Bella 24.2.0.0
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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.real13830f
Multiplier
(multiplier)
TODOreal1f
Hemispherical
(hemispherical)
Restricts illumination to the top-half of the sphere.boolfalse
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
[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, geometry, procedural]
Ground Plane

(groundPlane)

An infinite ground plane.

Ground Plane Type Default
Material
(material)
TODOnodenull
Elevation
(elevation)
Controls ground elevation.real0f
UV Transform
(uvTransform)
TODOobjectnull
Repeat
(repeat)
TODOvec2vec2(1 1)
Offset
(offset)
TODOvec2vec2(0 0)
Rotation
(rotation)
TODOreal0f
[node, path, inputPath, inputImagePath, environment]
Image Dome

(imageDome)

An HDRI dome.

Image Dome 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".exr"
Luminance
(luminance)
Multiplier of the exposure of image. Default is 13830 (luminance) to be calibrated with default camera settings, matching with colorDome, where a white pixel results in max non-burn white.real13830f
Multiplier
(multiplier)
TODOreal1f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"bilinear"
Hemispherical
(hemispherical)
Restricts illumination to the top-half of the sphere.boolfalse
Overrides
(overrides)
TODOobjectnull
Background
(background)
TODOnodenull
Illumination
(illumination)
TODOnodenull
Reflection
(reflection)
TODOnodenull
Refraction
(refraction)
TODOnodenull
Mapping
Projection
(projection)
TODOstring"spherical"
Scale
(scale)
Scales the image in UV space.vec2vec2(100 100)
Offset
(offset)
Offsets the image in (scaled) UV space.vec2vec2(0 0)
Transform
Xform
(xform)
TODOmat3mat3(1 0 0 0 1 0 0 0 1)
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/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, maths, solarContext, environment]
Sky Dome

(skyDome)

This represents a particular solar state defined by date, time, and location.

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)
Lower Dome
(lowerDome)
Determines what to render in the lower hemisphere of the sky dome.string"ground"
Sun Shadows
(sunShadows)
TODObooltrue
Date & Time
Day
(day)
Day begins at 1 (i.e. the first of March == 1).uint23u
Month
(month)
TODOstring"september"
Hour
(hour)
TODOuint16u
Minute
(minute)
TODOuint0u
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)
TODOreal41.3870165f
Longitude
(longitude)
TODOreal2.170094f
Rotation
(rotation)
Rotates the natural North direction.real0f
Overrides
Direction
(direction)
TODOnodenull
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 Utc Offset
(outUtcOffset)
TODOrealn/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, tonemapping]
Aces

(aces)

TODO: there is not yet help for this node.

Aces Type Default
Exposure Bias
(exposureBias)
TODOreal1f
[node]
Camera

(camera)

Represents a physical camera.

Camera Type Default
Preset
(preset)
TODOstring"custom"
Resolution
(resolution)
The image output resolution, measured in pixels, for this camera.vec2vec2(500 500)
Sensor
(sensor)
A link to this camera's sensor node.nodenull
Lens
(lens)
A link to this camera's lens 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"both"
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 /n seconds.real522.45f
Physical
Pinhole
(pinhole)
Overrides the camera lens with a pinhole lens, getting everything focused.boolfalse
Projection
(projection)
TODOstring"perspective"
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, tonemapping]
Camera Response

(cameraResponse)

Camera response curves from the Database of Response Functions (DoRF: https://www1.cs.columbia.edu/CAVE/software/softlib/dorf.php).

Camera Response Type Default
Model
(model)
TODOstring"KODACHROME_64CD"
Exposure Bias
(exposureBias)
TODOreal1f
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, tonemapping]
False Color

(falseColor)

False color of the luminance.

False Color Type Default
Exposure Bias
(exposureBias)
TODOreal1f
Gamma
(gamma)
TODOreal1f
[node, tonemapping]
Filmic Hable

(filmicHable)

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 Hable Type Default
Type
(type)
TODOstring"custom"
Exposure Bias
(exposureBias)
TODOreal1f
WhitePoint [W]
(whitePoint)
TODOreal11.2f
Shoulder
(shoulder)
TODOobjectnull
Strength [A]
(strength)
TODOreal0.15f
Linear
(linear)
TODOobjectnull
Strength [B]
(strength)
TODOreal0.5f
Angle [C]
(angle)
TODOreal0.1f
Toe
(toe)
TODOobjectnull
Strength [D]
(strength)
TODOreal0.2f
Numerator [E]
(numerator)
TODOreal0.02f
Denominator [F]
(denominator)
TODOreal0.3f
[node, lensFilter]
Grating Filter

(gratingFilter)

This lens filter, which is only used when aperture diffraction is enabled, simulates grate-diffraction effects.

Grating Filter Type Default
Type
(type)
TODOstring"6star"
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
Random Lines
(randomLines)
The number of lines to generate for the Random type.uint1000u
Outputs Type
Out Buffer
(outBuffer)
TODObyte[]n/a
[node, lensFilter]
Nd Filter

(ndFilter)

This lens filter simulates a 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
Restricted
(blowUpRestricted)
Make the blowUp restricted to selected region.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
Exposure Bias
(exposureBias)
TODOreal1f
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. Note that while the lower part of the range is linear, the upper part grows quadratically. Additionally range has been extended to 10 for allowing stronger effects.real0.5f
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 Length
(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 Distance
(focusDist)
The distance from the camera to the focal plane.real8f
Aperture
(aperture)
Determines the type of aperture (usually a diaphragm) used in the camera. While a circular aperture 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 the aperture.string"circular"
Blades
(blades)
The number of blades (fewer than 3 implies the circular aperture shape).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)
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 Length
(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 Distance
(focusDist)
The distance from the camera to the focal plane.real8f
Aperture
(aperture)
Determines the type of aperture (usually a diaphragm) used in the camera. While a circular aperture 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 the aperture.string"circular"
Blades
(blades)
The number of blades (fewer than 3 implies the circular aperture shape).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"
Vignetting
(vignetting)
TODOobjectnull
Natural
(natural)
Controls the amount of natural vignetting, also known as natural illumination falloff, darkening near the edges of the image. By default is off, meaning totally compensated.real0f
Optical
(optical)
Controls the amount of optical vignetting ( eye's cat bohek ) of the camera. At max 100% maximizes the effect while preventing any focused point to be occluded. Above 100% is allowed but will dark the image more.real0f
Filters
(filters)
A list of lens filters to be applied during rendering.node[]null
[node, tonemapping]
Vision Tone

(visionTone)

Perception-based spectral tone mapper with virtual gamut extension and support for general RGB output color spaces.

Vision Tone Type Default
Exposure Bias
(exposureBias)
TODOreal1f
Contrast
(contrast)
TODOreal2f
Vibrance
(vibrance)
TODOreal1f
[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
Falloff
(falloff)
Falloff of the emitter. Quadratic mode matches the natural light behavior.string"quadratic"
Output
(output)
Scale by Area produces constant output energy per surface unit area. Absolute distributed total energy over all light area.string"absolute"
Shape
(shape)
Shape of the emitter: rectangular, or disk or polygon where radius is the smaller of sizeX or sizeY.string"rectangle"
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
Sides
(sides)
Number of sides in the regular polygon. Below 3 will show as disk.uint4u
[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 0.533real1f
Output
(output)
Scale by Area produces constant output energy per surface unit area. Absolute distributed total energy over all light area.string"absolute"
[node, path, inputPath, geometry, procedural, light]
Ies Light

(iesLight)

This represents an IES/LDT photometric light source.

