63 ::World *prev_original_world =
nullptr;
66 ::World *default_world_ =
nullptr;
69 bool has_volume_ =
false;
71 bool has_volume_absorption_ =
false;
73 bool has_volume_scatter_ =
false;
90 return has_volume_absorption_;
95 return has_volume_scatter_;
102 return scene_world_get()->sun_angle;
107 return scene_world_get()->sun_shadow_maximum_resolution;
112 return scene_world_get()->sun_shadow_filter_radius;
117 return scene_world_get()->sun_shadow_jitter_overblur;
@ WO_USE_SUN_SHADOW_JITTER
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
bNodeTree * nodetree_get(::World *world)
A running instance of the engine.
UniformBuffer< LightData > sunlight
bool use_sun_shadow_jitter()
float sun_shadow_filter_radius()
bool has_volume_absorption() const
float sun_shadow_jitter_overblur()
float sun_shadow_max_resolution()
bool has_volume_scatter() const