Bella 19.3.0.0
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[node, environment]
Color Dome

(colorDome)

A dome of constant color varying from horizon to zenith.

Color Dome Type Default
Luminance
(luminance)
Luminance of dome when picking white horizon and zenith.real13370f
Zenith
(zenith)
Color of the sky at the zenith.rgbargba(1 1 1 1)
Horizon
(horizon)
Color of the sky at the horizon.rgbargba(1 1 1 1)
Altitude
(altitude)
The angle, from the horizon, where the horizon and zenith colors meet.real45f
Sun
(sun)
An optional sun node.nodenull
Ground
(ground)
Enables the optional ground.boolfalse
Outputs Type
Out Angles
(outAngles)
Returns sun { altitude, azimuth } if the referenced sun node is active.vec2n/a
Out Dir
(outDir)
Returns the sun direction being used in this node.vec3n/a
Out Xform
(outXform)
Returns the sun direction being used in this node.mat3n/a
[node, maths]
Date Time

(dateTime)

Represents a Date & Time, specified by year/month/day/hour/minute/second.

Date & Time Type Default
Month
(month)
TODOstring"september"
Day
(day)
Day begins at 1 (i.e. the first of March == 1).uint23u
Year
(year)
TODOint2000
Hour
(hour)
TODOuint16u
Minute
(minute)
TODOuint0u
Second
(second)
TODOuint0u
DST
(useDst)
DST (Daylight Savings Time) usage changes by locality, so you must specify whether to make use of it.boolfalse
[node, environment]
Image Dome

(imageDome)

An HDRI dome.

Image Dome Type Default
Path
(path)
TODOnodenull
Luminance
(luminance)
Multiplier of the exposure of image. Default is 10000 (luminance) to be calibrated with default camera settings, matching with colorDome, where a white pixel results in max non-burn white.real13370f
Sun
(sun)
An optional sun node.nodenull
Ground
(ground)
Enables the optional ground.boolfalse
Mapping
Scale
(scale)
Scales the image in UV space.vec2vec2(100 100)
Offset
(offset)
Offsets the image in (scaled) UV space.vec2vec2(0 0)
Rotation
Heading
(heading)
Rotates the image sphere about the up axis.real0f
Elevation
(elevation)
Tilts the image sphere's up axis.real0f
Bank
(bank)
Tilts the image sphere about the forward axis.real0f
Outputs Type
Out Angles
(outAngles)
Returns sun { altitude, azimuth } if the referenced sun node is active.vec2n/a
Out Dir
(outDir)
Returns the sun direction being used in this node.vec3n/a
Out Xform
(outXform)
Returns the sun direction being used in this node.mat3n/a
[node]
Location

(location)

TODO: there is not yet help for this node.

Location Type Default
City
(city)
Choose from the list to set Latitude and Longitude.string"Barcelona"
Latitude
(latitude)
TODOreal41.3870165f
Longitude
(longitude)
TODOreal2.170094f
Outputs Type
Out Utc Offset
(outUtcOffset)
TODOrealn/a
[node, environment]
Sky Dome

(skyDome)

TODO: there is not yet help for this node.

Sky Dome Type Default
Turbidity
(turbidity)
Controls sky turbidity. As reference values, set 1 for a very clear sky, 3 a clear sky in a temperate climate, 6 in a warm, most day, 10 a slightly hazy sky.real3f
Ground Albedo
(groundAlbedo)
The ground albedo.rgbargba(0.2 0.2 0.2 1)
Sun
(sun)
An optional sun node to use instead of what would be computed from the skyDome's own date, time, and location values. A sun node connected here will use its parent xform, as well as connected dateTime & location nodes, to determine the sun direction.nodenull
Date & Time
Month
(month)
TODOstring"september"
Day
(day)
Day begins at 1 (i.e. the first of March == 1).uint23u
Hour
(hour)
The hour of the day. Not used when a dateTime node is linked.uint16u
Minute
(minute)
The minute of the hour. Not used when a dateTime node is linked.uint0u
DST
(useDst)
DST (Daylight Savings Time) usage changes by locality, so you must specify whether to make use of it.boolfalse
Location
City
(city)
Choose from the list to set Latitude and Longitude.string"Barcelona"
Latitude
(latitude)
Not used when a location node, or a sun node, is linked.real41.3870165f
Longitude
(longitude)
Not used when a location node, or a sun node, is linked.real2.170094f
Outputs Type
Out Angles
(outAngles)
Returns sun { altitude, azimuth }. Depends on the presence of sun, or dateTime & location nodes.vec2n/a
Out Dir
(outDir)
Returns the sun direction being used in this node. Depends on the presence of sun, or dateTime & location nodes.vec3n/a
Out Xform
(outXform)
Returns the sun direction being used in this node. Depends on the presence of sun, or dateTime & location nodes.mat3n/a
[node]
Camera

(camera)

Represents a physical camera.

Camera Type Default
Resolution
(resolution)
The image output resolution, measured in pixels, for this camera.vec2vec2(500 500)
Lens
(lens)
A link to this camera's lens node.nodenull
Sensor
(sensor)
A link to this camera's sensor node.nodenull
Region
(region)
An optional region to render, within the image frame.nodenull
Exposure
Mode
(exposureMode)
Modulate shutter, fStop, or ISO to obtain the chosen EV. A and A+S modes are especially useful for allowing changes to fStop (and therefore DOF), without affecting exposure.string"aperture"
A (Aperture Priority)
Modulate shutter to obtain EV while maintaining the chosen aperture (fStop) value.value = "aperture"
S (Shutter Priority)
Modulate aperture (fStop) to obtain EV while maintaining the chosen shutter value.value = "shutter"
A+S (Modulate ISO)
Modulate ISO, to obtain EV while maintaining the aperture (fStop) and shutter values.value = "both"
M (Manual)
Manually set shutter, aperture (fStop), and ISO, with no compensation.value = "manual"
EV
(ev)
The exposure Value (@ ISO 100) used in auto exposure-compensation.real14f
Shutter
(shutter)
The camera shutter speed, as ¹/n seconds.real522.45f
Physical
Parallel
(parallel)
Changes this camera to use a pseudo-parallel (i.e. using a very long lens) projection.boolfalse
Zoom
(zoom)
Apply an extra zoom factor to the camera. This is mostly useful for plugins exporting parallel views.real1f
Roll
(roll)
Tilt the camera about its view direction.real0f
[node, lensFilter]
Diffraction Filter

(diffractionFilter)

This is a lens filter that simulates diffraction effects.