IES Light 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"
Color
(color)
Color of the emitter. Note that you may connect here an SPD or Temperature node.rgbargba(1 1 1 1)
Multiplier
(multiplier)
Alter the energy indicated by the IES/LDT data.real1f
Rotation
Rotation X
(rotationX)
TODOreal0f
Rotation Y
(rotationY)
TODOreal0f
Rotation Z
(rotationZ)
TODOreal0f
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[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, maths, solarContext, 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
Angular Size
(size)
Controls the angular size of the sun, generating harder or softer shadows.real0.532745800792f
Date & Time
Day
(day)
Day begins at 1 (i.e. the first of March == 1).uint23u
Month
(month)
TODOstring"september"
Hour
(hour)
TODOuint16u
Minute
(minute)
TODOuint0u
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)
TODOreal41.3870165f
Longitude
(longitude)
TODOreal2.170094f
Rotation
(rotation)
Rotates the natural North direction.real0f
Overrides
Direction
(direction)
TODOnodenull
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 Utc Offset
(outUtcOffset)
TODOrealn/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]
Box

(box)

A procedurally-generated box with optional fillet/chamfer.

Box Type Default
Size X
(sizeX)
TODOreal1f
Size Y
(sizeY)
TODOreal1f
Size Z
(sizeZ)
TODOreal1f
Radius
(radius)
TODOreal0f
Top Face
(topFace)
Render the top face, or not, or only the rounding.string"on"
Rounding
(rounding)
Radius will be relative to minor axis size or absolute.string"relative"
[node, geometry, procedural]
Clip Plane

(clipPlane)

TODO: there is not yet help for this node.

Clip Plane Type Default
Opaque
(opaque)
Allow light to enter through the clip plane.boolfalse
[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, modifier]
Grass

(grass)

TODO: there is not yet help for this node.

Grass Type Default
Type
(type)
TODOstring"flat"
Mapping
(mapping)
TODOstring"blade"
Material
(material)
Assign a material to be used on grass.nodenull
Distribution
Density
(density)
TODOuint10000u
Multiplier
(densityMultiplier)
TODOreal0.5f
Max Blades
(maxBlades)
TODOuint1000000u
Geometry
Length
(length)
TODOreal10f
Multiplier
(lengthMultiplier)
TODOreal1f
Variation
(lengthVariation)
TODOreal0.5f
Base Radius
(baseRadius)
TODOreal0.25f
Tip Radius
(tipRadius)
TODOreal0f
Shape
Bend
(bend)
TODOreal0.5f
Stiffness
(stiffness)
TODOreal0.5f
Roundness
(roundness)
TODOreal0.5f
Rotation
(rotation)
TODOreal0f
Variation
(rotationVariation)
TODOreal0.5f
[node, xform]
Instancer

(instancer)

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.

Instancer 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)
Instances
(instances)
Per-step instance transforms.mat4f[]null
Children
(children)
The list of child nodes positioned in the scene by this transform.node[]null
Visibility
Visibility
(visibility)
Determines the visibility of this transform. This value can override that inherited from a parent transform.string"inherit"
Render Flags
(renderFlags)
Controls different options to the object mostly related to visibility.
nodenull
[node, geometry]
Mesh

(mesh)

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

Mesh Type Default
Terminator
(terminator)
Set to Geometric to force no smoothing of the terminator.string"smooth"
Normals
(normals)
Set this to Flat to force flat shading, or Recompute to force recomputation of vertex normals according the the Smooth Angle attribute. When set to Smooth, and computatino is not otherwise required, the vertex normals from the mesh will be used, if they exist.string"smooth"
Smooth Angle
(smoothAngle)
The maximum angle between faces to be smoothed, when meshes are displaced, or when Normals is set to Recompute, to force comutation of smooth normals.real40f
Displacement
(displacement)
Connect a Displacement node to displace this mesh.vec3vec3(0 0 0)
Grass
(grass)
Connect a Grass node to generate grass on this mesh.nodenull
Subdivision
(subdivision)
TODOobjectnull
Override
(override)
Connect a Subdivision node here to override the mesh's built-in subdivision attributes. This is useful for conveniently managing subdivision parameters on multiple meshes.nodenull
Level
(level)
Each level produces one splitting of the geometry. So level 1 will split 1 quad into 4, level 2 will split the 4 level 1 quads into 4 quads each, for a total of 16, and so forth. The memory requirements for this may therefore grow quickly, as level is increased.uint0u
Scheme
(scheme)
Determines whether to use Catmull-Clark or Bilinear subdivision. Catmull-Clark should be used with typical quad-based subdivision surfaces, while Bilinear is generally useful for subdividing to produce denser mesh geometry for displacement.string"catmark"
Max Memory
(maxMemory)
The maximum memory usage that will be allowed when subdividing this geometry.uint128u
Vertex Interp.
(vtxBoundaryInterp)
The vertex interpolation to be used at boundaries, sharpening either edges, or edges and corners.string"edgesAndCorners"
UV Interp.
(fvarLinearInterp)
The UV interpolation to be used at boundaries.string"cornersPlus2"
None
Smooth everywherevalue = "none"
Corners Only
Sharpen at cornersvalue = "cornersOnly"
Corners Plus1
Sharpen at edges & cornersvalue = "cornersPlus1"
Corners Plus2
Sharpen at edges & corners, propagate cornersvalue = "cornersPlus2"
Boundaries
Sharpen at all boundaries (always sharp)value = "boundaries"
All
Bilinear interpolationvalue = "all"
Tri Subdiv
(triSubdiv)
The weighting to use for triangle subdivision. This is only used in the Catmark scheme.string"catmark"
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
Override
Render As
(renderAs)
Overrides the mesh with the built-in geometry.string"mesh"
Rounding
(rounding)
Determines whether edge radius is absolute, or relative to the minor axis size.string"relative"
Radius
(radius)
Determines edge rounding for the Box mode.real0f
Flip
Flip U
(flipU)
Flip the UV-coordinates in the U channel.boolfalse
Flip V
(flipV)
Flip the UV-coordinates in the V channel.boolfalse
Flip Normals
(flipNormals)
Flip the Normal direction.boolfalse
Geometry
Polygons
(polygons)
Buffer of uint[a,b,c,d] polygon indices used for mixed triangle/quad meshes. When poly.c != poly.d, the polygon is interpreted as a quad.vec4u[]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 value (in the range [0,1]) for this motion blur step.real0f
Points
(points)
Points (vertexes) for this motion blur step.pos3f[]null
Normals
(normals)
Optional normals for this motion blur step.vec3f[]null
Uvs
(uvs)
Optional UV coords (interleaved by UV channel) for this motion blur step.vec2f[]null
Tangents
(tangents)
Optional tangents (interleaved by UV channel) for this motion blur step.vec4f[]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, geometry, procedural]
Polygon

(polygon)

A procedurally-generated disk.

Polygon Type Default
Radius
(radius)
The radius of the generated polygon, centered on the local origin.real0.5f
Sides
(sides)
Number of sides in the regular polygon. Below 3 will show as disk.uint4u
[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
Boolean
(boolean)
TODOstring"off"
[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, modifier]
Subdivision

(subdivision)

This node is useful for applying subdivision to multiple meshes, using their subdivision override attribute.

