Blender V4.3
NOD_static_types.h File Reference

Go to the source code of this file.

Macros

#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_LAYER_WEIGHT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_MIX_SHADER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_ADD_SHADER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_ATTRIBUTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_AMBIENT_OCCLUSION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BACKGROUND
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_HOLDOUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_METALLIC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_DIFFUSE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_PRINCIPLED
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_GLOSSY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_GLASS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_REFRACTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_TRANSLUCENT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_TRANSPARENT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_RAY_PORTAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_SHEEN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_TOON
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_HAIR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_BSDF_HAIR_PRINCIPLED
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_SUBSURFACE_SCATTERING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_VOLUME_ABSORPTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_VOLUME_SCATTER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_VOLUME_PRINCIPLED
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_EMISSION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_NEW_GEOMETRY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_LIGHT_PATH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_LIGHT_FALLOFF
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define SH_NODE_MIX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_VIEWER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_RGB
#define A
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_VALUE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MIX_RGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_VALTORGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_RGBTOBW
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_NORMAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CURVE_VEC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CURVE_RGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_ALPHAOVER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_BLUR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_FILTER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MAP_VALUE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MAP_RANGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TIME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_VECBLUR
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPRGBA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPHSVA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SETALPHA
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_HUE_SAT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_IMAGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_R_LAYERS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMPOSITE
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_OUTPUT_FILE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TEXTURE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TRANSLATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_ZCOMBINE
#define Z
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBRGBA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DILATEERODE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_INPAINT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DESPECKLE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_ROTATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SCALE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPYCCA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBYCCA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPYUVA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBYUVA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DIFF_MATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COLOR_SPILL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CHROMA_MATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CHANNEL_MATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_FLIP
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SPLIT
#define SPLIT
#define Split(a, ahi, alo)
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MAP_UV
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_ID_MASK
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DOUBLEEDGEMASK
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DEFOCUS
#define D
#define Z
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DISPLACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBHSVA_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MATH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_LUMA_MATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_BRIGHTCONTRAST
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_GAMMA
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_INVERT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_NORMALIZE
#define NORMALIZE(input, output_expect)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CROP
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DBLUR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_BILATERALBLUR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_PREMULKEY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_GLARE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TONEMAP
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_LENSDIST
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_VIEW_LEVELS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COLOR_MATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DIST_MATTE
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COLORBALANCE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_HUECORRECT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MOVIECLIP
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_STABILIZE2D
#define D
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MOVIEDISTORTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MASK_BOX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MASK_ELLIPSE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_BOKEHIMAGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_BOKEHBLUR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SWITCH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SWITCH_VIEW
#define D
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COLORCORRECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_MASK
#define MASK
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_KEYINGSCREEN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_KEYING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_TRACKPOS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_PIXELATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_PLANETRACKDEFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CORNERPIN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SUNBEAMS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CRYPTOMATTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CRYPTOMATTE_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_DENOISE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_EXPOSURE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_ANTIALIASING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_POSTERIZE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_CONVERT_COLOR_SPACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SCENE_TIME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBINE_XYZ
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPARATE_XYZ
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_SEPARATE_COLOR
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_COMBINE_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define CMP_NODE_KUWAHARA
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_OUTPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_CHECKER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_TEXTURE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_BRICKS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_MATH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_MIX_RGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_RGBTOBW
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_VALTORGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_IMAGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_CURVE_RGB
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_INVERT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_HUE_SAT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_CURVE_TIME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_ROTATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_VIEWER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_TRANSLATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_COORD
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_DISTANCE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_COMPOSE_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_DECOMPOSE_LEGACY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_VALTONOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_SCALE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_AT
#define AT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_COMBINE_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_SEPARATE_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define TEX_NODE_PROC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ALIGN_EULER_TO_VECTOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ALIGN_ROTATION_TO_VECTOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_AXES_TO_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_AXIS_ANGLE_TO_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_BOOLEAN_MATH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_COMBINE_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_COMBINE_MATRIX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_QUATERNION_TO_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_COMBINE_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_COMPARE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_EULER_TO_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_FLOAT_TO_INT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_HASH_VALUE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_BOOL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_INT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_SPECIAL_CHARACTERS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_STRING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INPUT_VECTOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INTEGER_MATH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INVERT_MATRIX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_INVERT_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_MATRIX_MULTIPLY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_PROJECT_POINT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_RANDOM_VALUE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_REPLACE_STRING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATE_EULER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATE_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATE_VECTOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATION_TO_AXIS_ANGLE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATION_TO_EULER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_SEPARATE_COLOR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_SEPARATE_MATRIX
