29 short default_handle_type);
40 const float white[3]);
98 const float vecin[3]);
103 unsigned char vecout_byte[3],
104 const unsigned char vecin_byte[3]);
117 const float vecin[3],
118 const float black[3],
119 const float bwmul[3]);
125 const float vecin[3]);
146 float start_slopes[4],
147 float end_slopes[4]);
200 const char *view_transform);
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 point
static DBVT_INLINE btScalar size(const btDbvtVolume &a)