Subdivision Type Default
Level
(level)
Each level produces one splitting of the geometry. So level 1 will split 1 quad into 4, level 2 will split the 4 level 1 quads into 4 quads each, for a total of 16, and so forth. The memory requirements for this may therefore grow quickly, as level is increased.uint0u
Scheme
(scheme)
Determines whether to use Catmull-Clark or Bilinear subdivision. Catmull-Clark should be used with typical quad-based subdivision surfaces, while Bilinear is generally useful for subdividing to produce denser mesh geometry for displacement.string"catmark"
Max Memory
(maxMemory)
The maximum memory usage that will be allowed when subdividing this geometry.uint128u
Vertex Interp.
(vtxBoundaryInterp)
The vertex interpolation to be used at boundaries, sharpening either edges, or edges and corners.string"edgesAndCorners"
UV Interp.
(fvarLinearInterp)
The UV interpolation to be used at boundaries. Either smooth everywhere, sharpened at corners, at edges & corners, at edges & corners with edges propagated, at boundaries, or using linear interpolation everywherestring"cornersPlus2"
None
Smooth everywherevalue = "none"
Corners Only
Sharpen at cornersvalue = "cornersOnly"
Corners Plus1
Sharpen at edges & cornersvalue = "cornersPlus1"
Corners Plus2
Sharpen at edges & corners, propagate cornersvalue = "cornersPlus2"
Boundaries
Sharpen at all boundaries (always sharp)value = "boundaries"
All
Bilinear interpolationvalue = "all"
Tri Subdiv
(triSubdiv)
The weighting to use for triangle subdivision. This is only used in the Catmark scheme.string"catmark"
[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.uint32[]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)
Controls different options to the object mostly related to visibility.
nodenull
[node]
Bevel

(bevel)

TODO: there is not yet help for this node.

Bevel Type Default
Radius
(radius)
The rounding radius, in mm.real2f
Samples
(samples)
Higher samples yields higher-quality rounding, but at the expense of render time.uint4u
Interaction
(interaction)
When set to Self, only edges of a given object will be rounded, while when set to Any, intersections between different objects will also be rounded.string"self"
[node, material]
Blend Material

(blendMaterial)

Blends together multiple materials, by opacity. Blending may be done by mixing together proportionally, or in an ordered fashion, with higher-indexed materials hiding (or overlaying) lower ones.

Blend 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
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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)
Blend
Mixing
(mixing)
When unordered, materials are mixed proportional to their opacities. When ordered, those higher in the list will hide (overlay) those lower in the list.string"ordered"
[node, material, smart]
Car Paint

(carPaint)

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.

Car Paint Type Default
Flakes
(flakes)
TODOobjectnull
Strength
(strength)
TODOreal0f
Size
(size)
TODOreal0.25f
Density
(density)
TODOreal0.75f
Deviation
(deviation)
TODOreal0.1f
Orange Peel
(orangePeel)
TODOobjectnull
Strength
(strength)
Adjusts the strength of the bump effect.real0f
Size
(size)
Adjusts the overall size of the pattern.real0.5f
Smoothness
(smoothness)
Adjusts smoothing, mainly affecting the edges of cells in the pattern.real0.5f
Randomness
(randomness)
Adjusts the surface pattern from random to falling along a grid. May be used to mimic patterned substrates like carbon fiber.real1f
Scratches
(scratches)
TODOobjectnull
Size
(size)
TODOreal0f
Width
(width)
TODOreal0.05f
Depth
(depth)
TODOreal0.05f
Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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)
Car Paint
Color
(color)
TODOrgbargba(0.1683 0.0116 0.0033 1)
Metallic
(metallic)
TODOreal0.35f
Roughness
(roughness)
TODOreal0f
Candy
(candy)
TODOreal0.35f
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, surface, material, substrate]
Conductor

(conductor)

A solid substrate that ranges in roughness from metallic to diffuse. Supports addition of a Layer for creating opaque plastics, ceramics, lacquered woods, etc.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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 substrate.nodenull
Surface
Reflectance
(reflectance)
Color and amount reflected energy by the material.rgbargba(0.5 0.5 0.5 1)
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
Thin Film
(thinFilm)
An optional thinFilm node, to add thin-film interference effects to the surface.nodenull
[node, medium, surface, material, substrate]
Dielectric

(dielectric)

A substrate into which light may refract, allowing to create glasses, plastics, liquids. Supports addition of a layer for simulating a lacquer, or dirt/fingerprints, etc.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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 substrate.nodenull
Surface
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.51f
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
Thin Film
(thinFilm)
An optional thinFilm node, to add thin-film interference effects to the surface.nodenull
Medium
Transmittance
(transmittance)
The color of energy allowed to pass through the medium.rgbargba(0.9 0.9 0.9 1)
Depth
(depth)
The depth at which color will visibly match the specified transmittance color.real3f
Scattering
(scattering)
An optional scattering node, to produce scattering within the medium.nodenull
Dispersion
(dispersion)
TODOboolfalse
Abbe
(abbe)
Abbe number ( V-number ). Measure of material's dispersion. Lower values results in higher dispersion.real59f
Auto-boolean
(autoBoolean)
When enabled, objects using this material will automatically subtract themselves from intersecting geometry. This is primarily intended to ease jewelry rendering, by allowing gems to render correctly without having seats physically cut out for them in the model.boolfalse
[node, path, inputPath, material]
Emitter

(emitter)

A material which emits light, according to the specified units and power output.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Material ID
(id)
The color used in the Material ID Pass. Black means use a random color.rgbargba(0 0 0 1)
Emitter
Color
(color)
Color of the emitter. Note that you may connect here an SPD or Temperature node.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
Falloff
(falloff)
Falloff of the emitter. Quadratic mode matches the natural light behavior.string"quadratic"
Projector
(projector)
An optional projector node, to add emissive projection properties.nodenull
Filter
Illumination
(illumination)
TODObooltrue
Diffuse
(diffuse)
The percentage of diffuse energy the emitter illuminates.real100f
Specular
(specular)
The percentage of specular reflections of this emitter.real100f
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
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[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]
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
[node, medium, surface]
Layer

(layer)

TODO: there is not yet help for this node.

Surface
Opacity
(surfaceOpacity)
The opacity of the surface.real100f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.35f
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
Thin Film
(thinFilm)
An optional thinFilm node, to add thin-film interference effects to the surface.nodenull
Medium
Opacity
(mediumOpacity)
Set up the medium opacity based on different states.string"inherit"
Inherit from Surface
Weight will be the same as the specular section.value = "inherit"
Ignore Surface
Weight will ignore layer, making medium independent.value = "ignore"
Disabled
Medium will be disabled, making it completelly transparent. The default medium parameters matches this behavior ( transmittance white and scattering 0 ).value = "disabled"
Opaque
Medium will be opaque. Same as making transmittance black and scattering 0.value = "opaque"
Transmittance
(transmittance)
The color of energy allowed to pass through the medium.rgbargba(1 1 1 1)
Scattering
(scattering)
An optional scattering node, to produce scattering within the medium.nodenull
[node, material, substrate]
Oren Nayar

(orenNayar)

A solid substrate which implements the Oren-Nayar reflectance model. This material is lambertian when Roughness is set to 0 (the default), and accepts a Layer for adding specularity.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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 substrate.nodenull
Surface
Reflectance
(reflectance)
Color and amount of energy reflected by OrenNayar material.rgbargba(0.5 0.5 0.5 1)
Roughness
(gd)
The roughness is the Gaussian distribution parameter of the Oren-Nayar model. A value of 0 matches the Lambert distribution.real0f
[node, path, inputPath, inputImagePath, material, smart]
Pbr

(pbr)

A PBR material especially designed to make quick and easy use of standard PBR texture sets. Accepts the path to any texture from a texture set, or to a .zip file containing a texture set.