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_ROTATION_TO_QUATERNION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_SEPARATE_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_SLICE_STRING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_STRING_LENGTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_TRANSFORM_DIRECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_TRANSFORM_POINT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_TRANSPOSE_MATRIX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_VALUE_TO_STRING
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define FN_NODE_MATRIX_DETERMINANT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_ACCUMULATE_FIELD
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_ATTRIBUTE_STATISTIC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_BAKE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_BLUR_ATTRIBUTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_BOUNDING_BOX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CAPTURE_ATTRIBUTE
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_COLLECTION_INFO
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CONVEX_HULL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_ENDPOINT_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_LENGTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_ARC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_CIRCLE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_LINE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_SPIRAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_PRIMITIVE_STAR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_SET_HANDLE_TYPE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_SPLINE_PARAMETER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_SPLINE_TYPE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_TO_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_TO_POINTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_CURVES_TO_GREASE_PENCIL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DEFORM_CURVES_ON_SURFACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DELETE_GEOMETRY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DISTRIBUTE_POINTS_IN_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DUAL_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_DUPLICATE_ELEMENTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EDGE_PATHS_TO_CURVES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EDGE_PATHS_TO_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EDGES_TO_FACE_GROUPS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EVALUATE_AT_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EVALUATE_ON_DOMAIN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_EXTRUDE_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_FILL_CURVE
#define XY(_x, _y)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_FILLET_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_FLIP_FACES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_INPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GEOMETRY_TO_INSTANCE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GET_NAMED_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GIZMO_LINEAR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GIZMO_DIAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GIZMO_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GREASE_PENCIL_TO_CURVES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_GRID_TO_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMAGE_INFO
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMAGE_TEXTURE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMAGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMPORT_STL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMPORT_PLY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IMPORT_OBJ
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INDEX_OF_NEAREST
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INDEX_SWITCH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_ACTIVE_CAMERA
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_CURVE_HANDLES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_CURVE_TILT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_EDGE_SMOOTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_FACE_SMOOTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_ID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_INSTANCE_ROTATION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_INSTANCE_SCALE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MATERIAL_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_INSTANCE_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MATERIAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_EDGE_ANGLE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_EDGE_VERTICES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_FACE_AREA
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_ISLAND
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_NAMED_ATTRIBUTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_NAMED_LAYER_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_NORMAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_POSITION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_RADIUS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_SCENE_TIME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_SPLINE_CYCLIC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_SPLINE_LENGTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_SPLINE_RESOLUTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INPUT_TANGENT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INSTANCE_ON_POINTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INSTANCES_TO_POINTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_INTERPOLATE_CURVES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_IS_VIEWPORT
#define final(a, b, c)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_JOIN_GEOMETRY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MATERIAL_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MENU_SWITCH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MERGE_BY_DISTANCE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MERGE_LAYERS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_BOOLEAN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_FACE_GROUP_BOUNDARIES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_CIRCLE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_CONE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_CUBE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_CYLINDER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_GRID
#define XY(_x, _y)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_LINE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TO_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TO_DENSITY_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TO_POINTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TO_SDF_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TO_VOLUME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_OBJECT_INFO
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_OFFSET_POINT_IN_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_POINTS_TO_CURVES
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_POINTS_TO_SDF_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_POINTS_TO_VERTICES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_POINTS_TO_VOLUME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_POINTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_PROXIMITY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_RAYCAST
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REALIZE_INSTANCES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REMOVE_ATTRIBUTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REPEAT_INPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REPEAT_OUTPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REPLACE_MATERIAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_RESAMPLE_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_REVERSE_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_ROTATE_INSTANCES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_GRID_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_NEAREST_SURFACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_NEAREST
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SAMPLE_UV_SURFACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SCALE_ELEMENTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SCALE_INSTANCES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SDF_GRID_BOOLEAN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SELF_OBJECT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SEPARATE_COMPONENTS
#define Split(a, ahi, alo)
#define output
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SEPARATE_GEOMETRY
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_CURVE_HANDLES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_CURVE_NORMAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_CURVE_RADIUS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_CURVE_TILT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_GEOMETRY_NAME
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_ID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_MATERIAL_INDEX
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_MATERIAL
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_POINT_RADIUS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_POSITION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_SHADE_SMOOTH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_SPLINE_CYCLIC
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_SPLINE_RESOLUTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SET_INSTANCE_TRANSFORM
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SIMULATION_INPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SIMULATION_OUTPUT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SORT_ELEMENTS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SPLIT_EDGES
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SPLIT_TO_INSTANCES
#define Split(a, ahi, alo)
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_STORE_NAMED_ATTRIBUTE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_STORE_NAMED_GRID
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_STRING_JOIN
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_STRING_TO_CURVES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SUBDIVIDE_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SUBDIVIDE_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SUBDIVISION_SURFACE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_SWITCH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_3D_CURSOR
#define D
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_FACE_SET
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_MOUSE_POSITION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_ACTIVE_ELEMENT
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_SET_FACE_SET
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_SET_SELECTION
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TOOL_VIEWPORT_TRANSFORM
#define D
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TRANSFORM_GEOMETRY
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TRANSLATE_INSTANCES
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TRIANGULATE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_TRIM_CURVE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_UV_PACK_ISLANDS
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_UV_UNWRAP
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_VIEWER
#define Display
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_VOLUME_CUBE
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_VOLUME_TO_MESH
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
#define GEO_NODE_WARNING