Diffraction Filter Type Default
Type
(type)
TODOstring"6star"
Resolution
(resolution)
TODOuint8192u
Rotation
(rotation)
TODOreal0f
Lines
Opacity
(opacity)
TODOreal100f
Thickness
(lineThickness)
The thickness of lines for Parallel and Star types.uint1u
Spacing
(lineSpacing)
Spacing between lines for Parallel and Star types. Resolution must be a multiple of line spacing.uint128u
Number
(numRandomLines)
The number of lines to generate for the Random type.uint1000u
Outputs Type
Out Buffer Time
(outBufferTime)
TODOuintn/a
Out Buffer
(outBuffer)
TODObuffern/a
[node, tonemapping]
Filmic

(filmic)

Filmic Tonemapping. It simulates the tone curve of film in the image, using with a toe ( darker zone ) and a shoulder ( brighter zone ). Between them there is a linear section and its form depends on the toe and shoulder parameters.

Filmic Type Default
Toe
(toe)
TODOobjectnull
Length
(length)
Tells how strong is toe section. A value of 0 will make toe to dissapear.real0.5f
Strength
(strength)
Tells how much of the dynamic range is in the toe section, and controls how toe transitions to the linear section. A value of 0 will make toe to dissapear.real0.5f
Shoulder
(shoulder)
TODOobjectnull
Length
(length)
Tells how many F stops we want to add to the dynamic range of the shoulder curve.real0.5f
Strength
(strength)
Tells where the shoulder curve starts, with 1 it does immediatly after toe, and with 0, shoulder is disabled.real2f
Angle
(angle)
Tells how much overshoot to add to the shoulder, increasing overshoot causes a steeper angle.real1f
[node, lensFilter]
Nd Filter

(ndFilter)

[NOT YET IMPLEMENTED] This is a lens filter that simulates a physical neutral density filter.

Nd Filter Type Default
ND Number
(ndNumber)
Values are taken from https://en.wikipedia.org/wiki/Neutral-density_filter.real1f
[node]
Region

(region)

This node defines a rectangular region of the output image, within which rendering will take place. Portions lying outside this region will appear black.

Region Type Default
Size
(size)
The size of the rectangle to render. A size of zero area will deactivate the region.vec2vec2(0 0)
Offset
(offset)
The location of the rectangle, in image coordinates, from the top left corner of the image. It is allowed for portions of the region rectangle to lie outside the image rectangle.vec2vec2(0 0)
Blow Up
(blowUp)
Zoom to the region rectangle.boolfalse
[node, tonemapping]
Reinhard

(reinhard)

It's a simple tonemapping that simulates the tone curve of film in the image, using just a burn parameter.

Reinhard Type Default
Burn
(burn)
Controls how much image keeps burnt. With a zero value none pixel in the image is allowed to exceed the burn limit. With a parameter of 100%, makes no difference, allowing all burnt energy to keep equally burnt.real75f
[node]
Sensor

(sensor)

This node represents the camera's image sensor (or film).

Sensor Type Default
ISO
(iso)
Determines the sensitivity, or speed, of the sensor (or film).real100f
Sharpness
(sharpness)
Overall clarity in terms of both focus and contrast.real50f
Tonemapping
(tonemapping)
TODOnodenull
Bloom
(bloom)
TODOobjectnull
Apply
(apply)
Apply bloomstring"never"
Uniform
(uniform)
When a pixel saturates, determines the amount of energy spreading uniformly in the sensor.real15f
Vertical
(vertical)
When a pixel saturates, determines the amount of energy spreading vertically in the sensor.real0f
Size
Size
(size)
Defines the size of the sensor (or film). Aspect ratio will be corrected to match the camera's output resolution if necessary.vec2vec2(30 30)
Pixel Aspect
(pixelAspect)
TODOreal1f
Film Fit
(filmFit)
Controls the sensor size relative to the resolution when their aspect ratio differs.
string"horizontal"
[node, lens]
Thick Lens

(thickLens)

This node represents a more complex 'thick' lens, which simulates various effects seen in common (esp. lower-quality) physical lenses, by modeling the thickness and radius of the lens.

Thick Lens Type Default
Shift
(shift)
Shifts the lens laterally with respect to the sensor. This allows, for example, photography of tall buildings without the perspective distortion that would result from tilting the camera to capture the entire building.vec2vec2(0 0)
Steps
(steps)
The array of motion blur steps for this lens. Attribute values in this section may be assigned different values at each time step, in an animation.object[]null
fStop
(fStop)
f-number controlling the aperture area. Is the ratio of the system's focal length to the diameter of the entrance pupil.real5.6f
Focal Len.
(focalLen)
Inversely proportional to the field of view, the focal length of a lens is roughly the distance from the center of the lens, to its principal focal point. As such, where a telephoto lens has longer focal length (e.g. 200mm), a wide-angle lens has a shorter focal length (e.g. 28mm).real42f
Focus Dist.
(focusDist)
The distance from the camera to the focal plane.real8f
Diaphragm
(diaphragm)
Determines the type of diaphragm (aperture) used in the camera. While a circular diaphragm renders slightly more quickly, the other types are able to produce the well-known 'bokeh' effect commonly seen in images with substantial depth of field.objectnull
Shape
(shape)
Geometric form of diaphragm's aperture.string"circular"
Blades
(blades)
The number of blades (fewer than 3 activates the circular diaphragm).uint6u
Rotation
(rotation)
Rotation angle of the iris (this rotates the bokeh effect).real60f
Diffraction
(diffraction)
Computes, using wave optics, how light diffracts when it goes through the aperture of the camera and/or the diffraction grating filter in front of the lens system. Beside being use for getting colourful light spikes you can simulate how the image get blurried at high fstop numbers as happens in real cameras or subtle halos with richer detail that you could get due to bloom of light saturating a pixel sensor.string"never"
Filters
(filters)
A list of lens filters to be applied during rendering.node[]null
Lens
Radius
(radius)
Radius of curvature of the lens.real4f
Thickness
(thickness)
Lens thickness: distance along the lens axis between the two lens surfaces.real0.1f
Dispersion
(dispersion)
Enable or disable lens dispersion (chromatic aberration). Enabled gives a more realistic lens effect but chromatic noise may require more rendering time to clear.booltrue
Abbe
(abbe)
Dispersion abbe number of the lens. Lower values results in higher dispersion.real30f
[node, lens]
Thin Lens

(thinLens)

This node represents an ideal 'thin' lens.