PBR Type Default
Overrides
(overrides)
These strings are populated when the PBR path is set, and may be used to override the automatically-inferred file names.objectnull
Opacity
(opacity)
TODOstring""
Color
(color)
TODOstring""
Roughness
(roughness)
TODOstring""
Metallic
(metallic)
TODOstring""
Specular
(specular)
TODOstring""
Glossiness
(glossiness)
TODOstring""
Anisotropy
(aniso)
TODOstring""
Rotation
(anisoRotation)
TODOstring""
Bump
(bump)
TODOstring""
Normal
(normal)
TODOstring""
Displacement
(displacement)
TODOstring""
Emission
(emission)
TODOstring""
Scattering
(scattering)
TODOstring""
AO
(ao)
TODOstring""
Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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)
PBR
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"
Specularity
(specularity)
Increases or decreases the specularity, by internally adjusting roughness, ior, and specular weight. Default is 0.5.real0.5f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"none"
Color
RGB Xform
(rgbXform)
Connect here an rgbXform to be used to modify the color texture.nodenull
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Border Color
(borderColor)
Color used when evaluation point is out of the texture coordinates range.rgbargba(0.5 0.5 0.5 0)
Bump & Normal
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Strength
(normalStrength)
For normal maps this should be from -1.0 to 1.0.real1f
Flip R
(normalFlipRed)
Flip the direction of the red channel for normal mapping.boolfalse
Flip G
(normalFlipGreen)
Flip the direction of the green channel for normal mapping. Bella's native normal map format is OpenGL, so enable this if you have a DirectX normal map.booltrue
Mapping
UV Coord
(uvCoord)
Connect here a texform to be used for all textures, unless overridden in a specific texture.vec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Aniso Path
(outAnisoPath)
TODOstringn/a
Out Aniso Rotation Path
(outAnisoRotationPath)
TODOstringn/a
Out Ao Path
(outAoPath)
TODOstringn/a
Out Bump Path
(outBumpPath)
TODOstringn/a
Out Color
(outColor)
TODOrgban/a
Out Color Path
(outColorPath)
TODOstringn/a
Out Displacement Path
(outDisplacementPath)
TODOstringn/a
Out Emission Path
(outEmissionPath)
TODOstringn/a
Out Glossiness Path
(outGlossinessPath)
TODOstringn/a
Out Metallic Path
(outMetallicPath)
TODOstringn/a
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
Out Normal Path
(outNormalPath)
TODOstringn/a
Out Opacity Path
(outOpacityPath)
TODOstringn/a
Out Roughness Path
(outRoughnessPath)
TODOstringn/a
Out Scattering Path
(outScatteringPath)
TODOstringn/a
Out Specular Path
(outSpecularPath)
TODOstringn/a
Out Summary
(outSummary)
TODOstringn/a
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
[node, material, smart]
Quick Material

(quickMaterial)

The Quick material may be set to one of several types, each exposing a small set of attributes applicable to the chosen type.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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)
Quick
Type
(type)
TODOstring"diffuse"
Diffuse
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Topcoat
(topcoat)
TODOnodenull
Plastic
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Roughness
(roughness)
TODOreal0f
Specularity
(specularity)
TODOreal0.5f
Translucence
(translucence)
The degree to which light tends to bounce into, or out of, the material.real0.25f
Ceramic
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Roughness
(roughness)
TODOreal0f
Specularity
(specularity)
TODOreal0.5f
Translucence
(translucence)
The degree to which light tends to bounce into, or out of, the material.real0.25f
Lacquer
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Rubber
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Wax
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Skin
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Metal
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Roughness
(roughness)
TODOreal0f
Anisotropy
(metalAnisotropy)
The anisotropy of the surface. Default 0 isotropic. 100% is maximum anisotropy. Rotation parameter can be used to control the anisotropy angle.real0f
Rotation
(metalRotation)
Rotation of tangent surface.real0f
Topcoat
(topcoat)
TODOnodenull
Glass
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Roughness
(roughness)
TODOreal0f
IOR
(glassIor)
TODOreal1.51f
Depth
(glassDepth)
The depth at which color will visibly match the specified transmittance color.real3f
Gem
Type
(gemType)
Color and IOR will be used when Type is set to Custom.string"diamond"
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
IOR
(gemIor)
TODOreal2.42f
ArchGlass
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
IOR
(archGlassIor)
TODOreal1.51f
Film Weight
(archGlassFilmWeight)
Values greater than zero will apply a metallic film to the glass.real0f
Film Color
(archGlassFilmColor)
The color of metallic film to apply. You may also connect a Complex IOR node here.rgbargba(0.7 0.7 0.7 1)
Liquid
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
IOR
(liquidIor)
TODOreal1.33f
Depth
(liquidDepth)
The depth at which color will visibly match the specified transmittance color.real50f
Juice
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Emitter
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Unit
(emitterUnit)
The unit of energy to use for this emitter.string"lumen"
Energy
(emitterEnergy)
The energy value (the meaning of which changes based on Unit) to use for this emitter.real1000f
Leaf
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Roughness
(roughness)
TODOreal0f
Specularity
(specularity)
TODOreal0.5f
Translucence
(translucence)
The degree to which light tends to bounce into, or out of, the material.real0.25f
Hue
(leafHue)
TODOreal0f
Saturation
(leafSaturation)
TODOreal0f
Grass
Color
(color)
TODOrgbargba(0.5776 0.5776 0.5776 1)
Outputs Type
Out Color
(outColor)
TODOrgban/a
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.real1f
Anisotropy
(anisotropy)
The direction in which light tends to be scattered.real0f
[node, medium, surface, layer, material]
Sheet

(sheet)

A thin virtual dielectric layer with no refraction, often used for architectural glass, or with the addition of a Scattering node, paper, leaves, etc.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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
Opacity
(surfaceOpacity)
The opacity of the surface.real100f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.51f
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
Thin Film
(thinFilm)
An optional thinFilm node, to add thin-film interference effects to the surface.nodenull
Medium
Opacity
(mediumOpacity)
Set up the medium opacity based on different states.string"inherit"
Inherit from Surface
Weight will be the same as the specular section.value = "inherit"
Ignore Surface
Weight will ignore layer, making medium independent.value = "ignore"
Disabled
Medium will be disabled, making it completelly transparent. The default medium parameters matches this behavior ( transmittance white and scattering 0 ).value = "disabled"
Opaque
Medium will be opaque. Same as making transmittance black and scattering 0.value = "opaque"
Transmittance
(transmittance)
The color of energy allowed to pass through the medium.rgbargba(1 1 1 1)
Scattering
(scattering)
An optional scattering node, to produce scattering within the medium.nodenull
[node, material, substrate]
Subsurface

(subsurface)

A substrate which implements the Random Walk subsurface-scattering method. It is well-suited for typical VFX subsurface-scattering scenarios, especially including human skin.

Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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 substrate.nodenull
Subsurface
Color
(color)
Desired color of the scattering.rgbargba(1 1 1 1)
Radius
(radius)
Radius.rgbargba(1 1 1 1)
Scale
(scale)
Scale.real0.1f
Anisotropy
(anisotropy)
The direction in which light tends to be scattered.real0f
[node]
Thin Film

(thinFilm)

TODO: there is not yet help for this node.

Thin Film Type Default
IOR
(ior)
The index of refraction of the film.real1.2f
Thickness
(thickness)
Thickness of the film.real400f
[node, material, smart]
Uber

(uber)

A traditional PBR-type material with various sub-components for Base, Specular, etc, as well as some Bella-specific ones (i.e. Thin Medium and Thin Film).