Typedefs

using Instance
using Instance
using Instance
using Instance
using Instance
using Instance

Functions

 DefNode (Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "Collect related nodes together in a common area. Useful for organization when the re-usability of a node group is not required") DefNode(Node
 DefNode (Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "Expose connected data from inside a node group as inputs to its interface") DefNode(Node
Group Output data from inside of a node group DefNode (Node, NODE_REROUTE, def_reroute, "REROUTE", Reroute, "Reroute", "A single-socket organization tool that supports one input and multiple outputs") DefNode(ShaderNode
Group Output data from inside of a node group A color picker DefNode (ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "Input numerical values to other nodes in the tree") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors DefNode (ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "Color Ramp", "Map values to colors with the use of a gradient") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value DefNode (ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "Convert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nNote: only supported in EEVEE") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product DefNode (ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "Apply a gamma correction") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color DefNode (ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "Transform the input vector by applying translation, rotation, and scale") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves DefNode (ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "Apply color corrections for each color channel") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position DefNode (ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "Remap a value from a range to a target range") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum DefNode (ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "Perform math operations") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation DefNode (ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative DefNode (ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "Split a color into its red, green, and blue channels (Deprecated)") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels (Deprecated)") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model DefNode (ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "Output surface material information for use in rendering") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the facing (along normal) reflection color. Energy is not conserved
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate DefNode (ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "Output light information to a light object") DefNode(ShaderNode
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World DefNode (ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "") DefNode(ShaderNode
in reality light always falls off quadratically DefNode (ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "Retrieve information about the object instance") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "Retrieve hair curve information") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "Read volume data attributes from volume grids") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "Convert a wavelength value to an RGB value") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_BUMP, def_sh_bump, "BUMP", Bump, "Bump", "Generate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfaces") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "Generate a tangent direction for the Anisotropic BSDF") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture","Sample an image file as an environment texture. Typically used to light the scene with the background node") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "Generate a procedural sky texture") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_NOISE, def_sh_tex_noise, "TEX_NOISE", TexNoise, "Noise Texture", "Generate fractal Perlin noise") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_WAVE, def_sh_tex_wave, "TEX_WAVE", TexWave, "Wave Texture", "Generate procedural bands or rings with noise") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "Generate a checkerboard texture") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "Generate a volumetric point for each particle or vertex of another object") DefNode(ShaderNode
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 DefNode (ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "Rotate a vector around a pivot point (center)") DefNode(ShaderNode
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 and object coordinate space DefNode (ShaderNode, SH_NODE_SEPHSV_LEGACY, 0, "SEPHSV", SeparateHSV, "Separate HSV", "Split a color into its hue, saturation, and value channels") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels DefNode (ShaderNode, SH_NODE_UVMAP, def_sh_uvmap, "UVMAP", UVMap, "UV Map", "Retrieve a UV map from the geometry, or the default fallback if none is specified") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified DefNode (ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components DefNode (ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "Create a vector from X, Y, and Z components") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders DefNode (ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "Displace the surface along the surface normal") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction DefNode (ShaderNode, SH_NODE_TEX_IES, def_sh_tex_ies, "TEX_IES", TexIES, "IES Texture", "Match real world lights with IES files, which store the directional intensity distribution of light sources") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed DefNode (ShaderNode, SH_NODE_OUTPUT_AOV, def_sh_output_aov, "OUTPUT_AOV", OutputAOV, "AOV Output", "Arbitrary Output Variables.\nProvide custom render passes for arbitrary shader node outputs") DefNode(ShaderNode