Thin Lens Type Default
Shift
(shift)
Shifts the lens laterally with respect to the sensor. This allows, for example, photography of tall buildings without the perspective distortion that would result from tilting the camera to capture the entire building.vec2vec2(0 0)
Vignetting
(vignetting)
Controls the amount of vignetting (darkening near the edges) of the camera.real0f
Steps
(steps)
The array of motion blur steps for this lens. Attribute values in this section may be assigned different values at each time step, in an animation.object[]null
fStop
(fStop)
f-number controlling the aperture area. Is the ratio of the system's focal length to the diameter of the entrance pupil.real5.6f
Focal Len.
(focalLen)
Inversely proportional to the field of view, the focal length of a lens is roughly the distance from the center of the lens, to its principal focal point. As such, where a telephoto lens has longer focal length (e.g. 200mm), a wide-angle lens has a shorter focal length (e.g. 28mm).real42f
Focus Dist.
(focusDist)
The distance from the camera to the focal plane.real8f
Diaphragm
(diaphragm)
Determines the type of diaphragm (aperture) used in the camera. While a circular diaphragm renders slightly more quickly, the other types are able to produce the well-known 'bokeh' effect commonly seen in images with substantial depth of field.objectnull
Shape
(shape)
Geometric form of diaphragm's aperture.string"circular"
Blades
(blades)
The number of blades (fewer than 3 activates the circular diaphragm).uint6u
Rotation
(rotation)
Rotation angle of the iris (this rotates the bokeh effect).real60f
Diffraction
(diffraction)
Computes, using wave optics, how light diffracts when it goes through the aperture of the camera and/or the diffraction grating filter in front of the lens system. Beside being use for getting colourful light spikes you can simulate how the image get blurried at high fstop numbers as happens in real cameras or subtle halos with richer detail that you could get due to bloom of light saturating a pixel sensor.string"never"
Filters
(filters)
A list of lens filters to be applied during rendering.node[]null
[node, geometry, procedural, light]
Area Light

(areaLight)

This represents a simple plane emitter, and as such, will use the emitter material of its parent transform, if one is assigned.

Area Light Type Default
Color
(color)
The color of the light.rgbargba(1 1 1 1)
Intensity
(intensity)
The energy intensity value, generally corresponding to a host-application parameter.real1f
Multiplier
(multiplier)
A value by which the intensity is scaled. This is mainly provided to allow scaling Bella light intensity such that host light intensity may be used to control both Bella, and other renderers you may be using.real1f
Output
(output)
Scale by Area produces constant output energy per surface unit area. Absolute distributed total energy over all light area.string"absolute"
Size X
(sizeX)
The x-dimension of the plane, centered on the local origin.real1f
Size Y
(sizeY)
The y-dimension of the plane, centered on the local origin.real1f
[node, geometry, procedural, light]
Directional Light

(directionalLight)

This represents a directional light source.

Directional Light Type Default
Color
(color)
The color of the light.rgbargba(1 1 1 1)
Intensity
(intensity)
The energy intensity value, generally corresponding to a host-application parameter.real1f
Multiplier
(multiplier)
A value by which the intensity is scaled. This is mainly provided to allow scaling Bella light intensity such that host light intensity may be used to control both Bella, and other renderers you may be using.real1f
Size
(size)
Controls the visible size of the light with the angular size ( diameter ), generating harder or softer shadows. Sun is about 0.533°real1f
Output
(output)
Scale by Area produces constant output energy per surface unit area. Absolute distributed total energy over all light area.string"absolute"
[node, geometry, procedural, light]
Point Light

(pointLight)

This represents a point light source, and as such, cannot support area-based emitter materials.

Point Light Type Default
Color
(color)
The color of the light.rgbargba(1 1 1 1)
Intensity
(intensity)
The energy intensity value, generally corresponding to a host-application parameter.real1f
Multiplier
(multiplier)
A value by which the intensity is scaled. This is mainly provided to allow scaling Bella light intensity such that host light intensity may be used to control both Bella, and other renderers you may be using.real1f
[node, geometry, procedural, light]
Spot Light

(spotLight)

This represents a pointlight-based spotlight, and as such, cannot support area-based emitter materials.

Spot Light Type Default
Color
(color)
The color of the light.rgbargba(1 1 1 1)
Intensity
(intensity)
The energy intensity value, generally corresponding to a host-application parameter.real1f
Multiplier
(multiplier)
A value by which the intensity is scaled. This is mainly provided to allow scaling Bella light intensity such that host light intensity may be used to control both Bella, and other renderers you may be using.real1f
Aperture
(aperture)
The aperture angle, from 0 to 180 degrees, of the spotlight cone.real90f
Penumbra
(penumbra)
The aperture angle, from 0 to 180 degrees, of the spotlight cone.real0f
Radius
(radius)
Controls the radius of light to allow harder or softer shadows.real0f
Output
(output)
Scale by Area produces constant output energy per surface unit area. Absolute distributed total energy over all light area.string"absolute"
[node, geometry, procedural, light, directionalLight]
Sun

(sun)

This represents a sun-like light source. Its direction is taken from the node's transform, unless overridden by dateTime & location nodes.

