frame_u¶
- type: floatTranslate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
- property translate_frame_u_tex¶
- type: TextureFloatTranslate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
- property translate_frame_v¶
- type: floatTranslate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
- property translate_frame_v_tex¶
- type: TextureFloatTranslate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
- property uv_set_name¶
- type: StringThe name of the uv channel that should be used.
- property uvw_channel¶
- type: intIndex of the mapping channel to use (from GeomStaticMesh::map_channels).
- property uvw_channel_tex¶
- type: TextureIntUsed when more than one mesh has UV linking specified for this 2d placement. If present will override uvw_channel.
- property uvwgen¶
- type: PluginOptional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
- property wrap_u¶
- type: booleanIf true, U values outside the [0;1] range will wrap back to [0;1]
- property wrap_v¶
- type: booleanIf true, V values outside the [0;1] range will wrap back to [0;1]
- class plugins.UVWGenModo¶
Bases:
object
UVW generator for V-Ray for Modo [gpuSupport=(partial)]
- property cylindrical_base_uvwgen¶
- type: booleanThe cylindrical projection applies the repeat_u/repeat_v options a little differently.
- property gpu_override¶
- type: intWhen enabled uv_set_name, uv_set_index and uvwgen are ignored.
- property gpu_override_transform¶
- type: TransformAdditional transformation used only when gpu_override is not 0.
- property legacy_uv_rotation¶
- type: booleanChanges the pivot used to apply the repeat_u/repeat_v and uv_matrix transformations. Only used when uvwgen is NULL i.e. the UV coordinates come from an UV map and not from a projection.
- property repeat_u¶
- type: floatHow many times to repeat the UV space horizontally.
- property repeat_v¶
- type: floatHow many times to repeat the UV space vertically.
- property rotation¶
- type: floatRotation of the UV space in radians.
- property texture_offset_amplitude¶
- type: floatMultiplier for the values in the ‘texture_offset’ texture.
- property texture_offset_random¶
- type: TextureFloatSimilar to texture_offset_tex, but used for implementing random texture offsets from MODO. The value of this scalar texture is used as an offset for the U coordinate, the V offset is derived from it by a random number generator.
- property texture_offset_tex¶
- type: TextureThe color value of this texture is added to the generated UVW coordinates.
- property tile_mode_u¶
- type: intHorizontal tiling mode.
- property tile_mode_v¶
- type: intVertical tiling mode.
- property uv_matrix¶
- type: MatrixThese are the m00…m22 channels from MODO. The matrix is in row-major order.
- property uv_set_index¶
- type: intUsed only as a fallback when UV maps identified with a string are not supported by a sub-system ( for example V-Ray GPU, or texture baking ). Deprecated.
- property uv_set_name¶
- type: StringThe name of the uv channel that should be used. The special values empty string and ‘(none)’ will use the first available uv channel when rendering in RT GPU. In this case, the value of uv_set_index is ignored.
- property uvwgen¶
- type: PluginOptional UVWGen from which the initial uvw coordinates will be taken, instead of using ‘uv_set_name’.
- property uvwgen_has_local_tm¶
- type: booleanWhen set to false uvwgen->getLocalUVWTransform must not be used, instead uvwgen->getUVW must be used.
- class plugins.UVWGenObject¶
Bases:
object
UVW generator that uses the object space coordinates of the shaded point as UVW values [gpuSupport=(partial)]
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property uvw_transform¶
- type: TransformTransformation applied to the original UVW values from the geometry
- class plugins.UVWGenObjectBBox¶
Bases:
object
UVW generator that provides coordinates based on the object bounding box. Works in conjunction with MtlObjBBox, which provides the actual bounding box information. [gpuSupport=(none)]
- property coverage¶
- type: VectorCoverage
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after mirror, crop etc
- property uvw_coords¶
- type: OutputTextureVectorThe uvw coordinates for the specified channel at the current shading point
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before mirror, crop etc
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenPlanarWorld¶
Bases:
object
UVW generator that uses the world space coordinates of the shaded point as UVW values [gpuSupport=(partial)]
- property coverage¶
- type: VectorCoverage
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after mirror, crop etc
- property uvw_coords¶
- type: OutputTextureVectorThe uvw coordinates for the specified channel at the current shading point
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before mirror, crop etc
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenProjection¶
Bases:
object
UVW generator that applies the chosen projection type to the world or object space coordinates of the shaded point [gpuSupport=(partial)]
- property bitmap¶
- type: PluginIf we are projecting a bitmap, this is the bitmap’s buffer, we need it to implement vertical/horizontal fit
- property camera_settings¶
- type: PluginSettingsCamera plugin used for the ‘perspective’ mapping type
- property camera_view¶
- type: PluginRenderView plugin used for the ‘perspective’ mapping type
- property compatibility_with¶
- type: intThis is used to differentiate between UVW generators exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, 2 - Cinema4D, …
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property direction¶
- type: intDirection of projection for planar, spherical and cylindrical projections (0 - both; 1 - forward; 2 - backward)
- property film_gate_h¶
- type: floatFilm gate height for ‘perspective’ mapping type
- property film_gate_w¶
- type: floatFilm gate width for ‘perspective’ mapping type
- property fitfill¶
- type: int0 - Fit fill; 1 - Horizontal; 2 - Vertical;
- property fittype¶
- type: int0 - None; 1 - Match camera film gate; 2 - Match camera resolution;
- property hide_backface¶
- type: booleanDetermine whether to project on back faces of polygons when in perspective mode
- property hide_occluded¶
- type: booleanDetermine whether to project on occluded points when in perspective mode
- property include_overscan¶
- type: booleanTrue to include camera overscan in perspective mode.