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value DefNode (ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "Create a color from individual components using multiple models") DefNode(ShaderNode
static double angle (const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static void def_sh_attribute (StructRNA *srna)
static void def_sh_ambient_occlusion (StructRNA *srna)
int above (btVector3 *vertices, const int3 &t, const btVector3 &p, btScalar epsilon)
static void add (blender::Map< std::string, std::string > &messages, Message &msg)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static void def_metallic (StructRNA *srna)
static void def_principled (StructRNA *srna)
static void def_glossy (StructRNA *srna)
static void def_glass (StructRNA *srna)
static void def_refraction (StructRNA *srna)
 if (data)
KDTree *BLI_kdtree_nd_ new (unsigned int nodes_len_capacity)
KDTree *BLI_kdtree_nd_ new (unsigned int nodes_len_capacity)
static void def_sheen (StructRNA *srna)
static void def_toon (StructRNA *srna)
static void def_hair (StructRNA *srna)
static void def_hair_principled (StructRNA *srna)
static void def_sh_subsurface (StructRNA *srna)
static void def_scatter (StructRNA *srna)
static void add (blender::Map< std::string, std::string > &messages, Message &msg)
static void def_sh_mix (StructRNA *srna)
static void def_cmp_viewer (StructRNA *srna)
static void def_colorramp (StructRNA *srna)
static void def_rgb_curve (StructRNA *srna)
static void def_cmp_alpha_over (StructRNA *srna)
static void def_cmp_blur (StructRNA *srna)
static void def_cmp_filter (StructRNA *srna)
static void def_cmp_map_value (StructRNA *srna)
ccl_device_inline int clamp (int a, int mn, int mx)
static void def_cmp_map_range (StructRNA *srna)
static void def_time (StructRNA *srna)
static void def_cmp_vector_blur (StructRNA *srna)
static void def_cmp_set_alpha (StructRNA *srna)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static void def_cmp_image (StructRNA *srna)
static void def_cmp_render_layers (StructRNA *srna)
static void def_cmp_composite (StructRNA *srna)
static void def_texture (StructRNA *srna)
static void def_cmp_translate (StructRNA *srna)
static void def_cmp_zcombine (StructRNA *srna)
static void def_cmp_dilate_erode (StructRNA *srna)
static void def_cmp_inpaint (StructRNA *srna)
static void def_cmp_despeckle (StructRNA *srna)
static void def_cmp_rotate (StructRNA *srna)
static double angle (const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
static void def_cmp_scale (StructRNA *srna)
static DBVT_INLINE btScalar size (const btDbvtVolume &a)
static void def_cmp_ycc (StructRNA *srna)
static void def_cmp_ycc (StructRNA *srna)
static void def_cmp_diff_matte (StructRNA *srna)
static void def_cmp_color_spill (StructRNA *srna)
static void def_cmp_chroma_matte (StructRNA *srna)
static void def_cmp_channel_matte (StructRNA *srna)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels (Deprecated)") DefNode(ShaderNode
static void def_cmp_flip (StructRNA *srna)
static void def_cmp_split (StructRNA *srna)
static void def_cmp_map_uv (StructRNA *srna)
static void def_cmp_id_mask (StructRNA *srna)
static void def_cmp_double_edge_mask (StructRNA *srna)
static void def_cmp_defocus (StructRNA *srna)
static void def_math (StructRNA *srna)
static void def_cmp_luma_matte (StructRNA *srna)
static void def_cmp_brightcontrast (StructRNA *srna)
static void def_cmp_invert (StructRNA *srna)
BLI_INLINE void Normalize (float no[3])
BLI_INLINE void Normalize (float no[3])
static void def_cmp_crop (StructRNA *srna)
static void def_cmp_dblur (StructRNA *srna)
static void def_cmp_bilateral_blur (StructRNA *srna)
static void def_cmp_premul_key (StructRNA *srna)
static void def_cmp_glare (StructRNA *srna)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static void def_cmp_tonemap (StructRNA *srna)
static void def_cmp_lensdist (StructRNA *srna)
static void def_cmp_levels (StructRNA *srna)
ccl_device_inline float average (const float2 a)
static void def_cmp_color_matte (StructRNA *srna)
static void def_cmp_distance_matte (StructRNA *srna)
float distance (float a, float b)
static void def_cmp_colorbalance (StructRNA *srna)
static void def_cmp_huecorrect (StructRNA *srna)
static void def_cmp_movieclip (StructRNA *srna)
static void dev_cmd_transform (StructRNA *srna)
static void rotate (float new_co[3], float a, const float ax[3], const float co[3])
static void def_cmp_stabilize2d (StructRNA *srna)
static void def_cmp_moviedistortion (StructRNA *srna)
static void def_cmp_boxmask (StructRNA *srna)
static void def_cmp_ellipsemask (StructRNA *srna)
static void def_cmp_bokehimage (StructRNA *srna)
static void def_cmp_bokehblur (StructRNA *srna)
static void def_cmp_switch (StructRNA *srna)
static void def_cmp_switch_view (StructRNA *)
static void def_cmp_colorcorrection (StructRNA *srna)