Sun Type Default
Multiplier
(multiplier)
A value by which the intensity is scaled. This is mainly provided to allow scaling Bella light intensity such that host light intensity may be used to control both Bella, and other renderers you may be using.real1f
Size
(size)
Controls the size of the sun, generating harder or softer shadows.real0.532745800792f
Date Time
(dateTime)
An optional dateTime node which (when a location node is also present) overrides the sun direction.nodenull
Location
(location)
An optional location node which (when a dateTime node is also present) overrides the sun direction.nodenull
Outputs Type
Out Angles
(outAngles)
Returns sun { altitude, azimuth }. Depends on the presence of dateTime & location nodes.realn/a
Out Dir
(outDir)
Returns the sun direction, according to dateTime & location if present, otherwise positive Z. This value is then multiplied by the transform of the first instance of this node, if it is in the hierarchy.vec3n/a
Out Xform
(outXform)
Returns the sun direction, according to dateTime & location if present, otherwise positive Z. This value is then multiplied by the transform of the first instance of this node, if it is in the hierarchy.mat3n/a
[node, geometry, procedural]
Cylinder

(cylinder)

A procedurally-generated cylinder.

Cylinder Type Default
Radius
(radius)
The radius of the generated cylinder, centered on the local origin.real0.5f
Height
(height)
The height of the generated cylinder. The cylinder is centered on the local origin, with half the specified height going in the positive direction, and half in the negative.real1f
[node, geometry, procedural]
Disk

(disk)

A procedurally-generated disk.

Disk Type Default
Radius
(radius)
The radius of the generated disk, centered on the local origin.real0.5f
[node, geometry]
Mesh

(mesh)

This node represents a polygonal mesh, with time steps for encoding mesh-deformation motion blur.

Mesh Type Default
Polygons
(polygons)
The array of uint[a,b,c,d] polygon indices for this mesh. When poly.c != poly.d, the poly is regarded as a quad.null[]null
Steps
(steps)
The array of motion blur steps for this mesh. Each step may contain different points, normals, and UVs.object[]null
Time
(time)
Time (in the range [0,1]) for this motion blur step.real0f
Points
(points)
The real[x,y,z] buffer of points (a.k.a. vertices) for this motion blur step.null[]null
Normals
(normals)
The real[x,y,z] buffer of normals for this motion blur step.null[]null
Uvs
(uvs)
The real[u,v] buffer of UV coords for this motion blur step.null[]null
Channels
Channels
(channels)
An array of UV channel names associated with this mesh. The number of channels indicates the number of UV channels, and the name for a given channel may be empty.string[]null
[node, geometry, procedural]
Plane

(plane)

A procedurally-generated plane.

Plane Type Default
Size X
(sizeX)
The x-dimension size of the plane, centered on the local origin.real1f
Size Y
(sizeY)
The y-dimension size of the plane, centered on the local origin.real1f
[node]
Render Flags

(renderFlags)

Controls different options to the object mostly related to visibility.

Render Flags Type Default
Visible to Camera
(visibleToCamera)
When disabled, objects will not be visible to the camera.booltrue
Visible in Refl.
(visibleInReflection)
When disabled, objects will not be visible in reflections.booltrue
Visible in Refr.
(visibleInRefraction)
When disabled, objects will not be visible in refractions.booltrue
Visible to Indir.
(visibleToIndirect)
When disabled, objects will not be visible to indirect light rays.booltrue
Cast Shadows
(castShadows)
When disabled, objects will not cast shadows.booltrue
Capture Shadows
(captureShadows)
When Enabled, object will be use only for capturing shadows in the shadow pass, will be ignored in rest of passes.boolfalse
[node, geometry, procedural]
Sphere

(sphere)

A procedurally-generated sphere.

Sphere Type Default
Radius
(radius)
The radius of the generated sphere, centered on the local origin.real0.5f
[node]
Xform

(xform)

A transform (also called 'xform' in Bella) positions a set of child nodes in the scene, including transforms or other renderable nodes. Additionally, it determines the material with which these children will be rendered, and whether they will be visible to various parts of the rendering process.

The root of the visible scene is the 'world' transform, with a hierarchy being formed by its children, their children, and so forth. Since nodes may be referenced in multiple places in the scene, it is possible to 'instance' geometry by parenting it to multiple transforms, and indeed, everything rendered in Bella is what is generally referred to as an 'instance'.

Furthermore, since it is possible to parent one transform to another, it is possible to 'instance instances' or entire sub-heirarchies of instances, by parenting transforms under multiple transforms. The only restriction here is that it is of course not allowed for a transform to be parented to itself, whether directly or indirectly.

Transform Type Default
Material
(material)
The material used for this transform and its children (except where overridden, or assigned per-index).nodenull
Steps
(steps)
The array of motion blur steps for this transform.object[]null
Transform
(xform)
The transformation matrix for this motion blur step.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Children
(children)
The list of child nodes positioned in the scene by this transform.node[]null
Materials
(materials)
An array of material/index[] sets used to assign sub-object (e.g. per-polygon for meshes) materials.object[]null
Material
(material)
The material assigned to indices in this set.nodenull
Indices
(indices)
A uint32[] buffer of indices (e.g. polygon indices for a mesh) to associate with the specified material.null[]null
Channels
(channels)
An array of UV channel names associating texture nodes with UV channels of children of this transform. Through this association, it is possible to render different instances of a given mesh not only with different materials (through this transform's material attribute), but also with different UV coords. Note that it is comparatively expensive at render time to associate UV channels this way.object[]null
Channel
(channel)
The name to be used for this channel, to associate it with named UV channels on children of the transform.string""
Texture
(texture)
The texture node to be associated with this channel.nodenull
Visibility
Visibility
(visibility)
Determines the visibility of this transform. This value can override that inherited from a parent transform.string"inherit"
Render Flags
(renderFlags)
TODOnodenull
[node, material]
Blend Material

(blendMaterial)

Mix of materials by blending them.

Blend Material Type Default
Materials
(materials)
TODOobject[]null
Material
(material)
TODOnodenull
Opacity
(opacity)
The opacity of this material.real100f
Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
[node, material, smart]
Ceramic

(ceramic)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Ceramic
Color
(color)
TODOrgbargba(1 1 1 1)
Roughness
(roughness)
TODOreal25f
Specularity
(specularity)
TODOreal0.25f
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node]
Coating

(coating)

TODO: there is not yet help for this node.