Uber Type Default
Base
(base)
TODOobjectnull
Weight
(weight)
TODOreal1f
Color
(color)
TODOrgbargba(0.5 0.5 0.5 1)
Diffuse Rough.
(diffuseRoughness)
TODOreal0f
Metallic
(metallic)
TODOreal0f
Metallic Rough.
(metallicRoughness)
TODOreal75f
Anisotropy
(anisotropy)
TODOreal0f
Rotation
(rotation)
TODOreal0f
Specular
(specular)
TODOobjectnull
Weight
(weight)
TODOreal1f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.5f
Roughness
(roughness)
TODOreal10f
Anisotropy
(anisotropy)
TODOreal0f
Rotation
(rotation)
TODOreal0f
Transmission
(transmission)
TODOobjectnull
Weight
(weight)
TODOreal0f
Color
(color)
TODOrgbargba(1 1 1 1)
Depth
(depth)
The depth at which color will visibly match the specified transmittance color.real3f
IOR
(ior)
The index of refraction of the surface (affects both reflection & refraction).real1.5f
Roughness
(roughness)
TODOreal0f
Anisotropy
(anisotropy)
TODOreal0f
Rotation
(rotation)
TODOreal0f
Dispersion
(dispersion)
TODOboolfalse
Abbe
(abbe)
Abbe number ( V-number ). Measure of material's dispersion. Lower values results in higher dispersion.real59f
Subsurface
(subsurface)
TODOobjectnull
Weight
(weight)
TODOreal0f
Color
(color)
Desired color of the scattering.rgbargba(1 1 1 1)
Radius
(radius)
Radius.rgbargba(1 1 1 1)
Scale
(scale)
Scale.real0.1f
Anisotropy
(anisotropy)
The direction in which light tends to be scattered.real0f
Thin Medium
(thinMedium)
TODOobjectnull
Weight
(weight)
TODOreal0f
Color
(color)
TODOrgbargba(1 1 1 1)
Substrate
(substrate)
TODOstring"enabled"
Enabled
Renders thin medium as normal, as when using a layer over a substrate.value = "enabled"
Disabled
Renders thin medium as a Bella Sheet, with no substrate.value = "disabled"
Albedo
(albedo)
The amount of scattering.real0f
Scattering
(scattering)
Color of the scattering.rgbargba(1 1 1 1)
Anisotropy
(anisotropy)
The direction in which light tends to be scattered.real0f
Thin Film
(thinFilm)
TODOobjectnull
Thickness
(thickness)
Thickness of the film.real0f
IOR
(ior)
The index of refraction of the film.real1.2f
Apply To
(applyTo)
Set up where the thinFilm is applied.string"both"
Common
Opacity
(opacity)
The overall opacity of the material.real100f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Bevel
(bevel)
Apply a Bevel node to objects using this material.nodenull
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)
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]
Volumetric Material

(volumetricMaterial)

Apply the Volumetric material to geometry, to define a region of scattering/absorbing participating media in the scene.

Common
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)
Scattering
Color
(scatteringColor)
The color that tends to be scattered from particles within the volume.rgbargba(0.5 0.5 0.5 1)
Density
(scatteringDensity)
The density of particles in the volume, which tend to scatter light.real0.1f
Anisotropy
(anisotropy)
The direction (forward/backward) in which light tends to be scattered when it encounters a particle.real0f
Absorption
Color
(absorptionColor)
The color that emerges after light is aborbed by particles in the volume. Note that this can work unpredictably, since the light available to absorb is affected by how light is scattered within volume.rgbargba(0.5 0.5 0.5 1)
Density
(absorptionDensity)
The density of particles in the volume, which tend to absorb light.real0f
[node, path, inputPath, inputImagePath, texture3d, fileTexture, texture, normalTexture]
Bump Map

(bumpMap)

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

Bump Map 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"
Map
(map)
TODOreal0f
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Strength
(strength)
TODOreal0.25f
File Attributes
Color Space
(colorSpace)
TODOstring"Auto"
Border Color
(borderColor)
Color used when evaluation point is out of the texture coordinates range.rgbargba(0.2 0.2 0.2 0)
Invert
(invert)
TODOboolfalse
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"none"
Orientation
(orientation)
TODOstring"normal"
Normal
Apply no transformation (this is also EXIF Orientation 1).value = "normal"
Use EXIF value
Use the EXIF Orientation value, if it is found.value = "useExif"
Flip horizontally
Force EXIF Orientation 2: flip the image horizontally.value = "flipHorizontal"
Rotate 180
Force EXIF Orientation 3: rotate the image 180.value = "rotate180"
Flip vertically
Force EXIF Orientation 4: flip the image vertically.value = "flipVertical"
Transpose
Force EXIF Orientation 5: flip the image in both directions.value = "transpose"
Rotate 90 right
Force EXIF Orientation 6: rotate the image 90 clockwise.value = "rotateRight"
Transverse
Force EXIF Orientation 7: swap and flip in both directions.value = "transverse"
Rotate 90 left
Force EXIF Orientation 8: rotate the image 90 counter-clockwise.value = "rotateLeft"
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Aspect
(outAspect)
TODOrealn/a
Out Color Space
(outColorSpace)
TODOstringn/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 rgba 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
Out Normal
(outNormal)
TODOvec3n/a
[node, texture, texture3d]
Checker

(checker)

TODO: there is not yet help for this node.

Checker Type Default
Color 1
(color1)
TODOrgbargba(0.2 0.2 0.2 0)
Color 2
(color2)
TODOrgbargba(0.8 0.8 0.8 1)
Invert
(invert)
TODOboolfalse
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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]
Color

(color)

TODO: there is not yet help for this node.

Color Type Default
Color
(color)
TODOrgbargba(0.5 0.5 0.5 1)
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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]
Color Blend

(colorBlend)

TODO: there is not yet help for this node.

Color Blend Type Default
Colors
(colors)
TODOobject[]null
Color
(color)
TODOrgbargba(0 0 0 1)
Opacity
(opacity)
TODOreal1f
Blend Mode
(blendMode)
TODOstring"normal"
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/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
Out Vector
(outVector)
TODOvec3n/a
[node, texture]
Color Ramp

(colorRamp)

TODO: there is not yet help for this node.

Color Ramp Type Default
Mode
(mode)
TODOstring"linear"
Value
(value)
TODOreal0f
Stops
(stops)
TODOobject[]null
Color
(color)
The color for this stop.rgbargba(0 0 0 1)
Position
(position)
The position for this stop.real0f
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, path, inputPath, texture]
Complex Ior

(complexIor)

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

Complex IOR
Type
(type)
These are from the 'selected data for 3D artists' category at refractiveindex.info.string"gold"
Ignore K
(ignoreK)
TODOboolfalse
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)
Accepts refractiveindex.info YAML documents with format 'tabulated nk', but it is much more reliable to use the 'TXT - tab separated' format.string".txt"
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 Erc
(outErc)
TODOvec2d[]n/a
Out Erc Cols
(outErcCols)
TODOuintn/a
Out Have Tabulated Data
(outHaveTabulatedData)
TODObooln/a
Out Ior K
(outIorK)
Provides a buffer of vec2d { wavelength, k }.vec2d[]n/a
Out Ior N
(outIorN)
Provides a buffer of vec2d { wavelength, n }.vec2d[]n/a
Out Irc
(outIrc)
TODOvec2d[]n/a
Out Irc Cols
(outIrcCols)
TODOuintn/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
Out TC
(outTC)
TODOvec2d[]n/a
Out TCCols
(outTCCols)
TODOuintn/a
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
[node, path, inputPath, inputImagePath, texture3d, fileTexture, texture, normalTexture]
Displacement Map

(displacementMap)