static void def_cmp_mask (StructRNA *srna)
static void def_cmp_keyingscreen (StructRNA *srna)
static void def_cmp_keying (StructRNA *srna)
ccl_device_inline int4 cast (const float4 a)
static void def_cmp_trackpos (StructRNA *srna)
static void def_cmp_pixelate (StructRNA *srna)
static void def_cmp_planetrackdeform (StructRNA *srna)
smooth(Type::FLOAT, "radius") .smooth(Type flat (Type::INT, "id")
void warp (const btVector3 &origin)
static void def_cmp_sunbeams (StructRNA *srna)
static void def_cmp_cryptomatte (StructRNA *srna)
static void def_cmp_cryptomatte_legacy (StructRNA *srna)
static void def_cmp_denoise (StructRNA *srna)
static void def_cmp_antialiasing (StructRNA *srna)
static void def_cmp_convert_color_space (StructRNA *srna)
static void def_cmp_combsep_color (StructRNA *srna)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels (Deprecated)") DefNode(ShaderNode
static void def_cmp_combsep_color (StructRNA *srna)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels (Deprecated)") DefNode(ShaderNode
static void def_cmp_kuwahara (StructRNA *srna)
static void def_tex_output (StructRNA *srna)
static void def_texture (StructRNA *srna)
static void def_tex_bricks (StructRNA *srna)
static void def_math (StructRNA *srna)
static void def_colorramp (StructRNA *srna)
static void def_tex_image (StructRNA *srna)
static void def_rgb_curve (StructRNA *srna)
static void def_time (StructRNA *srna)
static void def_tex_combsep_color (StructRNA *srna)
static void def_tex_combsep_color (StructRNA *srna)
static void def_float_to_int (StructRNA *srna)
static void def_fn_input_bool (StructRNA *srna)
static void def_fn_input_color (StructRNA *srna)
static void def_fn_input_int (StructRNA *srna)
static void def_fn_input_rotation (StructRNA *srna)
static void def_fn_input_string (StructRNA *srna)
static void def_fn_input_vector (StructRNA *srna)
static void InputVector (TransInfo *t, MouseInput *mi, const double mval[2], float output[3])
static void def_fn_random_value (StructRNA *srna)
static void def_fn_rotate_euler (StructRNA *srna)
static btMatrix3x3 Add (const btMatrix3x3 &a, const btMatrix3x3 &b)
static void rna_def_geo_bake (StructRNA *srna)
static char * generate (blender::Map< std::string, std::string > &messages, size_t *r_output_size)
static void rna_def_geo_capture_attribute (StructRNA *srna)
static void def_geo_curve_handle_type_selection (StructRNA *srna)
SIMD_FORCE_INLINE btScalar length (const btQuaternion &q)
 Return the length of a quaternion.
static void def_geo_curve_set_handle_type (StructRNA *srna)
static void rotate (float new_co[3], float a, const float ax[3], const float co[3])
static void def_geo_distribute_points_on_faces (StructRNA *srna)
KDTree *BLI_kdtree_nd_ new (unsigned int nodes_len_capacity)
static void def_geo_foreach_geometry_element_input (StructRNA *srna)
static void def_geo_foreach_geometry_element_output (StructRNA *srna)
static void rna_def_geo_gizmo_transform (StructRNA *srna)
static void def_geo_image_texture (StructRNA *srna)
static void def_geo_image (StructRNA *srna)
static void def_geo_index_switch (StructRNA *srna)
static double angle (const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
static void split (const char *text, const char *seps, char ***str, int *count)
IMETHOD void random (Vector &a)
 addDelta operator for displacement rotational velocity.
 if (data)
static void def_geo_input_material (StructRNA *srna)
static double angle (const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
SIMD_FORCE_INLINE btScalar length (const btQuaternion &q)
 Return the length of a quaternion.
SIMD_FORCE_INLINE btScalar length (const btQuaternion &q)
 Return the length of a quaternion.
float distance (float a, float b)
KDTree *BLI_kdtree_nd_ new (unsigned int nodes_len_capacity)
DBVT_INLINE void Merge (const btDbvtAabbMm &a, const btDbvtAabbMm &b, btDbvtAabbMm &r)
static void def_geo_menu_switch (StructRNA *srna)
DBVT_INLINE int Select (const btDbvtAabbMm &o, const btDbvtAabbMm &a, const btDbvtAabbMm &b)
DBVT_INLINE void Merge (const btDbvtAabbMm &a, const btDbvtAabbMm &b, btDbvtAabbMm &r)
DBVT_INLINE void Merge (const btDbvtAabbMm &a, const btDbvtAabbMm &b, btDbvtAabbMm &r)
float distance (float a, float b)
DBVT_INLINE void Merge (const btDbvtAabbMm &a, const btDbvtAabbMm &b, btDbvtAabbMm &r)
template<typename T>
static T Cube (const T &x)
float distance (float a, float b)
static int make (const char *input_file_name, const char *output_file_name)
float distance (float a, float b)
DBVT_INLINE btScalar Proximity (const btDbvtAabbMm &a, const btDbvtAabbMm &b)
DBVT_INLINE btScalar Proximity (const btDbvtAabbMm &a, const btDbvtAabbMm &b)
bool closest (btVector3 &v)
static void def_geo_repeat_input (StructRNA *srna)
static void def_geo_repeat_output (StructRNA *srna)
static void def_geo_curve_sample (StructRNA *srna)
float distance (float a, float b)
static void def_geo_sample_index (StructRNA *srna)
bool closest (btVector3 &v)
bool closest (btVector3 &v)
static double angle (const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
static DBVT_INLINE btScalar size (const btDbvtVolume &a)
static void def_geo_simulation_input (StructRNA *srna)
static void def_geo_simulation_output (StructRNA *srna)
static void def_geo_string_to_curves (StructRNA *srna)
KDTree *BLI_kdtree_nd_ new (unsigned int nodes_len_capacity)
static void rotate (float new_co[3], float a, const float ax[3], const float co[3])
template<typename T>
static T Cube (const T &x)