Coating Type Default
Ior
(ior)
The index of refraction of the coating.real1.2f
Thickness
(thickness)
Thickness of the coating.real400f
[node, complexIor, medium, surface, layer]
Complex Layer

(complexLayer)

TODO: there is not yet help for this node.

Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Opacity
(opacity)
The overall opacity of the surface.real100f
Roughness
(roughness)
The roughness of the surface.real0f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
Complex IOR
Type
(type)
These are from the 'selected data for 3D artists' category at refractiveindex.info.string"gold"
Path
(path)
Overrides Data and Type. Accepts refractiveindex.info YAML documents with format 'tabulated nk', but it is much more reliable to use the 'TXT - tab separated' format.nodenull
Data
(data)
Overrides Type. Accepts refractiveindex.info YAML data in the format 'tabulated nk', but it is much more reliable to use the 'TXT - tab separated' format.string""
Medium
Thickness
(thickness)
Thickness of the medium.real0f
Outputs Type
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output approximating the complex IOR color, to connect to any rgba input.rgban/a
Out Ior K
(outIorK)
Provides a buffer of vec2d { wavelength, k }.buffern/a
Out Ior N
(outIorN)
Provides a buffer of vec2d { wavelength, n }.buffern/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, complexIor, surface, material]
Complex Material

(complexMaterial)

TODO: there is not yet help for this node.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Layer
Layer
(layer)
A layer to be applied over the main substrate.nodenull
Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Roughness
(roughness)
The roughness of the surface.real15f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
Complex IOR
Type
(type)
These are from the 'selected data for 3D artists' category at refractiveindex.info.string"gold"
Dispersion
(dispersion)
TODOboolfalse
Path
(path)
Overrides Data and Type. Accepts refractiveindex.info YAML documents with format 'tabulated nk', but it is much more reliable to use the 'TXT - tab separated' format.nodenull
Data
(data)
Overrides Type. Accepts refractiveindex.info YAML data in the format 'tabulated nk', but it is much more reliable to use the 'TXT - tab separated' format.string""
Outputs Type
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output approximating the complex IOR color, to connect to any rgba input.rgban/a
Out Ior K
(outIorK)
Provides a buffer of vec2d { wavelength, k }.buffern/a
Out Ior N
(outIorN)
Provides a buffer of vec2d { wavelength, n }.buffern/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, surface, material]
Conductor

(conductor)

Material with a conductor subtrate.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Layer
Layer
(layer)
A layer to be applied over the main substrate.nodenull
Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Roughness
(roughness)
The roughness of the surface.real80f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
Reflectance
(reflectance)
Color and amount reflected energy by the material.rgbargba(0.5 0.5 0.5 1)
[node, medium, surface, material]
Dielectric

(dielectric)

Material with a dielectric subtrate.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int1
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Layer
Layer
(layer)
A layer to be applied over the main substrate.nodenull
Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Roughness
(roughness)
The roughness of the surface.real0f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.51f
Medium
Transmittance
(transmittance)
Color of energy going through the medium.rgbargba(0.9 0.9 0.9 1)
Depth
(depth)
Controls the depth at which the transmittance will look as specified by the parameter.real3f
Dispersion
(dispersion)
TODOboolfalse
Abbe
(abbe)
Abbe number ( V-number ). Measure of material's dispersion. Lower values results in higher dispersion.real59f
[node]
Emitter Projector

(emitterProjector)

TODO: there is not yet help for this node.

Emitter Projector Type Default
Aperture
(aperture)
Aperture of the cone. 90 degrees is fully opened.real90f
Energy
(energy)
TODOstring"focus"
[node, material]
Emitter

(emitter)

TODO: there is not yet help for this node.

Emitter Type Default
Color
(color)
Color of the emitter.rgbargba(1 1 1 1)
Unit
(unit)
The unit of energy to use for this emitter.string"lumen"
Energy
(energy)
The energy value (the meaning of which changes based on Unit) to use for this emitter.real1000f
Efficacy
(efficacy)
It is the ratio of luminous flux to power, measured in lumens per watt in the International System of Units (SI). Typical values are: Incandescent ( 8-18 lm/W ), Halogen ( 16-35lm/W ), LED( 100-200lm/W ), Fluorescent ( 46-104 lm/W ) real198.217f
Projector
(projector)
An optional projector node, to add emissive projection properties.nodenull
Filter
Caustics
(caustics)
Enable or disable different types of caustics for this emitter.nodenull
Radius
(radius)
A ramp defining radii within which this emitter's output is constrained.nodenull
Diffuse
(diffuse)
The percentage of diffuse energy the emitter illuminates.real100f
Specular
(specular)
The percentage of specular reflections of this emitter.real100f
[node]
Filter Caustics

(filterCaustics)

This node is used, for example, to control the computation of caustics for an Emitter material (attach to Emitter:Caustics).

Filter Caustics Type Default
Direct
(direct)
Compute direct caustics.booltrue
Indirect
(indirect)
Compute indirect caustics.booltrue
Complex
(complex)
Compute complex caustics.booltrue
[node, material, smart]
Glass

(glass)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Glass
Color
(color)
TODOrgbargba(0.94 1 1 1)
Roughness
(roughness)
The roughness of the surface.real5f
Ior
(ior)
TODOreal1.51f
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node, material]
Lambert

(lambert)

TODO: there is not yet help for this node.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Lambert
Reflectance
(reflectance)
Color and amount reflected energy by the lambert material.rgbargba(0.5 0.5 0.5 1)
[node, medium, surface]
Layer

(layer)

TODO: there is not yet help for this node.

Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Opacity
(opacity)
The overall opacity of the surface.real100f
Roughness
(roughness)
The roughness of the surface.real0f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.2f
Medium
Transmittance
(transmittance)
Color of energy going through the medium.rgbargba(1 1 1 1)
Scattering
(scattering)
An optional scattering node, to produce sub-surface scattering.nodenull
[node, material, smart]
Metal

(metal)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Metal
Type
(type)
Choose a type based on complex IOR, or 'Custom' to use a custom color.string"gold"
Color
(color)
TODOrgbargba(0.8 0.8 0.8 1)
Roughness
(roughness)
TODOreal20f
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node, material, smart]
Plastic

(plastic)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Plastic
Type
(type)
Choose a type based on complex IOR, or 'Custom' to use a custom color.string"custom"
Color
(color)
TODOrgbargba(0.023 0.059 0.513 1)
Roughness
(roughness)
TODOreal25f
Specularity
(specularity)
TODOreal0.5f
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node]
Scattering

(scattering)

TODO: there is not yet help for this node.