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

Displacement Map 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"
Map
(map)
TODOvec3vec3(0 0 0)
Mode
(mode)
TODOstring"absolute"
Height
(height)
TODOreal1f
Offset
(offset)
TODOreal0f
File Attributes
Color Space
(colorSpace)
TODOstring"Auto"
Border Color
(borderColor)
Color used when evaluation point is out of the texture coordinates range.rgbargba(0.2 0.2 0.2 0)
Invert
(invert)
TODOboolfalse
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"none"
Orientation
(orientation)
TODOstring"normal"
Normal
Apply no transformation (this is also EXIF Orientation 1).value = "normal"
Use EXIF value
Use the EXIF Orientation value, if it is found.value = "useExif"
Flip horizontally
Force EXIF Orientation 2: flip the image horizontally.value = "flipHorizontal"
Rotate 180
Force EXIF Orientation 3: rotate the image 180.value = "rotate180"
Flip vertically
Force EXIF Orientation 4: flip the image vertically.value = "flipVertical"
Transpose
Force EXIF Orientation 5: flip the image in both directions.value = "transpose"
Rotate 90 right
Force EXIF Orientation 6: rotate the image 90 clockwise.value = "rotateRight"
Transverse
Force EXIF Orientation 7: swap and flip in both directions.value = "transverse"
Rotate 90 left
Force EXIF Orientation 8: rotate the image 90 counter-clockwise.value = "rotateLeft"
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Displacement
(outDisplacement)
TODOvec3n/a
Out Normal
(outNormal)
TODOvec3n/a
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Aspect
(outAspect)
TODOrealn/a
Out Color Space
(outColorSpace)
TODOstringn/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 rgba 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, path, inputPath, inputImagePath, texture, texture3d]
File Texture

(fileTexture)

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

File Texture 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"
Color Space
(colorSpace)
TODOstring"Auto"
Border Color
(borderColor)
Color used when evaluation point is out of the texture coordinates range.rgbargba(0.2 0.2 0.2 0)
Invert
(invert)
TODOboolfalse
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"none"
Orientation
(orientation)
TODOstring"normal"
Normal
Apply no transformation (this is also EXIF Orientation 1).value = "normal"
Use EXIF value
Use the EXIF Orientation value, if it is found.value = "useExif"
Flip horizontally
Force EXIF Orientation 2: flip the image horizontally.value = "flipHorizontal"
Rotate 180
Force EXIF Orientation 3: rotate the image 180.value = "rotate180"
Flip vertically
Force EXIF Orientation 4: flip the image vertically.value = "flipVertical"
Transpose
Force EXIF Orientation 5: flip the image in both directions.value = "transpose"
Rotate 90 right
Force EXIF Orientation 6: rotate the image 90 clockwise.value = "rotateRight"
Transverse
Force EXIF Orientation 7: swap and flip in both directions.value = "transverse"
Rotate 90 left
Force EXIF Orientation 8: rotate the image 90 counter-clockwise.value = "rotateLeft"
Strict Alpha
(strictAlpha)
TODObooltrue
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Aspect
(outAspect)
TODOrealn/a
Out Color Space
(outColorSpace)
TODOstringn/a
Out Res
(outRes)
TODOvec2n/a
Out Vector
(outVector)
TODOvec3n/a
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d, texture, normalTexture]
Flakes

(flakes)

TODO: there is not yet help for this node.

Flakes Type Default
Size
(size)
The average size of each flake.real0.25f
Variation
(variation)
The amount that each individual flake may be randomly varied in size.real0.5f
Density
(density)
The quantity of flakes per area.real0.5f
Deviation
(deviation)
The amount that individual flakes may be randomly tilted.real0.1f
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Dimension
(dimension)
Sets whether to compute cells in 3D space, or in 2D UV space.string"3D"
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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
Out Normal
(outNormal)
TODOvec3n/a
[node, texture, texture3d]
Grid

(grid)

TODO: there is not yet help for this node.

Grid Type Default
Color
(color)
TODOrgbargba(0.8 0.8 0.8 1)
Background
(background)
TODOrgbargba(0.2 0.2 0.2 0)
Invert
(invert)
TODOboolfalse
Count
(count)
TODOvec2vec2(4 4)
Thickness
(thickness)
TODOvec2vec2(0.1 0.1)
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texform]
Maya Texform

(mayaTexform)

TODO: there is not yet help for this node.

Transform
Auto Aspect
(autoAspect)
If outUV is connected to a node with an outAspect attribute (usually a fileTexture node), its value will be used to set Repeat:V.boolfalse
Repeat
(repeat)
TODOvec2vec2(1 1)
Offset
(offset)
TODOvec2vec2(0 0)
Rotate
(rotate)
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
UV Space
Flip U
(flipU)
TODOboolfalse
Flip V
(flipV)
TODOboolfalse
Outputs Type
Out U
(outU)
TODOrealn/a
Out UV
(outUV)
TODOvec2n/a
Out V
(outV)
TODOrealn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d]
Noise

(noise)

TODO: there is not yet help for this node.

Noise Type Default
Scale
(scale)
Scale the space in which noise is generated.real0.25f
Octaves
(octaves)
TODOuint3u
Amplitude
(amplitude)
TODOreal1f
Lacunarity
(lacunarity)
TODOreal2f
Persistence
(persistence)
TODOreal1f
Mapping
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Value
(outValue)
TODOrealn/a
Out Vector
(outVector)
TODOvec3n/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, path, inputPath, inputImagePath, texture3d, fileTexture, texture, normalTexture]
Normal Map

(normalMap)

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

Normal Map 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"
Map
(map)
TODOvec3vec3(0 0 0)
Bump/normal
(normal)
Accepts the outNormal of a bump or normal map.vec3vec3(0 0 0)
Strength
(strength)
TODOreal1f
Flip R
(flipRed)
Flip the direction of the red channel.boolfalse
Flip G
(flipGreen)
Flip the direction of the green channel. Bella's native normal map format is OpenGL, so enable this if you have a DirectX normal map.boolfalse
Full-range B
(fullRangeBlue)
Use the full [0,1] range in the blue channel.boolfalse
File Attributes
Color Space
(colorSpace)
TODOstring"Auto"
Border Color
(borderColor)
Color used when evaluation point is out of the texture coordinates range.rgbargba(0.5 0.5 1 1)
Invert
(invert)
TODOboolfalse
Variation
(variation)
Randomly varies color on each instance using this material. The variation is not truly random, such that it will remain consistent across sessions and machines.real0f
Interpolation
(interpolation)
Chooses the influence of the texel neighbours.string"none"
Orientation
(orientation)
TODOstring"normal"
Normal
Apply no transformation (this is also EXIF Orientation 1).value = "normal"
Use EXIF value
Use the EXIF Orientation value, if it is found.value = "useExif"
Flip horizontally
Force EXIF Orientation 2: flip the image horizontally.value = "flipHorizontal"
Rotate 180
Force EXIF Orientation 3: rotate the image 180.value = "rotate180"
Flip vertically
Force EXIF Orientation 4: flip the image vertically.value = "flipVertical"
Transpose
Force EXIF Orientation 5: flip the image in both directions.value = "transpose"
Rotate 90 right
Force EXIF Orientation 6: rotate the image 90 clockwise.value = "rotateRight"
Transverse
Force EXIF Orientation 7: swap and flip in both directions.value = "transverse"
Rotate 90 left
Force EXIF Orientation 8: rotate the image 90 counter-clockwise.value = "rotateLeft"
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Dir
(outDir)
TODOstringn/a
Out Ext
(outExt)
TODOstringn/a
Out File
(outFile)
TODOstringn/a
Out Path
(outPath)
TODOstringn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Aspect
(outAspect)
TODOrealn/a
Out Color Space
(outColorSpace)
TODOstringn/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 rgba 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
Out Normal
(outNormal)
TODOvec3n/a
[node, texture]
Random Color

(randomColor)

TODO: there is not yet help for this node.

Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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]
Rgb Xform

(rgbXform)

TODO: there is not yet help for this node.

RGB Xform Type Default
Map
(map)
Connect a texture outColor here, to modify its output.rgbargba(0.5 0.5 0.5 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 Alpha
(outAlpha)
An alpha value.realn/a
Out Vector
(outVector)
TODOvec3n/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d, texture, normalTexture]
Scratches

(scratches)

TODO: there is not yet help for this node.