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property object_space¶
- type: booleanIf true the projection will be applied in the object space of the currently shaded geometry.
- property rest_normal_tex¶
- type: TextureTexture to be used as reference normals for tri-planar and cubic projection. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
- property rest_position_tex¶
- type: TextureTexture to be used as reference vertices for projections. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after applying the mapping type and other parameters
- property type¶
- type: intMapping type (0 - none; 1 - planar; 2 - spherical; 3 - cylindrical; 4 - ball; 5 - cubic; 6 - triplanar; 8 - perspective; 9 - modo cubic; 10 - modo box; 11 - c4d spherical; 12 - c4d cylindrical; 13 - c4d cubic; 14 - Rhino Box; 15 - Object
- property u_angle¶
- type: floatThe angle that corresponds to U=1 for spherical mapping
- property use_reference_points¶
- type: int0 - Do not use reference points, 1 - Use reference mesh / rest attributes for projection calculations as sampled from the ‘rest’ textures, 2 - Use the reference points, but apply additional object-to-world transformation (only for camera projection). Ignored if object_space=1.
- property user_attribute_scale_enabled¶
- type: booleanEnables the additional scaling by the ‘__vray_uvwscale’ user attribute from objects.
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before applying the mapping type and other parameters
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property v_angle¶
- type: floatThe angle that corresponds to V=1 for spherical mapping
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenRandomizer¶
Bases:
object
Randomizes UVW of input UVWGen depending on various parameters [gpuSupport=(full)]
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property input¶
- type: PluginThe input UVWGen
- property mode¶
- type: intOR’d flags for the random mode: 1 - by face, 2 - by render ID, 4 - by particle, 8 - by instance, 16 - by object ID, 32 - by node handle, 64 - by node name, 128 - by mesh element, 256 - by UV tile,512 - by scene name.
- property seed¶
- type: intThe user seed
- property seed_tex¶
- type: TextureIntThe user seed from int texture
- property tile_blend¶
- type: floatThe edge blending factor between tiles when stochastic tiling is enabled
- property variance_rot_max¶
- type: floatThe maximum of the rotation variance range, in degrees
- property variance_rot_min¶
- type: floatThe minimum of the rotation variance range, in degrees
- property variance_rot_steps¶
- type: floatThe number of steps in the rotation variance range
- property variance_u_flip¶
- type: booleanWhether to flip U randomly
- property variance_u_max¶
- type: floatThe maximum of the U offset variance range
- property variance_u_min¶
- type: floatThe minimum of the U offset variance range
- property variance_u_steps¶
- type: floatThe number of steps in the U offset variance range
- property variance_uscale_max¶
- type: floatThe maximum of the U scale variance range, in percent
- property variance_uscale_min¶
- type: floatThe minimum of the U scale variance range, in percent
- property variance_uscale_steps¶
- type: floatThe number of steps in the U scale variance range
- property variance_v_flip¶
- type: booleanWhether to flip V randomly
- property variance_v_max¶
- type: floatThe maximum of the V offset variance range
- property variance_v_min¶
- type: floatThe minimum of the V offset variance range
- property variance_v_steps¶
- type: floatThe number of steps in the V offset variance range
- property variance_vscale_max¶
- type: floatThe maximum of the V scale variance range, in percent
- property variance_vscale_min¶
- type: floatThe minimum of the V scale variance range, in percent
- property variance_vscale_steps¶
- type: floatThe number of steps in the V scale variance range
- property variance_vscale_unlocked¶
- type: intWhether the V scale has variance or is the same as U scale
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- class plugins.UVWGenSelect¶
Bases:
object
UVW generator that redirects to a UVW generator instance attached to a Node [gpuSupport=(none)]
- property uvw_transform¶
- type: TransformAdditional transform to be applied over the resolved UVW coordinates.
- property uvwgen¶
- type: PluginOptional UVWGen to be used as default if the uvwgen_id could not be resolved.
- property uvwgen_id¶
- type: StringSelector string ID that will be searched for in the intersected geometry instance.
- class plugins.UVWGenSwitch¶
Bases:
object
UVW generator that chooses from a list of other generators based on which scene object is being shaded [gpuSupport=(partial)]
- property default¶
- type: PluginA default UVWGen used if the shaded node is not in the list
- property nodes¶
- type: List<Plugin>List of geometric objects
- property uvwgens¶
- type: List<Plugin>A list of UVWGen plugins for the respective elements in the ‘nodes’ list
- class plugins.VRScansPMaskElement¶
Bases:
object
- property name¶
- type: StringDisplay name of this render channel
- class plugins.VRScansZoneElement¶
Bases:
object
- property name¶
- type: StringDisplay name of this render channel
- property zone¶
- type: intDisplay name of this render channel
- class plugins.VRayClipper¶
Bases:
object
This plugin clips other geometries with a plane or custom shape [gpuSupport=(partial)]
- property affect_light¶
- type: booleanIf enabled, the clipper will affect area light sources as well.
- property clip_lights¶
- type: booleanEnables or disables the clipping of lights geometry (for example a mesh light).
- property clip_mesh¶
- type: PluginMesh plugin to use as a clipping mesh instead of a simple plane.
- property enabled¶
- type: booleanEnable the clipper
- property exclusion_mode¶
- type: booleanfalse to include the nodes listed, true to exclude the nodes listed.
- property exclusion_nodes¶
- type: List<Plugin>List of node plugins to consider for inclusion/exclusion
- property fill_cavities¶
- type: booleanWhen ON holes in geometry inside other geometries will be filled
- property invert_inside¶
- type: intSpecifies the boolean operation to perform: 0 - intersection, 1 - substraction(scene - clip_mesh).