Scattering Type Default
Color
(color)
Color of the scattering.rgbargba(1 1 1 1)
Albedo
(albedo)
The amount of scattering relative to attenuation.real1f
Weight
(weight)
Boost the scattering energy.real1f
Anisotropy
(anisotropy)
Average cos angle of all scattered particles. Zero means perfect isotropic.real0f
[node, medium, surface, layer, material]
Sheet

(sheet)

TODO: there is not yet help for this node.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Surface
Coating
(coating)
An optional coating node, to add thin-film interference effects to the surface.nodenull
Opacity
(opacity)
The overall opacity of the material.real100f
Roughness
(roughness)
The roughness of the surface.real20f
Anisotropy
(anisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(rotation)
Rotation of tangent surface.real0f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.2f
Medium
Transmittance
(transmittance)
Color of energy going through the medium.rgbargba(0.86275 0.86275 0.86275 1)
Scattering
(scattering)
An optional scattering node, to produce sub-surface scattering.nodenull
[node, material]
Stack Material

(stackMaterial)

Mix of materials by stacking them.

Stack Material Type Default
Materials
(materials)
TODOobject[]null
Material
(material)
TODOnodenull
Opacity
(opacity)
The opacity of this material.real100f
Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
[node, material, smart]
Urethane

(urethane)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Urethane
Color
(color)
TODOrgbargba(0.658 0.094 0.219 1)
Translucence
(translucence)
The degree to which light tends to bounce into, or out of, the material.real0.25f
Roughness
(roughness)
The roughness of the surface.real25f
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node, material, smart]
Water

(water)

A 'smart' node is a type of node that presents one set of inputs, and outputs the name of a different node, internal to the render engine. It is used, for example, to provide a simplified type of material, which is internally composed of various other nodes.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Priority
(priority)
This material's priority in ray intersection for coplanar faces.int0
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Water
Color
(color)
TODOrgbargba(1 1 1 1)
Outputs Type
Out Node
(outNode)
The name of the internal node generated by the smart node. The generated node should be built in the node's nodePrep() implementation, and the name saved for writing to outNode, in the node's nodeEval() implementation.stringn/a
[node, texture, normalTexture]
Bump Map

(bumpMap)

TODO: there is not yet help for this node.

Bump Map Type Default
Map
(map)
TODOreal0f
Strength
(strength)
TODOreal100f
Outputs Type
Out Normal
(outNormal)
TODOvec3n/a
[node, texture, colorTexture]
Checker

(checker)

TODO: there is not yet help for this node.

Checker Type Default
Color 1
(color1)
TODOrgbargba(0.2 0.2 0.2 1)
Color 2
(color2)
TODOrgbargba(0.8 0.8 0.8 1)
Invert
(invert)
TODOboolfalse
Uv Coord
(uvCoord)
TODOvec2vec2(0 0)
Outputs Type
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output, to connect to any rgba input.rgban/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, texture, colorTexture]
Color

(color)

TODO: there is not yet help for this node.

Color Type Default
Color
(color)
TODOrgbargba(0.5 0.5 0.5 1)
Outputs Type
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output, to connect to any rgba input.rgban/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, texture, colorTexture]
File Texture

(fileTexture)

TODO: there is not yet help for this node.

File Texture Type Default
Path
(path)
TODOnodenull
Color Space
(colorSpace)
TODOstring"Auto"
Interpolation
(interpolation)
TODOstring"none"
Border Color
(borderColor)
TODOrgbargba(0 0 0 1)
Uv Coord
(uvCoord)
TODOvec2vec2(0 0)
Outputs Type
Out Alpha
(outAlpha)
TODOrealn/a
Out Res
(outRes)
TODOvec2n/a
Out Vector
(outVector)
TODOvec3n/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output, to connect to any rgba input.rgban/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, texture, normalTexture]
Normal Map

(normalMap)

TODO: there is not yet help for this node.

Normal Map Type Default
Map
(map)
TODOvec3vec3(0 0 0)
Strength
(strength)
TODOreal100f
Flip Red
(flipRed)
TODOboolfalse
Flip Green
(flipGreen)
TODOboolfalse
Full Range Blue
(fullRangeBlue)
TODOboolfalse
Outputs Type
Out Normal
(outNormal)
TODOvec3n/a
[node, texture, colorTexture]
Random Color

(randomColor)

TODO: there is not yet help for this node.

InputInfoTypeDefault
Name
(name)
A user-specified name for this node (as opposed to the actual node name, which does not change).string""
Uv Coord
(uvCoord)
TODOvec2vec2(0 0)
Outputs Type
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgb output, to connect to any rgba input.rgban/a
Out Max
(outMax)
The maximum value of outColor { r, g, b }.realn/a
Out Min
(outMin)
The minimum value of outColor { r, g, b }.realn/a
[node, texture]
Thickness Map

(thicknessMap)

TODO: there is not yet help for this node.

Thickness Map Type Default
Map
(map)
Texture Map controlling the thickness.real0f
Min
(min)
Thickness associated to black ( min ) value of the texture map.real0f
Max
(max)
Thickness associated to white ( max ) value of the texture map.real1000f
Outputs Type
Out Thickness
(outThickness)
Output value from Thickness Map.realn/a
[node, texform]
Maya Texform

(mayaTexform)

TODO: there is not yet help for this node.