Variables

 NODE_GROUP
 def_group
 GROUP
 Group
 NODE_GROUP_OUTPUT
 def_group_output
 GROUP_OUTPUT
 GroupOutput
Group Output
Group Output data from inside of a node group SH_NODE_RGB
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker SH_NODE_MIX_RGB_LEGACY
Group Output data from inside of a node group A color picker def_mix_rgb
Group Output data from inside of a node group A color picker MIX_RGB
Group Output data from inside of a node group A color picker MixRGB
Group Output data from inside of a node group A color picker Mix two input colors SH_NODE_RGBTOBW
Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW
Group Output data from inside of a node group A color picker Mix two input colors RGBToBW
Group Output data from inside of a node group A color picker Mix two input colors RGB to BW
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value SH_NODE_NORMAL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value NORMAL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Normal
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product SH_NODE_BRIGHTCONTRAST
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BRIGHTCONTRAST
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BrightContrast
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Contrast
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color SH_NODE_CURVE_VEC
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color def_vector_curve
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color CURVE_VEC
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color VectorCurve
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Curves
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves SH_NODE_CAMERA
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves CAMERA
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves CameraData
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Data
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position SH_NODE_CLAMP
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position def_clamp
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position CLAMP
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum SH_NODE_VECTOR_MATH
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum def_vector_math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VECT_MATH
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VectorMath
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation SH_NODE_INVERT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Color
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invertcolor
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative SH_NODE_COMBRGB_LEGACY
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative COMBRGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative CombineRGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its red
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue SH_NODE_HUE_SAT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HueSaturation
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Value
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model SH_NODE_EEVEE_SPECULAR
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EEVEE_SPECULAR
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EeveeSpecular
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of metallic
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate SH_NODE_OUTPUT_WORLD
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate def_sh_output
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OUTPUT_WORLD
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OutputWorld
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World SH_NODE_FRESNEL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World FRESNEL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World Fresnel
in reality light always falls off quadratically SH_NODE_PARTICLE_INFO
in reality light always falls off quadratically PARTICLE_INFO
in reality light always falls off quadratically ParticleInfo
in reality light always falls off quadratically Particle Info
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
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 SH_NODE_POINT_INFO
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_INFO
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 PointInfo
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 SH_NODE_WIREFRAME
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 def_sh_tex_wireframe
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 WIREFRAME
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 Wireframe
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 nNote
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 SH_NODE_BLACKBODY
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 BLACKBODY
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 Blackbody
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 SH_NODE_NORMAL_MAP
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 def_sh_normal_map
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_MAP
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 NormalMap
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 Map
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 SH_NODE_SCRIPT
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 def_sh_script
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 SCRIPT
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 Script
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 SH_NODE_TEX_IMAGE
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 def_sh_tex_image
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 TEX_IMAGE
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 TexImage
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 Texture
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 SH_NODE_TEX_GABOR
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 def_sh_tex_gabor
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 TEX_GABOR
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 TexGabor
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 SH_NODE_TEX_GRADIENT
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 def_sh_tex_gradient
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 TEX_GRADIENT
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 TexGradient
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 SH_NODE_TEX_MAGIC
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 def_sh_tex_magic
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 TEX_MAGIC
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 TexMagic
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 SH_NODE_TEX_VORONOI
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 def_sh_tex_voronoi
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 TEX_VORONOI
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 TexVoronoi
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 stones
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 water
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 SH_NODE_TEX_BRICK
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 def_sh_tex_brick
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 TEX_BRICK
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 TexBrick
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 SH_NODE_TEX_COORD
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 def_sh_tex_coord
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 TEX_COORD
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 TexCoord
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 Coordinate
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 SH_NODE_VECT_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 def_sh_vect_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 VECT_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 VectorTransform
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 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 vector
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
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
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 camera
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 and object coordinate space SH_NODE_COMBHSV_LEGACY
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 and object coordinate space COMBHSV
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 and object coordinate space CombineHSV
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 and object coordinate space Combine HSV
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 and object coordinate space Combine Create a color from its hue
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 and object coordinate space Combine Create a color from its saturation
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 and object coordinate space Combine Create a color from its and value channels SH_NODE_VERTEX_COLOR
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 and object coordinate space Combine Create a color from its and value channels def_sh_vertex_color
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 and object coordinate space Combine Create a color from its and value channels VERTEX_COLOR
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 and object coordinate space Combine Create a color from its and value channels VertexColor
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 and object coordinate space Combine Create a color from its and value channels Color Attribute
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SH_NODE_SEPXYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SEPXYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SeparateXYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its X
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its Y
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components SH_NODE_BEVEL
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components def_sh_bevel
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components BEVEL
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Bevel
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders SH_NODE_VECTOR_DISPLACEMENT
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders def_sh_vector_displacement
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VECTOR_DISPLACEMENT
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VectorDisplacement
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displacement
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction SH_NODE_TEX_WHITE_NOISE
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction def_sh_tex_white_noise
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TEX_WHITE_NOISE
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TexWhiteNoise
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed SH_NODE_CURVE_FLOAT
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed def_float_curve
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed CURVE_FLOAT
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed FloatCurve
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Curve
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SH_NODE_SEPARATE_COLOR
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value def_sh_combsep_color
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World Fresnel
static AppViewview
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
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 nNote
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 nNote
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
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 nNote
bool enabled
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of metallic
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
 marble
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
Group Output data from inside of a node group RGB
Group Output data from inside of a node group RGB
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker def_mix_rgb
Group Output data from inside of a node group A color picker MIX_RGB
Group Output data from inside of a node group A color picker MixRGB
 Blend
Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW
Group Output data from inside of a node group A color picker Mix two input colors RGBToBW
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to BW
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value NORMAL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color def_vector_curve
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color CURVE_VEC
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT
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 and object coordinate space Combine HSV
local_group_size(16, 16) .push_constant(Type texture
local_group_size(16, 16) .push_constant(Type texture
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green
Group Output data from inside of a node group RGB
local_group_size(16, 16) .push_constant(Type texture
local_group_size(16, 16) .push_constant(Type texture
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BRIGHTCONTRAST
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BrightContrast
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Contrast
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
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 camera
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green
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 and object coordinate space Combine Create a color from its hue
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 and object coordinate space Combine Create a color from its saturation
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 camera
static int left
 x
 y
ListBase tracks
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 camera
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SeparateXYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker def_mix_rgb
Group Output data from inside of a node group A color picker MIX_RGB
Group Output data from inside of a node group A color picker MixRGB
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW
Group Output data from inside of a node group A color picker Mix two input colors RGBToBW
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to BW
Group Output data from inside of a node group RGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HueSaturation
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor
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 TEX_VORONOI
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 TEX_VORONOI
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 TexVoronoi
 Blend
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 TEX_MAGIC
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 TEX_MAGIC
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 TexMagic
 Marble
 Wood
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
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
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor
ATTR_WARN_UNUSED_RESULT const void * element
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
double result
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
static char ** types
ListBase splines
ParamHandle ** handles
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
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
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
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
uint top
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
static char faces [256]
ATTR_WARN_UNUSED_RESULT const void * element
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
static char faces [256]
static char faces [256]
static char faces [256]
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 char faces [256]
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
static blender::bke::bNodeSocketTemplate inputs []
local_group_size(16, 16) .push_constant(Type texture
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
ATTR_WARN_UNUSED_RESULT const void * element
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 camera
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
ParamHandle ** handles
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 float normals [][3]
static float normals [][3]
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
ATTR_WARN_UNUSED_RESULT const void * element
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
ATTR_WARN_UNUSED_RESULT const void * element
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
static float normals [][3]
static char faces [256]
static char faces [256]
static char faces [256]
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
ATTR_WARN_UNUSED_RESULT const void * element
ATTR_WARN_UNUSED_RESULT const void * element
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
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
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
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
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 nNote
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
static char faces [256]
static blender::bke::bNodeSocketTemplate inputs []
static blender::bke::bNodeSocketTemplate inputs []
static char faces [256]
uint top
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
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
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
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
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
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
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
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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
ATTR_WARN_UNUSED_RESULT const void * element
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
static char faces [256]
static blender::bke::bNodeSocketTemplate inputs []
static blender::bke::bNodeSocketTemplate outputs []
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
ParamHandle ** handles
static float normals [][3]
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
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
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
ATTR_WARN_UNUSED_RESULT const void * element
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
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 float normals [][3]
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
static ushort indices []
static char faces [256]
double result
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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
static char faces [256]
static char faces [256]
static blender::bke::bNodeSocketTemplate inputs []
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
ATTR_WARN_UNUSED_RESULT const void * element
static ushort indices []
static char faces [256]
GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection []
static AppViewview
uint top
static char faces [256]
static char faces [256]