- property material¶
- type: PluginMaterial for shading the surfaces created by clipping
- property material_id¶
- type: intThe material ID to use for clipped parts when choosing a material in MtlMulti, if use_material_id is true. This also affects the MaterialID render element.
- property object_id¶
- type: intThe object ID assigned to geometry that is clipped by the clipper. This is used only when there is no clip mesh specified.
- property only_camera_rays¶
- type: booleanIf enabled, the clipper will affect objects as they are directly seen by the camera, but they will appear unchanged to reflection/refraction/GI rays.
- property set_material_id¶
- type: booleanIf true, material_id will be used when shading clipped parts
- property transform¶
- type: TransformTransformation for the clipping plane/mesh
- property use_obj_mtl¶
- type: booleanWhen enabled, the clipper will use the material of each clipped object to fill in the resulting holes. When this is off, the material applied to the clipper object itself will be used.
- class plugins.VRayDecal¶
Bases:
object
The decal plugin for specifying various decal parametersgpuSupport=(full)
- property bend¶
- type: floatThe bend angle in degrees from 0 to 360
- property decal_only_bump¶
- type: booleanTrue if the decal should override the original surface’s bump, false if it should preserve it
- property displacement_ignore_original¶
- type: booleanWhether to ignore the original surface displacement
- property displacement_tex_color¶
- type: TextureThe texture to evaluate for the displacement.
- property enabled¶
- type: booleantrue enable the plugin, false to disable it.
- property exclusion_mode¶
- type: booleantrue to include the nodes listed, false to exclude the nodes listed.
- property exclusion_nodes¶
- type: List<Plugin>List of node plugins to consider for inclusion/exclusion.
- property fade_angle¶
- type: floatThe normal angle to fade to.
- property fade_on¶
- type: intWhether fading by normal angle is enabled.
- property height¶
- type: floatThe height of the decal box.
- property height_offset¶
- type: floatOffset of the decal projection in percent relative to the decal height
- property length¶
- type: floatThe length of the decal box.
- property mask¶
- type: TextureThe texture to evaluate for the opacity mask.
- property material¶
- type: PluginMaterial for shading the decal.
- property normal_angle¶
- type: floatThe angle between the decal normal and the geometry normal before fading starts.
- property nsamples¶
- type: intNumber of transform samples for motion blur
- property objectID¶
- type: intObject ID for the rendering
- property orig_bump_amount¶
- type: floatThe amount of the surface’s original bump that should be preserved
- property override_user_attributes¶
- type: booleanWhether the decal should override the user attributes of the surfaces it’s projected on
- property project_on_back¶
- type: booleanWhether to project the decal on the backs of surfaces
- property scene_name¶
- type: List<String>A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
- property transform¶
- type: TransformTransformation for the decal box.
- property user_attributes¶
- type: StringA list of user defined attributes in the form “attrName1=value1;attrName2=value2” where values are usually numbers, strings or R,G,B triplets
- property user_attributes_bin¶
- type: List<int>Serialized user attributes (refer to BinUserAttributesWriter).
- property width¶
- type: floatThe width of the decal box.
- property z_order¶
- type: intThe z order of the decal. Highest order is on top.
- class plugins.VRayObjectProperties¶
Bases:
object
Combines MtlWrapper and MtlRenderStats functionality to be used as a direct reference in Node instances. This means it adds both Matte properties for the Node and options to control primary visibility and shadow visibility of the Node. Note that the GPU implementation currently requires using a dedicated VRayObjectProperties instance for each unique Node and Node::material pair. [gpuSupport=(partial)]
- property affect_alpha¶
- type: booleanTurn this on to make shadows affect the alpha contribution of the matte surface.
- property alpha_contribution¶
- type: floatThe contribution of the resulting color to the alpha channel.
- property alpha_contribution_tex¶
- type: TextureFloatSame as alpha_contribution but used for the Maya’s useBackground shader which supports textures as alpha contribution
- property camera_visibility¶
- type: booleanWhether the object is visible from the camera (camera rays)
- property channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property generate_caustics¶
- type: floatControls the caustics generated by the material.
- property generate_gi¶
- type: floatControls the GI generated by the material.
- property generate_render_elements¶
- type: booleanSetting this to false makes objects to not affect the render elements.
- property gi_amount¶
- type: floatDetermines the amount of gi shadows.
- property gi_quality_multiplier¶
- type: floatThis is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
- property gi_surface_id¶
- type: intIf two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
- property gi_visibility¶
- type: booleanWhether the object is visible to GI (generating and receiving)
- property matte_for_secondary_rays¶
- type: intSet this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
- property matte_surface¶
- type: booleanMakes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
- property maya_background_shader_compatibility¶
- type: booleanSetting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
- property no_gi_on_other_mattes¶
- type: booleanThis will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
- property receive_caustics¶
- type: floatControls the caustics received by the material.
- property receive_gi¶
- type: floatControls the GI received by the material.
- property reflection_amount¶
- type: floatShows the reflections of the base material.
- property reflection_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from reflections.
- property reflection_filter_tex¶
- type: Texture
- property reflection_list_is_inclusive¶
- type: booleanSetting this to true will turn the reflection exclude list into inclusive (inverted).
- property reflections_visibility¶
- type: booleanWhether the object is visible in reflections
- property refraction_amount¶
- type: floatShows the refractions of the base material.
- property refraction_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from refractions.
- property refraction_list_is_inclusive¶
- type: booleanSetting this to true will turn the refraction exclude list into inclusive (inverted).
- property refractions_visibility¶
- type: booleanWhether the object is visible in refractions
- property render_stats_use¶
- type: booleanUse RenderStats properties.