Transform
Repeat
(repeatUV)
TODOvec2vec2(1 1)
Offset
(offset)
TODOvec2vec2(0 0)
Rotation
(rotateUV)
TODOreal0f
Tiling
Mirror U
(mirrorU)
TODOboolfalse
Mirror V
(mirrorV)
TODOboolfalse
Wrap U
(wrapU)
TODObooltrue
Wrap V
(wrapV)
TODObooltrue
Stagger
(stagger)
TODOboolfalse
Frame
Coverage
(coverage)
TODOvec2vec2(1 1)
Translate Frame
(translateFrame)
TODOvec2vec2(0 0)
Rotate Frame
(rotateFrame)
TODOreal0f
Outputs Type
Out UV
(outUV)
TODOvec2n/a
[node, maths]
Number

(number)

TODO: there is not yet help for this node.

Number Type Default
Value
(value)
TODOreal0f
Min
(min)
TODOreal0f
Max
(max)
TODOreal0f
Outputs Type
Out Percent
(outPercent)
TODOrealn/a
Out String
(outString)
TODOstringn/a
Out Value
(outValue)
TODOrealn/a
[node, maths]
Ramp In Out

(rampInOut)

Represents a value with ramps from zero, and back to zero, at each end. This is used, for example, to control the radius of an Emitter material.

Ramp In Out Type Default
Unit
(unit)
The unit to use for values in this ramp.string"meter"
In
(in)
The In ramp.objectnull
Start
(start)
The distance at which the In ramp starts.real0f
End
(end)
The distance at which the In ramp ends.real0f
Out
(out)
The Out ramp.objectnull
Start
(start)
The distance at which the Out ramp starts.real1f
End
(end)
The distance at which the Out ramp ends.real1f
[node, maths]
Rgb Xform

(rgbXform)

TODO: there is not yet help for this node.

Rgb Xform Type Default
Map
(map)
TODOrgbargba(0 0 0 1)
Invert
(invert)
TODOboolfalse
Hue
(hue)
TODOreal0f
Saturation
(saturation)
TODOreal0f
Brightness
(brightness)
TODOreal0f
Contrast
(contrast)
TODOreal0f
Min
(min)
TODOreal0f
Max
(max)
TODOreal1f
Outputs Type
Out Average
(outAverage)
TODOrealn/a
Out Color
(outColor)
TODOrgban/a
Out Max
(outMax)
TODOrealn/a
Out Min
(outMin)
TODOrealn/a
[node, maths]
Scalar To Vector

(scalarToVector)

Used to drive a vector input from a scalar output.

Scalar To Vector Type Default
X
(x)
The first value of the output vector.real0f
Y
(y)
The second value of the output vector.real0f
Z
(z)
The third value of the output vector (if applicable).real0f
W
(w)
The fourth value of the output vector (if applicable).real0f
Outputs Type
Out Vec2
(outVec2)
A Vec2 composed of the x & y input values.vec2n/a
Out Vec3
(outVec3)
A Vec3 composed of the x, y, and z input values.vec3n/a
Out Vec4
(outVec4)
A Vec4 composed of the x, y, z, and w input values.vec4n/a
[node]
Texform

(texform)

TODO: there is not yet help for this node.

Transform
Repeat
(repeatUV)
TODOvec2vec2(1 1)
Offset
(offset)
TODOvec2vec2(0 0)
Rotation
(rotateUV)
TODOreal0f
Tiling
Mirror U
(mirrorU)
TODOboolfalse
Mirror V
(mirrorV)
TODOboolfalse
Wrap U
(wrapU)
TODObooltrue
Wrap V
(wrapV)
TODObooltrue
Stagger
(stagger)
TODOboolfalse
UV Space
Flip U
(flipU)
TODOboolfalse
Flip V
(flipV)
TODOboolfalse
Outputs Type
Out UV
(outUV)
TODOvec2n/a
[node, maths]
Vector To Scalar

(vectorToScalar)

Used to drive a scalar input from a vector output. The input used depends on connection state, with preference going to the widest connected input (or the vec4 value if none are connected).

Vector To Scalar Type Default
Vec2
(vec2)
The Vec2 input. used only when it is the only input connected.vec2vec2(0 0)
Vec3
(vec3)
The Vec3 input, preferred over the Vec2 input if both are connected.vec3vec3(0 0 0)
Vec4
(vec4)
The Vec4 input, preferred among multiple connections, and used by default when no inputs are connected.vec4vec4(0 0 0 0)
Outputs Type
Out Average
(outAverage)
The average value of the evaluated input vector.realn/a
Out Max
(outMax)
The maximum value of the evaluated input vector.realn/a
Out Min
(outMin)
The minimum value of the evaluated input vector.realn/a
Out W
(outW)
The fourth value of the evaluated input vector (or zero, if narrower than Vec4).realn/a
Out X
(outX)
The first value of the evaluated input vector.realn/a
Out Y
(outY)
The second value of the evaluated input vector.realn/a
Out Z
(outZ)
The third value of the evaluated input vector (or zero, if narrower than Vec3).realn/a
[node]
Dir

(dir)

TODO: there is not yet help for this node.

InputInfoTypeDefault
Name
(name)
A user-specified name for this node (as opposed to the actual node name, which does not change).string""
Dir
(dir)
TODOstring""
Outputs Type
Out Dir
(outDir)
TODOstringn/a
[node, path, inputPath]
Input Image Path

(inputImagePath)

Represents a file path, split into directory, file name, and extension. For input paths, use '*' to allow matching based on file name alone.

Input Image Path Type Default
Dir
(dir)
The directory, either absolute or relative, where the file may be located. For input paths, if the directory does not exist, the renderer will attempt to use the current scene (bsa/bsx, or plugin host file) location.string""
File
(file)
The name of the file, excluding extension.string""
Ext
(ext)
The file extension. For input files, choosing '*' will allow any file to match, based on file name alone.string".png"
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[node, path]
Input Path

(inputPath)

Represents a file path, split into directory, file name, and extension. For input paths, use '*' to allow matching based on file name alone.

Input Path Type Default
Dir
(dir)
The directory, either absolute or relative, where the file may be located. For input paths, if the directory does not exist, the renderer will attempt to use the current scene (bsa/bsx, or plugin host file) location.string""
File
(file)
The name of the file, excluding extension.string""
Ext
(ext)
The file extension. For input files, choosing '*' will allow any file to match, based on file name alone.string".bsa"
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[node, path, outputPath]
Output Image Path

(outputImagePath)

Represents a file path, split into directory, file name, and extension. For input paths, use '*' to allow matching based on file name alone.