Macro Definition Documentation

◆ A

#define A

◆ AT

#define AT

Useful for debugging.

Definition at line 626 of file BLI_utildefines.h.

◆ CMP_NODE_ALPHAOVER

#define CMP_NODE_ALPHAOVER

Definition at line 1022 of file BKE_node.hh.

◆ CMP_NODE_ANTIALIASING

#define CMP_NODE_ANTIALIASING

Definition at line 1088 of file BKE_node.hh.

◆ CMP_NODE_BILATERALBLUR

#define CMP_NODE_BILATERALBLUR

Definition at line 1068 of file BKE_node.hh.

◆ CMP_NODE_BLUR

#define CMP_NODE_BLUR

Definition at line 1023 of file BKE_node.hh.

◆ CMP_NODE_BOKEHBLUR

#define CMP_NODE_BOKEHBLUR

Definition at line 1101 of file BKE_node.hh.

◆ CMP_NODE_BOKEHIMAGE

#define CMP_NODE_BOKEHIMAGE

Definition at line 1100 of file BKE_node.hh.

◆ CMP_NODE_BRIGHTCONTRAST

#define CMP_NODE_BRIGHTCONTRAST

Definition at line 1062 of file BKE_node.hh.

◆ CMP_NODE_CHANNEL_MATTE

#define CMP_NODE_CHANNEL_MATTE

Definition at line 1050 of file BKE_node.hh.

◆ CMP_NODE_CHROMA_MATTE

#define CMP_NODE_CHROMA_MATTE

Definition at line 1049 of file BKE_node.hh.

◆ CMP_NODE_COLOR_MATTE

#define CMP_NODE_COLOR_MATTE

Definition at line 1072 of file BKE_node.hh.

◆ CMP_NODE_COLOR_SPILL

#define CMP_NODE_COLOR_SPILL

Definition at line 1048 of file BKE_node.hh.

◆ CMP_NODE_COLORBALANCE

#define CMP_NODE_COLORBALANCE

Definition at line 1073 of file BKE_node.hh.

◆ CMP_NODE_COLORCORRECTION

#define CMP_NODE_COLORCORRECTION

Definition at line 1097 of file BKE_node.hh.

◆ CMP_NODE_COMBHSVA_LEGACY

#define CMP_NODE_COMBHSVA_LEGACY

Definition at line 1059 of file BKE_node.hh.

◆ CMP_NODE_COMBINE_COLOR

#define CMP_NODE_COMBINE_COLOR

Definition at line 1118 of file BKE_node.hh.

◆ CMP_NODE_COMBINE_XYZ

#define CMP_NODE_COMBINE_XYZ

Definition at line 1117 of file BKE_node.hh.

◆ CMP_NODE_COMBRGBA_LEGACY

#define CMP_NODE_COMBRGBA_LEGACY

Definition at line 1039 of file BKE_node.hh.

◆ CMP_NODE_COMBYCCA_LEGACY

#define CMP_NODE_COMBYCCA_LEGACY

Definition at line 1044 of file BKE_node.hh.

◆ CMP_NODE_COMBYUVA_LEGACY

#define CMP_NODE_COMBYUVA_LEGACY

Definition at line 1046 of file BKE_node.hh.

◆ CMP_NODE_COMPOSITE

#define CMP_NODE_COMPOSITE

Definition at line 1034 of file BKE_node.hh.

◆ CMP_NODE_CONVERT_COLOR_SPACE

#define CMP_NODE_CONVERT_COLOR_SPACE

Definition at line 1114 of file BKE_node.hh.

◆ CMP_NODE_CORNERPIN

#define CMP_NODE_CORNERPIN

Definition at line 1107 of file BKE_node.hh.

◆ CMP_NODE_CROP

#define CMP_NODE_CROP

Definition at line 1066 of file BKE_node.hh.

◆ CMP_NODE_CRYPTOMATTE

#define CMP_NODE_CRYPTOMATTE

Definition at line 1112 of file BKE_node.hh.

◆ CMP_NODE_CRYPTOMATTE_LEGACY

#define CMP_NODE_CRYPTOMATTE_LEGACY

Definition at line 1109 of file BKE_node.hh.

◆ CMP_NODE_CURVE_RGB

#define CMP_NODE_CURVE_RGB

Definition at line 1021 of file BKE_node.hh.

◆ CMP_NODE_CURVE_VEC

#define CMP_NODE_CURVE_VEC

Definition at line 1020 of file BKE_node.hh.