- property shadow_brightness¶
- type: floatAn optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
- property shadow_brightness_tex¶
- type: TextureFloatSame as shadow_brightness but used for the Maya’s useBackground shader which supports textures as shadow brightness
- property shadow_tint_color¶
- type: ColorTint for the shadows on the matte surface.
- property shadows¶
- type: booleanTurn this on to make shadows visible on the matte surface.
- property shadows_receive¶
- type: booleanWhether the object receives shadows
- property shadows_visibility¶
- type: booleanWhether the object casts shadows (visible to lights for shadow rays)
- property trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property use_irrad_map¶
- type: booleanAllow enable/disable of irradiance map per surface.
- property visibility¶
- type: floatOverall visibility
- property wrapper_use¶
- type: booleanUse Wrapper properties.
- class plugins.VRayScene¶
Bases:
object
V-Ray Scene (*.vrscene) stand-in plugins
- property add_lights¶
- type: booleanAdd lights from the included files
- property add_nodes¶
- type: booleanAdd nodes from the included files
- property anim_length¶
- type: intSpecifies the length of the animation sequence
- property anim_offset¶
- type: floatAnimation initial frame offset
- property anim_override¶
- type: booleanOverride animation settings
- property anim_speed¶
- type: floatAnimation playback speed
- property anim_start¶
- type: intSpecifies the first frame of the animation sequence
- property anim_type¶
- type: intAnimation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
- property apply_usd_meters_scale¶
- type: intDetermine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property disable¶
- type: booleanDisable loader
- property flip_axis¶
- type: intAxis flipping: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from 3ds max to Maya, 3 - transform the axis from Maya to 3ds max coordinate system
- type: List<String>Plugin names list to hide
- type: intSpecifies if “hidden_objects” list is inclusive
- property material_override¶
- type: PluginOverride material
- property mrs_camera_visibility¶
- type: booleanWhether the object is visible from the camera (camera rays)
- property mrs_gi_visibility¶
- type: booleanWhether the object is visible to GI (generating and receiving)
- property mrs_reflections_visibility¶
- type: booleanWhether the object is visible in reflections
- property mrs_refractions_visibility¶
- type: booleanWhether the object is visible in refractions
- property mrs_shadows_receive¶
- type: booleanWhether the object receives shadows
- property mrs_shadows_visibility¶
- type: booleanWhether the object casts shadows (visible to lights for shadow rays)
- property mrs_use¶
- type: booleanUse MtlRenderStats
- property mrs_visibility¶
- type: floatOverall visibility
- property mw_affect_alpha¶
- type: booleanTurn this on to make shadows affect the alpha contribution of the matte surface.
- property mw_alpha_contribution¶
- type: floatThe contribution of the resulting color to the alpha channel.
- property mw_channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property mw_generate_caustics¶
- type: floatControls the caustics generated by the material.
- property mw_generate_gi¶
- type: floatControls the GI generated by the material.
- property mw_generate_render_elements¶
- type: booleanSetting this to false makes objects to not affect the render elements.
- property mw_gi_amount¶
- type: floatDetermines the amount of gi shadows.
- property mw_gi_quality_multiplier¶
- type: floatA multiplier for GI quality
- property mw_gi_surface_id¶
- type: intIf two objects have different GI surface ids, the light cache samples of the two objects will not be blended
- property mw_matte_for_secondary_rays¶
- type: intSet this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
- property mw_matte_surface¶
- type: booleanMakes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
- property mw_maya_background_shader_compatibility¶
- type: booleanSetting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
- property mw_no_gi_on_other_mattes¶
- type: booleanThis will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
- property mw_receive_caustics¶
- type: floatControls the caustics received by the material.
- property mw_receive_gi¶
- type: floatControls the GI received by the material.
- property mw_reflection_amount¶
- type: floatShows the reflections of the base material.
- property mw_reflection_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from reflections.
- property mw_reflection_list_is_inclusive¶
- type: booleanSetting this to true will turn the reflection exclude list into inclusive (inverted).
- property mw_refraction_amount¶
- type: floatShows the refractions of the base material.
- property mw_refraction_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from refractions.
- property mw_refraction_list_is_inclusive¶
- type: booleanSetting this to true will turn the refraction exclude list into inclusive (inverted).
- property mw_shadow_brightness¶
- type: floatAn optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
- property mw_shadow_tint_color¶
- type: ColorTint for the shadows on the matte surface.
- property mw_shadows¶
- type: booleanTurn this on to make shadows visible on the matte surface.
- property mw_trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property mw_use¶
- type: booleanUse MtlWrapper
- property mw_use_irrad_map¶
- type: booleanAllow enable/disable of irradiance map per surface.
- property objectID¶
- type: intObject ID override
- property object_properties¶
- type: PluginObject properties.
- property override_filepath¶
- type: StringRuntime plugin parameter overrides. A path to an override file in vrscene format.
- property override_mtl_link¶
- type: PluginPlaceholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
- property override_render_elements¶
- type: booleanOverride the render channels
- property override_settings_options¶
- type: booleanOverride the additional options in the sequence render settings
- property override_snippet¶
- type: StringRuntime plugin parameter overrides. A string in vrscene format.