Scratches Type Default
Scale
(scale)
TODO.real0.5f
Width
(width)
TODO.real0.25f
Depth
(depth)
TODO.real0.5f
Anisotropy
(anisotropy)
TODOreal0f
Rotation
(rotation)
TODOreal0f
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"cubic"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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
Out Normal
(outNormal)
TODOvec3n/a
[node, texture, maths]
Spd

(spd)

Specifies an SPD (Spectral Power Distribution) for use in emitters. Note that faithful reproduction of the measured data requires choosing Unit=Source and Energy=1 in your emitter, though you are free to use other Units & Energy for artistic purposes.

SPD Type Default
Type
(type)
TODOstring"Arri_Compact125W_HMI_Spot"
Path
(path)
Overrides Data and Type. Accepts various SPD data formats. Contact us if you have a format we can support, it requires a list of wavelength/power pairs.nodenull
Data
(data)
Overrides Type. Accepts various SPD data formats. Contact us if you have a format we can support, it requires a list of wavelength/power pairs.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 spd color, 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
Out Spectrum
(outSpectrum)
Provides a buffer of vec2d { wavelength, value } where the unit of value is specified in the SPD data.vec2d[]n/a
Out Unit
(outUnit)
Provides the units of the SPD data.stringn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
[node, texture, maths]
Temperature

(temperature)

TODO: there is not yet help for this node.

Temperature Type Default
Value
(value)
Temperature.real6503f
Outputs Type
Out Color
(outColor)
Provides an rgba output, to connect to any rgba input.rgban/a
Out Spectrum
(outSpectrum)
TODOvec2d[]n/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/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]
Texform

(texform)

TODO: there is not yet help for this node.

Transform
Auto Aspect
(autoAspect)
If outUV is connected to a node with an outAspect attribute (usually a fileTexture node), its value will be used to set Repeat:V.boolfalse
Repeat
(repeat)
TODOvec2vec2(1 1)
Offset
(offset)
TODOvec2vec2(0 0)
Rotate
(rotate)
TODOreal0f
Tiling
Mirror U
(mirrorU)
TODOboolfalse
Mirror V
(mirrorV)
TODOboolfalse
Wrap U
(wrapU)
TODObooltrue
Wrap V
(wrapV)
TODObooltrue
Stagger
(stagger)
TODOboolfalse
UV Space
Mode
(mode)
TODOstring"standard"
Center
(center)
TODOvec2vec2(0.5 0.5)
Flip U
(flipU)
TODOboolfalse
Flip V
(flipV)
TODOboolfalse
Outputs Type
Out U
(outU)
TODOrealn/a
Out UV
(outUV)
TODOvec2n/a
Out V
(outV)
TODOrealn/a
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d]
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
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d]
Triplanar

(triplanar)

TODO: there is not yet help for this node.

Triplanar Type Default
X Axis
(xAxis)
The X axis texture. When connected, this will also be used for Y and Z axis textures if they are not connected.rgbargba(0.2122 0.0452 0.0452 1)
Y Axis
(yAxis)
The Y axis texture. If xAxis is connected and this is not, the xAxis texture will be used here. To override this behavior, simply connect a Bella Color texture here.rgbargba(0.0452 0.2122 0.0452 1)
Z Axis
(zAxis)
The Z axis texture. If xAxis is connected and this is not, the xAxis texture will be used here. To override this behavior, simply connect a Bella Color texture here.rgbargba(0.0452 0.0452 0.2122 1)
Blend
(blend)
Sets the amount of blending between the three planes.real0f
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Vector
(outVector)
TODOvec3n/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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, texture3d, texture, normalTexture]
Voronoi

(voronoi)

TODO: there is not yet help for this node.

Voronoi Type Default
Mode
(mode)
Choose between various patterns.string"closest"
Scale
(scale)
Scale the space in which the voronoi pattern is generated.real0.25f
Jitter
(jitter)
Adjusts points from a regular grid to randomized (typical euclidian-distance voronoi).real1f
Smoothness
(smoothness)
Controls blending between cells, in the Voronoise and Watercolor modes.real0f
Deviation
(deviation)
TODOreal0.1f
Color
Chromatic
(chromatic)
TODOboolfalse
Invert
(invert)
TODOboolfalse
Saturation
(saturation)
TODOreal0f
Brightness
(brightness)
Adjusts the brightness of the scalar outValue.real0f
Contrast
(contrast)
Adjusts the contrast of the scalar outValue.real0f
Min
(min)
Adjusts the minimum of the scalar outValue.real0f
Max
(max)
Adjusts the maximum of the scalar outValue.real1f
Mapping
UV Coord
(uvCoord)
TODOvec2vec2(0 0)
Dimension
(dimension)
Sets whether to compute cells in 3D space, or in 2D UV space.string"3D"
Projection
(projection)
Project UV coordinates using one of several primitives. The Surface mode does not project, and instead uses UV coords from the object.string"surface"
Surface
Use the UVs defined by the surface (mesh, etc).value = "surface"
Cubic
Project a cubic UV space.value = "cubic"
Planar
Project a planar UV space.value = "planar"
Spherical
Project a spherical UV space.value = "spherical"
Cylindrical
Project a cylindrical UV space.value = "cylindrical"
Space
(space)
Object projects in local object space, World projects in world space, and Uniform projects using world space size, but aligned with the object.string"uniform"
Object
Project UVs in object space. If the object is scaled, the UVs will scale along with it.value = "object"
Uniform
Project UVs in object space, but scaled like world-projected UVs, such that they are uniformly sized across all objects, but aligned to each object.value = "uniform"
World
Project UVs in world space.value = "world"
Transform
(xform)
A transform applied to the mapping. Scale of 1 projects textures at 1 meter in size when using the Uniform or World spaces.mat4mat4(1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1)
Outputs Type
Out Alpha
(outAlpha)
An alpha value.realn/a
Out Value
(outValue)
TODOrealn/a
Out Vector
(outVector)
TODOvec3n/a
Out Average
(outAverage)
The average value of outColor { r, g, b }.realn/a
Out Color
(outColor)
Provides an rgba 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
Out Normal
(outNormal)
TODOvec3n/a
[node, maths]
Compare

(compare)

TODO: there is not yet help for this node.

Compare Type Default
A
(a)
TODOreal0f
B
(b)
TODOreal0f
Relation
(relation)
TODOstring"lesser"
Outputs Type
Out Value
(outValue)
TODOrealn/a
[node, maths]
Decimal Time

(decimalTime)

Splits a decimal 0-24 time value to hours, minutes, seconds.

Decimal Time Type Default
Time
(time)
TODOreal12f
Outputs Type
Out Hour
(outHour)
TODOuintn/a
Out Minute
(outMinute)
TODOuintn/a
Out Second
(outSecond)
TODOuintn/a
[node, maths]
Invert

(invert)

TODO: there is not yet help for this node.

Invert Type Default
Scalar
(scalar)
TODOreal0f
Vector
(vector)
TODOvec4vec4(0 0 0 0)
Color Space
(colorSpace)
TODOstring"linear"
Outputs Type
Out Scalar
(outScalar)
TODOrealn/a
Out Vec2
(outVec2)
TODOvec2n/a
Out Vec3
(outVec3)
TODOvec3n/a
Out Vec4
(outVec4)
TODOvec4n/a
[node, maths]
Number

(number)

TODO: there is not yet help for this node.

Number Type Default
Value
(value)
TODOreal50f
Min
(min)
TODOreal0f
Max
(max)
TODOreal100f
Outputs Type
Out Percent
(outPercent)
TODOrealn/a
Out String
(outString)
TODOstringn/a
Out Value
(outValue)
TODOrealn/a
[node, maths]
Percent

(percent)

TODO: there is not yet help for this node.