Output Image Path Type Default
Dir
(dir)
The directory, either absolute or relative, where the file may be located. For input paths, if the directory does not exist, the renderer will attempt to use the current scene (bsa/bsx, or plugin host file) location.string""
File
(file)
The name of the file, excluding extension.string""
Ext
(ext)
The file extension. For input files, choosing '*' will allow any file to match, based on file name alone.string".png"
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[node, path]
Output Path

(outputPath)

Represents a file path, split into directory, file name, and extension. For input paths, use '*' to allow matching based on file name alone.

Output Path Type Default
Dir
(dir)
The directory, either absolute or relative, where the file may be located. For input paths, if the directory does not exist, the renderer will attempt to use the current scene (bsa/bsx, or plugin host file) location.string""
File
(file)
The name of the file, excluding extension.string""
Ext
(ext)
The file extension. For input files, choosing '*' will allow any file to match, based on file name alone.string".bsa"
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[node, renderPass]
Albedo Pass

(albedoPass)

TODO: there is not yet help for this node.

Albedo Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Alpha Pass

(alphaPass)

TODO: there is not yet help for this node.

Alpha Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Beauty Pass

(beautyPass)

The main render output.

Beauty Pass Type Default
Solver
(solver)
The solver to use.string"atlas"
Atlas [BPT]
Atlas is an unbiased bi-directional path tracer suitable for difficult scenes. TIP: use for most scenarios except those with complex caustics that need to be solved, then use Apollo instead.value = "atlas"
Ares [PT]
Ares is an advanced unbiased path tracer, which can be quicker on simpler scenes. TIP: use if your lighting setup is very simple.value = "ares"
Apollo [GPT]
Apollo is an experimental quasi-unbiased solver, of proprietary design. TIP: use if your scene does contains complex caustics, specially these known as 'pool caustics'.value = "apollo"
Target Time
(targetTime)
The time, in minutes, at which to stop rendering.real240f
Target Level
(targetLevel)
The level at which to stop rendering.uint100u
Stop At
(stopAt)
Choose whether to stop at the target time, the target level, or whichever comes first.string"level"
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
Output Frequency
Save Image
(saveImage)
Determines when to write the output image file.int0
Save BSI
(saveBsi)
Determines if/when to write the BSI file.int0
Denoiser
Denoise
(denoise)
Enables the denoiser. This may be enabled before rendering to produce a denoised output file, in addition to the raw beauty pass output. It may also be enabled in the user interface after rendering has stopped, to show (after denoising if necessary) the denoised output, or it may be disabled, to once again show the raw beauty pass output.boolfalse
Output Name
(denoisedOutputName)
By default, the denoised output is named <output name>_denoised.<ext>. You may customize the name of the denoised output by entering a custom output name here. The format/depth of the denoised output is always the same as that of the main beauty pass output.string""
Override Path
(denoisedOverridePath)
You may connect here an output image node, to specify a fully custom output path for the denoised imagenodenull
Bounces
Diffuse
(bouncesDiffuse)
The diffuse bounce limit, -1 means use the maximum number.int-1
Specular
(bouncesSpecular)
The specular bounce limit, -1 means use the maximum number.int-1
Caustics
Compute
(caustics)
Choose computed caustics, all of them, complexity based, direct & indirect, only direct caustics, or no causticsstring"all"
Complexity
(causticsComplexity)
Let the engine decide caustics based on the complexity when `Complexity Based` is selecteduint75u
[node, renderPass]
Material Pass

(materialPass)

TODO: there is not yet help for this node.

Material Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Normal Pass

(normalPass)

TODO: there is not yet help for this node.

Normal Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Object Pass

(objectPass)

TODO: there is not yet help for this node.

Object Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Shadow Pass

(shadowPass)

TODO: there is not yet help for this node.

Shadow Pass Type Default
Samples
(samples)
TODOuint256u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Tangent Pass

(tangentPass)

TODO: there is not yet help for this node.

Tangent Pass Type Default
Samples
(samples)
TODOuint32u
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Z Pass

(zPass)

TODO: there is not yet help for this node.

Z Pass Type Default
Samples
(samples)
TODOuint32u
Min
(min)
TODOreal0f
Max
(max)
TODOreal1f
Output Settings
Name
(outputName)
A custom output name to use for this pass, instead of the standard automatically-generated name (e.g. <output name>_normal.png).string""
Ext
(outputExt)
The output file extension.string".png"
Depth
(outputDepth)
The output depth, in bits per image channel.uint8u
Color Space
(colorSpace)
The color space for the output image.string"Auto"
Override Path
(overridePath)
A custom output file path, to override the automatically-generated one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node]
Settings

(settings)

TODO: there is not yet help for this node.

Settings Type Default
Extra Passes
(extraPasses)
TODOnode[]null
Output
Name
(outputName)
The name to use as basis for output file names.string""
Dir
(outputDir)
The directory into which outputs will be written.string""
Display
Color Space
(colorSpace)
TODOstring"sRGB"
Rendering
Threads
(threads)
The number of threads to use for rendering.int0
Priority
(priority)
The OS priority to use for the rendering process.string"low"
IPR
Threads
(iprThreads)
The number of threads to use in IPR.int-1
Scale
(iprScale)
A scale factor applied to the output resolution, for IPR.real50f
Time
(iprTargetTime)
The time, in minutes, at which to stop (IPR) rendering.real1f
Denoise
(iprDenoise)
Determines at which level (if any) to begin denoising the output.int-1
Nodes
Camera
(camera)
TODOnodenull
Environment
(environment)
TODOnodenull
Beauty Pass
(beautyPass)
TODOnodenull
Materials
Default
(defaultMaterial)
TODOnodenull
Override
(overrideMaterial)
TODOnodenull
[node]
String

(string)

TODO: there is not yet help for this node.

InputInfoTypeDefault
Name
(name)
A user-specified name for this node (as opposed to the actual node name, which does not change).string""
Value
(value)
TODOstring""
Outputs Type
Out Value
(outValue)
TODOstringn/a