- property parser¶
- type: List<Plugin>Custom scene parser
- property preload_assets¶
- type: booleanPerforms early loading of the scene assets right after the scene is built
- property transform¶
- type: TransformAdditional transform for the whole scene
- property usd_root_path¶
- type: StringThe USD stage mask, also known as the root path to import (only valid for USD scene)
- property use_overrides¶
- type: booleanUse runtime overrides
- property use_transform¶
- type: booleanWhether to use the additional “transform” parameter
- property user_attributes_bin¶
- type: intUser attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
- class plugins.VRaySceneAsset¶
Bases:
object
V-Ray Scene Asset (*.vrscene) stand-in plugins
- property add_lights¶
- type: booleanAdd lights from the included files
- property add_nodes¶
- type: booleanAdd nodes from the included files
- property anim_length¶
- type: intSpecifies the length of the animation sequence
- property anim_offset¶
- type: floatAnimation initial frame offset
- property anim_override¶
- type: booleanOverride animation settings
- property anim_speed¶
- type: floatAnimation playback speed
- property anim_start¶
- type: intSpecifies the first frame of the animation sequence
- property anim_type¶
- type: intAnimation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
- property apply_usd_meters_scale¶
- type: intDetermine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
- property asset_name¶
- type: StringUser name of the the given list of plugins forming a concrete asset
- property asset_param_definition¶
- type: List<Object>List each modifiable parameter of this asset as a key/value string list
- property asset_param_override¶
- type: List<Object>List each parameter which whould be used as override for the corresponding modifiable parameter definition
- property asset_plugins¶
- type: List<Plugin>List of the plugin names grouped as a given asset
- property asset_type¶
- type: intDetermines the type of asset (0 = geometry, 1 = material, 2 = texture, 3 = node, 4 = vrmat)
- property channels¶
- type: List<Plugin>Render channels the result of this light will be written to
- property channels_diffuse¶
- type: List<Plugin>Render channels the diffuse result of this light will be written to
- property channels_full¶
- type: List<Plugin>Render channels the full (direct+indirect) result of this light will be written to
- property channels_raw¶
- type: List<Plugin>Render channels the raw diffuse result of this light will be written to
- property channels_specular¶
- type: List<Plugin>Render channels the specular result of this light will be written to
- property disable¶
- type: booleanDisable loader
- property flip_axis¶
- type: intAxis flipping: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from 3ds max to Maya, 3 - transform the axis from Maya to 3ds max coordinate system
- type: List<String>Plugin names list to hide
- type: intSpecifies if “hidden_objects” list is inclusive
- property material_override¶
- type: PluginOverride material
- property mrs_camera_visibility¶
- type: booleanWhether the object is visible from the camera (camera rays)
- property mrs_gi_visibility¶
- type: booleanWhether the object is visible to GI (generating and receiving)
- property mrs_reflections_visibility¶
- type: booleanWhether the object is visible in reflections
- property mrs_refractions_visibility¶
- type: booleanWhether the object is visible in refractions
- property mrs_shadows_receive¶
- type: booleanWhether the object receives shadows
- property mrs_shadows_visibility¶
- type: booleanWhether the object casts shadows (visible to lights for shadow rays)
- property mrs_use¶
- type: booleanUse MtlRenderStats
- property mrs_visibility¶
- type: floatOverall visibility
- property mw_affect_alpha¶
- type: booleanTurn this on to make shadows affect the alpha contribution of the matte surface.
- property mw_alpha_contribution¶
- type: floatThe contribution of the resulting color to the alpha channel.
- property mw_channels¶
- type: List<Plugin>Render channels the result of this BRDF will be written to
- property mw_generate_caustics¶
- type: floatControls the caustics generated by the material.
- property mw_generate_gi¶
- type: floatControls the GI generated by the material.
- property mw_generate_render_elements¶
- type: booleanSetting this to false makes objects to not affect the render elements.
- property mw_gi_amount¶
- type: floatDetermines the amount of gi shadows.
- property mw_gi_quality_multiplier¶
- type: floatA multiplier for GI quality
- property mw_gi_surface_id¶
- type: intIf two objects have different GI surface ids, the light cache samples of the two objects will not be blended
- property mw_matte_for_secondary_rays¶
- type: intSet this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
- property mw_matte_surface¶
- type: booleanMakes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
- property mw_maya_background_shader_compatibility¶
- type: booleanSetting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
- property mw_no_gi_on_other_mattes¶
- type: booleanThis will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
- property mw_receive_caustics¶
- type: floatControls the caustics received by the material.
- property mw_receive_gi¶
- type: floatControls the GI received by the material.
- property mw_reflection_amount¶
- type: floatShows the reflections of the base material.
- property mw_reflection_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from reflections.
- property mw_reflection_list_is_inclusive¶
- type: booleanSetting this to true will turn the reflection exclude list into inclusive (inverted).
- property mw_refraction_amount¶
- type: floatShows the refractions of the base material.
- property mw_refraction_exclude¶
- type: List<Plugin>A list of plugins that will be excluded from refractions.
- property mw_refraction_list_is_inclusive¶
- type: booleanSetting this to true will turn the refraction exclude list into inclusive (inverted).
- property mw_shadow_brightness¶
- type: floatAn optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
- property mw_shadow_tint_color¶
- type: ColorTint for the shadows on the matte surface.
- property mw_shadows¶
- type: booleanTurn this on to make shadows visible on the matte surface.
- property mw_trace_depth¶
- type: intThe maximum reflection depth (-1 is controlled by the global options)
- property mw_use¶
- type: booleanUse MtlWrapper
- property mw_use_irrad_map¶
- type: booleanAllow enable/disable of irradiance map per surface.
- property objectID¶
- type: intObject ID override
- property object_properties¶
- type: PluginObject properties.
- property override_filepath¶
- type: StringRuntime plugin parameter overrides. A path to an override file in vrscene format.
- property override_mtl_link¶
- type: PluginPlaceholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
- property override_render_elements¶
- type: booleanOverride the render channels
- property override_settings_options¶
- type: booleanOverride the additional options in the sequence render settings
- property override_snippet¶
- type: StringRuntime plugin parameter overrides. A string in vrscene format.