Percent Type Default
Value
(value)
TODOreal50f
Min
(min)
TODOreal0f
Max
(max)
TODOreal100f
Outputs Type
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, random]
Random Number

(randomNumber)

TODO: there is not yet help for this node.

Random Number Type Default
Seed
(seed)
TODOint0
Mean
(mean)
TODOreal0.5f
Deviation
(deviation)
TODOreal0.5f
Outputs Type
Out Value
(outValue)
TODOrealn/a
[node, maths]
Scalar Op

(scalarOp)

TODO: there is not yet help for this node.

Scalar Op Type Default
Value A
(valueA)
TODOreal0f
Value B
(valueB)
TODOreal0f
Operation
(operation)
TODOstring"add"
Outputs Type
Out Value
(outValue)
TODOrealn/a
[node, maths]
Scalar To Vector

(scalarToVector)

Used to drive a vector input from a scalar output.

Scalar To Vector Type Default
All
(all)
If connected, supersedes all other inputs.real0f
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 either all, or the [x,y] inputs.vec2n/a
Out Vec3
(outVec3)
A Vec3 composed of either all, or the [x,y,z] inputs.vec3n/a
Out Vec4
(outVec4)
A Vec4 composed of either all, or the [x,y,z,w] inputs.vec4n/a
[node, maths]
Vector Op

(vectorOp)

TODO: there is not yet help for this node.

Vector Op Type Default
Value A
(valueA)
TODOvec3vec3(0 0 0)
Value B
(valueB)
TODOvec3vec3(0 0 0)
Operation
(operation)
TODOstring"add"
Outputs Type
Out Vec3
(outVec3)
TODOvec3n/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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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"saturn"
Saturn
Saturn is our quickest solver, but does not support true caustics.value = "saturn"
Atlas
Atlas is suitable for scenes with difficult lighting and complex caustics.value = "atlas"
Target Noise
(targetNoise)
The target noise for the Saturn solver. Higher values mean to stop sooner, with more noise in the image. Values between 4-6 are typically a good balance choice. Excessive lower values can make huge time to pixels to stop, postponing image refinement a lot.uint6u
Target Level
(targetLevel)
The level at which to stop the Atlas solver. Setting to 100 means to render forever.uint100u
Time Limit
(timeLimit)
An optional time limit which will stop a render before it has reached its target level or noise. A value of zero means no time limit.real0f
Samples Limit
(samplesLimit)
An optional samples limit which will prevent a pixel to be sampled more than its value. A value of zero means no samples limit.real0f
Resume
(resume)
Choose whether to load BSI files for resuming based on matching scene hash or name, or to disable resuming. NOTE: loading by name can result in resuming of incompatible render data, so use with care.string"byHash"
By hash
Requires the scene hash (a value characterizing the complete scene state) to match that stored in the BSI file.value = "byHash"
By name
Requires only that the BSI name & resolution match the BSX. NOTE: this can cause mixing of incompatible render data, since we can only reasonably guarantee compatibility with matching hashes.value = "byName"
Disabled
Disables resuming regardless whether a matching BSI is found.value = "disabled"
Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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"
Alpha
(alpha)
Render an alpha pass and embed it in the beauty output, if supported by the output format. Currently supported in Saturn only, in Atlas you must still use an alphaPass node.string"disabled"
Override Path
(overridePath)
A custom output file path, to override the standard one. When this is used, none of the normal pass-naming logic will be applied.nodenull
Output Frequency
Save Image
(saveImage)
Determines if/when to write the output image file. For Atlas this is specified by the level after which Atlas should save the image at each new level, while for Saturn it is specified by a time interval.int1
Save BSI
(saveBsi)
Determines if/when to write the BSI file.int0
Saturn
Clamp Glossy Ind
(clampGlossyInd)
TODOreal25f
Caustic Sharpness
(causticSharpness)
TODOreal0f
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
Glossy
(bouncesGlossy)
The glossy bounce limit, -1 means use the maximum number.int-1
Refraction
(bouncesRefraction)
The refraction bounce limit, -1 means use the maximum number.int-1
Scattering
(bouncesScattering)
The scattering bounce limit, -1 means use the maximum number.int-1
Volumetric
(bouncesVolumetric)
The volumetric 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"complexityBased"
Complexity
(causticsComplexity)
Let the engine decide caustics based on the complexity when `Complexity Based` is selecteduint50u
[node, renderPass]
Light Pass

(lightPass)

TODO: there is not yet help for this node.

Light Pass Type Default
Includes
(includes)
TODOnode[]null
Excludes
(excludes)
TODOnode[]null
Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Material Pass

(materialPass)

TODO: there is not yet help for this node.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, renderPass]
Uv Pass

(uvPass)

TODO: there is not yet help for this node.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard 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.

Output Overrides
Name
(outputName)
A custom output name to use for this pass, overriding Settings > Output Name. Used, for example, if you want a z pass to have output named 'depth'.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 standard one. When this is used, none of the normal pass-naming logic will be applied.nodenull
[node, postEffect]
Film Grain

(filmGrain)

grain.

Film Grain Type Default
Average Radius
(averageRadius)
TODOreal0.25f
Deviation
(deviation)
TODOreal0.5f
Chromaticity
(chromaticity)
TODOreal0f
[node]
Live Lights

(liveLights)

TODO: there is not yet help for this node.

Live Lights Type Default
Groups
(groups)
TODOobject[]null
Multiplier
(multiplier)
TODOreal1f
Elements
(elements)
TODOnode[]null
[node, postEffect]
Sensor Noise

(sensorNoise)

noise.

Sensor Noise Type Default
Type
(type)
TODOstring"poisson"
Weight
(weight)
TODOreal0.25f
Chromaticity
(chromaticity)
TODOreal0f
[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. If not set, the current BSX filename will be used.string""
Dir
(outputDir)
The directory into which outputs will be written. If not set, the current BSX directory will be used.string""
Display & Postprocess
OCIO Config
(ocioConfig)
An environment variable or path pointing to an OCIO config.string"OCIO"
Color Space
(colorSpace)
The color space to use for IPR display.string"sRGB"
Noise/Grain
(noiseAndGrain)
TODOnodenull
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"
Use GPU
(useGpu)
TODOboolfalse
Live Lights
(liveLights)
TODOnodenull
IPR
Threads
(iprThreads)
The number of threads to use in IPR.int0
Scale
(iprScale)
A scale factor applied to the output resolution, for IPR.real100f
Denoise
(iprDenoise)
Determines whether to apply denoising the IPR output.boolfalse
Preview mode
(iprPreview)
Determines the preview visualization mode.string"off"
Navigation
(iprNavigation)
Determines the navigation style used by IPR windows.string"rhino"
Maya
Orbit: ALT+LMB, Pan: ALT+MMB, Zoom: ALT+RMBvalue = "maya"
Rhino
Orbit: RMB, Pan: (SHIFT|ALT+CTRL)+RMB, Zoom: (CTRL|ALT)+RMBvalue = "rhino"
Sketchup
Orbit: MMB, Pan: SHIFT+MMB, Zoom: ALT+MMBvalue = "sketchup"
Scene
Camera
(camera)
TODOnodenull
Environment
(environment)
TODOnodenull
Sun
(sun)
An optional sun node.nodenull
Ground Plane
(groundPlane)
An optional groundPlane node.nodenull
Beauty Pass
(beautyPass)
TODOnodenull
Overrides
Default Material
(defaultMaterial)
Assign a material to be used on objects with no material assigned.nodenull
Override Material
(overrideMaterial)
Globally override assigned materials, except for dielectrics and emitters.nodenull
Bevel
(bevel)
Globally disable bevel.string"enabled"
Displacement
(displacement)
Globally disable displacement.string"enabled"
Max Subdiv Level
(maxSubdivLevel)
Globally restrict subdivision level.uint8u
[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