- property parser¶
- type: List<Plugin>Custom scene parser
- property preload_assets¶
- type: booleanPerforms early loading of the scene assets right after the scene is built
- property transform¶
- type: TransformAdditional transform for the whole scene
- property usd_root_path¶
- type: StringThe USD stage mask, also known as the root path to import (only valid for USD scene)
- property use_overrides¶
- type: booleanUse runtime overrides
- property use_transform¶
- type: booleanWhether to use the additional “transform” parameter
- property user_attributes_bin¶
- type: intUser attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
- class plugins.VRayStereoscopicSettings¶
Bases:
object
Settings for stereoscopic rendering [gpuSupport=(partial)]
- property adjust_resolution¶
- type: booleanUnused parameter.
- property bottom_merge_angle¶
- type: floatPanoramic pole merging: from what angle near the bottom does the stereo effect start to fade when rendering with a spherical panorama camera.
- property exclude_list¶
- type: List<Plugin>A list of plugins for which the shade map won’t be used.
- property exclude_list_inclusive¶
- type: booleanWhen on, the exclude_list is considered an ‘Include list’.
- property exr_compression¶
- type: intCompression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression).
- property eye_distance¶
- type: floatThe eye distance for which the stereoscopic image will be rendered.
- property film_offset_x_left¶
- type: floatHorizontal film offset for the left camera
- property film_offset_x_right¶
- type: floatHorizontal film offset for the right camera
- property film_offset_y_left¶
- type: floatVertical film offset for the left camera
- property film_offset_y_right¶
- type: floatVertical film offset for the right camera
- property float_colors_mode¶
- type: booleanStore 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
- property focus_distance¶
- type: floatThe focus distance when specify_focus is enabled.
- property focus_method¶
- type: intSpecifies the focus method for the two views (0 - none/parallel; 1 - rotation; 2 - shear).
- property interocular_method¶
- type: intSpecifies how the two virtual cameras will be placed in relation to the real camera in the scene (0 - symmetric/shift both; 1 - shift left; 2 - shift right).
- property left_camera¶
- type: PluginA camera plugin for the left eye; if not specified, the left camera is computed based on the scene camera.
- property output_layout¶
- type: intLayout of the output image (0 - side-by-side; 1 - top-bottom).
- property pole_merge_method¶
- type: intThe method for pole merging (0 - the original V-Ray method; 1 - cosine method that matches other renderers)
- property reuse_threshold¶
- type: floatLower values will make V-Ray use less of the shade map and more real shading.
- property right_camera¶
- type: PluginA camera plugin for the right eye; if not specified, the right camera is computed based on the scene camera.
- property shademap_file¶
- type: StringThe name of the file in which the shade map information is stored.
- property sm_mode¶
- type: intSpecifies the mode of operation for the shade map (0 - disabled; 1 - render shade map; 2 - use shade map).
- property specify_focus¶
- type: booleanIf on then the focus is determined by focus_method and focus_distance. Otherwise it is determined from the camera target distance.
- property top_merge_angle¶
- type: floatPanoramic pole merging: from what angle near the top does the stereo effect start to fade when rendering with a spherical panorama camera.
- property view¶
- type: intSpecifies which of the stereoscopic views will be rendered (0 - both; 1 - left; 2 - right).
- property vrst_compression¶
- type: intCompression type for the .vrst files (0 - no compression, 1 - ZLIB compression).
- class plugins.VolumeAerialPerspective¶
Bases:
object
Simulates atmospheric haze. Works together with SunLight and TexSky. Does not cause shadowing and does not scatter light - use VolumeScatterFog for that. [gpuSupport=(full)]
- property affect_alpha¶
- type: booleanWhether the alpha channel is affected
- property affect_bg¶
- type: booleanSpecify whether aerial perspective is applied to the background.
- property affect_env¶
- type: booleanSpecify whether aerial perspective is applied to environment rays.
- property atm_height¶
- type: floatHeight of the atmospheric layer.
- property distance¶
- type: floatView distance inside the fog (until it becomes less than 10% see through).
- property enabled¶
- type: booleanIf ‘false’, disable the rendering of the aerial perspective effect.
- property filter_color¶
- type: ColorFilter color for the fog. Note that fog color depends on the color of the sky.
- property inscat_mult¶
- type: floatMultiplier for the “inscattered light” component of the aerial persective.
- property primary_visibility¶
- type: booleanSpecifies wheather the effect is aplied to camera rays (doesn’t affect secondary rays).
- property sun¶
- type: PluginIf specified, all parameters are taken from the specified sun. Otherwise, default values are used. Make sure to specify this.
- class plugins.VolumeChannels¶
Bases:
object
This plugin allows adding material select render channels to any volume plugin [gpuSupport=(none)]
- property base_volume¶
- type: PluginA volumetric plugin to use with material select render channels
- property channels¶
- type: List<Plugin>Render channels the result of this volume will be written to
- class plugins.VolumeFog¶
Bases:
object
Simple attenuating volume fog. This does not produce light scattering. To get light scattering use VolumeScatterFog. [gpuSupport=(none)]
- property bias¶
- type: floatMakes the fog more/less transparent than normal in the thin parts. When the value is nonzero, applies a 1/(1+bias) exponent to the distance measure.
- property closed_volume¶
- type: booleanIf true, the fog will shade only closed volumes.
- property color¶
- type: ColorFog transmission color
- property color_mult¶
- type: floatFog color exponent multiplier
- property color_tex¶
- type: TextureFog color texture map. Overrides ‘color’.
- property emission¶
- type: ColorFog emission color (makes the fog appear glowing)
- property ior¶
- type: floatThe index of refraction for the volume
- class plugins.VolumeMulti¶
Bases:
object
This plugin combines the result of several volumetric plugins [gpuSupport=(none)]
- property volumes¶
- type: List<Plugin>List of volumetric shaders to apply together
- class plugins.VolumeScatterFog¶
Bases:
object
Light-scattering volume fog. Uniform across the scene. [gpuSupport=(none)]
- property bias¶
- type: floatMakes the fog more/less transparent than normal in the thin parts. When the value is nonzero, applies a 1/(1+bias) exponent to the distance measure.
- property closed_volume¶
- type: booleanIf true, the fog will shade only closed volumes.
- property color¶
- type: ColorFog transmission color
- property color_mult¶
- type: floatFog color exponent multiplier
- property color_tex¶
- type: TextureFog color texture map. Overrides ‘color’.
- property emission¶
- type: ColorFog emission color (makes the fog appear glowing)
- property environment_fog¶
- type: booleantrue if this is environment fog and false if it is inside an object
- property ior¶
- type: floatThe index of refraction for the volume
- property light_mult¶
- type: floatMultiplier for the sss effect
- property scatter_coeff¶
- type: floatScatter coefficient (0.0 is full scattering; 1.0 is purely directional)
- property scatter_direction¶
- type: floatScatter direction (0.0 is forward away from the viewer; 1.0 is backward towards the viewer)
- property scatter_levels¶
- type: intMaximum number of scattering bounces
- property subdivs¶
- type: intSubdivs for the scattering samples
- property thickness¶
- type: floatMaximum distance to trace into the objects
- class plugins.VolumeVRayToon¶
Bases:
object
Renders cartoon style contours on all meshes (by default) or using an include/exclude list [gpuSupport=(none)]
- property angularCurveExternal¶
- type: PluginIf this parameter is set, it will be used instead of angularCurvePositions, angularCurveInterpolations and angularCurveValues to provide an external curve for controlling the line width based on view angle.
- property angularCurveInterpolations¶
- type: List<int>
- property angularCurveOn¶
- type: booleanEnable view angle-based line width.
- property angularCurvePositions¶
- type: List<float>
- property angularCurveValues¶
- type: List<TextureFloat>Curve controlling the line width based on view angle.
- property compatibilityMode¶
- type: int0:V-Ray 3; 1:V-Ray Next
- property compensateExposure¶
- type: booleanCompensate V-Ray physical camera exposure.
- property depthCurveExternal¶
- type: PluginIf this parameter is set, it will be used instead of depthCurvePositions, depthCurveInterpolations and depthCurveValues to provide an external curve for controlling the line width based on depth.
- property depthCurveInterpolations¶
- type: List<int>
- property depthCurveOn¶
- type: booleanEnable depth-based line width.
- property depthCurvePositions¶
- type: List<float>
- property depthCurveValues¶
- type: List<TextureFloat>Curve controlling the line width based on depth.
- property distortion_tex¶
- type: TextureFloatThis works like a bump map - a simple constant value won’t do, you need to connect a texture.
- property doSecondaryRays¶
- type: booleanTrue : show toon lines in reflections/refractions. Note that this may increase render times.
- property excludeList¶
- type: List<Plugin>Specifies which objects will be affected by the VRayToon atmospheric.
- property excludeType¶
- type: booleanTrue : apply toon effect only to objects in excludeList; false : apply toon effect to all objects out of excludeList.
- property hideInnerEdges¶
- type: booleanTrue : show outlines and not interior edges, false : show all edges.
- property innerLineControl¶
- type: booleanUse same lineColor/Width param values for both silhouette and inner edges.
- property lineColor¶
- type: ColorThe outer color of the cartoon line.
- property lineColorInner¶
- type: ColorThe color of the cartoon line at inner edges.
- property lineColorInner_tex¶
- type: TextureThe color of the cartoon line at inner edges.
- property lineColor_tex¶
- type: TextureThe outer color texture of the cartoon line.
- property lineWidth¶
- type: floatCartoon line width.
- property lineWidthInner¶
- type: floatCartoon line width of inner lines.
- property lineWidthInner_tex¶
- type: TextureFloatCartoon line width texture at inner edges.
- property lineWidth_tex¶
- type: TextureFloatCartoon line width texture.
- property materialEdges¶
- type: booleanDraw contours on material boundaries
- property maxDepth¶
- type: floatMaximum depth.
- property minDepth¶
- type: floatMinimum depth.
- property normalThreshold¶
- type: floatThis determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don’t set this value to pure 1.0 as this will fill curved objects completely.
- property opacity¶
- type: floatOpacity of the cartoon line.
- property opacity_tex¶
- type: TextureFloatOpacity texture of the cartoon line.
- property outerOverlapThreshold¶
- type: floatThis determines when outer edges will be created for overlapping parts of one and the same object.
- property overlapThreshold¶
- type: floatThis determines when inner edges will be created for overlapping parts of one and the same object.
- property toonChannelsOnly¶
- type: booleanApply only to toon render channels.
- property toonMaterialOnly¶
- type: int0:Apply to all materials in the scene; 1:Apply only for objects object with a material implementing ToonEdgeParamsInterface (e.g. BRDFToonOverride, BRDFToonMtl); 2:Apply only for objects with a BRDFToonOverride material
- property traceBias¶
- type: floatThis parameter depends on the scale of your scene.
- property widthType¶
- type: int0:Pixels; 1:World
- class plugins.texRenderHair¶
Bases:
object
Deprecated. Use another hair texture. [gpuSupport=(bake)]
- property a_b_balance¶
- type: TextureFloatThe probability ratio between a and b textures
- property a_color_tex¶
- type: TextureDefines the main diffuse color of the hair strand’s tips.
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property b_color_tex¶
- type: TextureDefines a secondary diffuse color for the hair strand’s tips. This provides an alternate color that gets added to random hair strands.
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property distance_along_strand¶
- type: TextureFloatDistance along the hair strand where the intersection occurred, in the [0,1] range.
- property h¶
- type: floatHeight of the valid texture sector
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property jitter¶
- type: floatAmount of random placement variation
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property placement_type¶
- type: intThe way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
- property random_by_strand¶
- type: TextureFloatRandom by the hair strand where the intersection occurred, in the [0,1] range.
- property root_color_tex¶
- type: TextureDefines the diffuse color of the hair roots
- property root_crossover_tex¶
- type: TextureFloatA value of 0 is mostly Tip and 1 is mostly Root
- property tile_u¶
- type: booleanIf true there is horizontal tiling
- property tile_v¶
- type: booleanIf true there is vertical tiling
- property u¶
- type: floatU coordinate of the valid texture sector
- property un_noise_phase¶
- type: floatUV noise phase
- property uv_noise_amount¶
- type: floatUV noise amount
- property uv_noise_animate¶
- type: booleanIf true the noise is animated. Use “UV noise phase” to animate the noise.
- property uv_noise_levels¶
- type: floatUV noise iterations
- property uv_noise_on¶
- type: booleanIf true the noise is enabled.
- property uv_noise_size¶
- type: floatUV noise size
- property uvwgen¶
- type: PluginThe uvw generator for the texture
- property v¶
- type: floatV coordinate of the valid texture sector
- property w¶
- type: floatWidth of the valid texture sector
- class plugins.texXSIColor2Alpha¶
Bases:
object
Deprecated. Use TexAColorOp::alpha [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property clr_txt¶
- type: TextureScalar2Alpha will be calculated on the base of a color texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property intensity_txt¶
- type: TextureFloatThe intensity to output
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- class plugins.texXSIColor2Vector¶
Bases:
object
Deprecated. [gpuSupport=(none)]
- property alpha_from_intensity¶
- type: intIf 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
- property alpha_mult¶
- type: TextureFloatA multiplier for the texture alpha
- property alpha_offset¶
- type: TextureFloatAn additional offset for the texture alpha
- property clr_txt¶
- type: TextureScalar2Vector will be calculated on the base of a color texture
- property color¶
- type: OutputTextureThe resulting color
- property color_mult¶
- type: TextureA multiplier for the texture color
- property color_offset¶
- type: TextureAn additional offset for the texture color
- property compatibility_with¶
- type: intThis is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
- property invert¶
- type: booleanIf true, the resulting texture color will be inverted (complementary)
- property invert_alpha¶
- type: booleanIf true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
- property method¶
- type: intmethod: direct copy(0), normal map(1)
- property nouvw_color¶
- type: TextureThe color when there are no valid uvw coordinates
- property out_alpha¶
- type: OutputTextureFloatThe resulting alpha
- property out_intensity¶
- type: OutputTextureFloatThe resulting intensity
- property out_transparency¶
- type: OutputTextureThe resulting transparency
- property output_scale¶
- type: TextureFloatThe intensity to output
- class plugins.volumeXSIMulti¶
Bases:
object
Deprecated. Use VolumeMulti. [gpuSupport=(none)]
- property ids_list¶
- type: List<int>A list of material IDs
- property volumes¶
- type: List<Plugin>A list of volume plugins
- class plugins.xsiUVWGenChannel¶
Bases:
object
Deprecated. Use UVWGenChannel. [gpuSupport=(none)]
- property channel_type¶
- type: intType of the channel used. 0 - uvw, 1 - vertex colors
- property coverage¶
- type: VectorCoverage
- property crop_u¶
- type: int1 to crop in the u-direction
- property crop_v¶
- type: int1 to crop in the v-direction
- property crop_w¶
- type: int1 to crop in the w-direction
- property duvw_scale¶
- type: floatAdditional scale factor for the texture derivatives
- property nsamples¶
- type: intNumber of uvw transform samples for motion blur
- property tex_transform¶
- type: TransformFinal transformation on the resulting uvw coordinates, after mirror, crop etc
- property u_alternate¶
- type: intalternate image in u direction
- property uvw_channel¶
- type: int
- property uvw_coords¶
- type: OutputTextureVectorThe uvw coordinates for the specified channel at the current shading point
- property uvw_transform¶
- type: TransformInitial transformation on the uvw coordinates, before mirror, crop etc
- property uvw_transform_tex¶
- type: TextureTransformA texture overriding uvw_transform
- property uvwgen¶
- type: PluginOptional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
- property v_alternate¶
- type: intalternate image in v direction
- property wrap_mode¶
- type: intWrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
- property wrap_u¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_v¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property wrap_w¶
- type: int0 - no wrapping, 1 - wrap, 2 - mirror tile
- property x_remapMax¶
- type: floatmax remap in x direction
- property x_remapMin¶
- type: floatmin remap in x direction
- property y_remapMax¶
- type: floatmax remap in y direction
- property y_remapMin¶
- type: floatmin remap in y direction
- property z_remapMax¶
- type: floatmax remap in z direction
- property z_remapMin¶
- type: floatmin remap in z direction
- class plugins.xsiUVWGenEnvironment¶
Bases:
object
Deprecated. Use UVWGenEnvironment. [gpuSupport=(none)]
- property mapping_type¶
- type: intspherical(0), cylindrical(1), cubic strip(2), cubic cross sideways(3), cubic cross(4)
- property uvw_matrix¶
- type: MatrixTransformation of the input directions
- property uvw_transform¶
- type: TransformTransformation of the resulting UVW coordinates