◆ CMP_NODE_DBLUR

#define CMP_NODE_DBLUR

Definition at line 1067 of file BKE_node.hh.

◆ CMP_NODE_DEFOCUS

#define CMP_NODE_DEFOCUS

Definition at line 1057 of file BKE_node.hh.

◆ CMP_NODE_DENOISE

#define CMP_NODE_DENOISE

Definition at line 1110 of file BKE_node.hh.

◆ CMP_NODE_DESPECKLE

#define CMP_NODE_DESPECKLE

Definition at line 1087 of file BKE_node.hh.

◆ CMP_NODE_DIFF_MATTE

#define CMP_NODE_DIFF_MATTE

Definition at line 1047 of file BKE_node.hh.

◆ CMP_NODE_DILATEERODE

#define CMP_NODE_DILATEERODE

Definition at line 1040 of file BKE_node.hh.

◆ CMP_NODE_DISPLACE

#define CMP_NODE_DISPLACE

Definition at line 1058 of file BKE_node.hh.

◆ CMP_NODE_DIST_MATTE

#define CMP_NODE_DIST_MATTE

Definition at line 1070 of file BKE_node.hh.

◆ CMP_NODE_DOUBLEEDGEMASK

#define CMP_NODE_DOUBLEEDGEMASK

Definition at line 1079 of file BKE_node.hh.

◆ CMP_NODE_EXPOSURE

#define CMP_NODE_EXPOSURE

Definition at line 1111 of file BKE_node.hh.

◆ CMP_NODE_FILTER

#define CMP_NODE_FILTER

Definition at line 1024 of file BKE_node.hh.

◆ CMP_NODE_FLIP

#define CMP_NODE_FLIP

Definition at line 1051 of file BKE_node.hh.

◆ CMP_NODE_GAMMA

#define CMP_NODE_GAMMA

Definition at line 1063 of file BKE_node.hh.

◆ CMP_NODE_GLARE

#define CMP_NODE_GLARE

Definition at line 1092 of file BKE_node.hh.

◆ CMP_NODE_HUE_SAT

#define CMP_NODE_HUE_SAT

Definition at line 1031 of file BKE_node.hh.

◆ CMP_NODE_HUECORRECT

#define CMP_NODE_HUECORRECT

Definition at line 1074 of file BKE_node.hh.

◆ CMP_NODE_ID_MASK

#define CMP_NODE_ID_MASK

Definition at line 1056 of file BKE_node.hh.

◆ CMP_NODE_IMAGE

#define CMP_NODE_IMAGE

Definition at line 1032 of file BKE_node.hh.

◆ CMP_NODE_INPAINT

#define CMP_NODE_INPAINT

Definition at line 1086 of file BKE_node.hh.

◆ CMP_NODE_INVERT

#define CMP_NODE_INVERT

Definition at line 1064 of file BKE_node.hh.

◆ CMP_NODE_KEYING

#define CMP_NODE_KEYING

Definition at line 1084 of file BKE_node.hh.

◆ CMP_NODE_KEYINGSCREEN

#define CMP_NODE_KEYINGSCREEN

Definition at line 1083 of file BKE_node.hh.

◆ CMP_NODE_KUWAHARA

#define CMP_NODE_KUWAHARA

Definition at line 1089 of file BKE_node.hh.

◆ CMP_NODE_LENSDIST

#define CMP_NODE_LENSDIST

Definition at line 1094 of file BKE_node.hh.

◆ CMP_NODE_LUMA_MATTE

#define CMP_NODE_LUMA_MATTE

Definition at line 1061 of file BKE_node.hh.

◆ CMP_NODE_MAP_RANGE

#define CMP_NODE_MAP_RANGE

Definition at line 1105 of file BKE_node.hh.

◆ CMP_NODE_MAP_UV

#define CMP_NODE_MAP_UV

Definition at line 1055 of file BKE_node.hh.

◆ CMP_NODE_MAP_VALUE

#define CMP_NODE_MAP_VALUE

Definition at line 1025 of file BKE_node.hh.

◆ CMP_NODE_MASK

#define CMP_NODE_MASK

Definition at line 1082 of file BKE_node.hh.

◆ CMP_NODE_MASK_BOX

#define CMP_NODE_MASK_BOX

Definition at line 1098 of file BKE_node.hh.

◆ CMP_NODE_MASK_ELLIPSE

#define CMP_NODE_MASK_ELLIPSE

Definition at line 1099 of file BKE_node.hh.

◆ CMP_NODE_MATH

#define CMP_NODE_MATH

Definition at line 1060 of file BKE_node.hh.

◆ CMP_NODE_MIX_RGB

#define CMP_NODE_MIX_RGB

Definition at line 1016 of file BKE_node.hh.

◆ CMP_NODE_MOVIECLIP

#define CMP_NODE_MOVIECLIP

Definition at line 1075 of file BKE_node.hh.

◆ CMP_NODE_MOVIEDISTORTION

#define CMP_NODE_MOVIEDISTORTION

Definition at line 1078 of file BKE_node.hh.

◆ CMP_NODE_NORMAL

#define CMP_NODE_NORMAL

Definition at line 1019 of file BKE_node.hh.

◆ CMP_NODE_NORMALIZE

#define CMP_NODE_NORMALIZE

Definition at line 1065 of file BKE_node.hh.

◆ CMP_NODE_OUTPUT_FILE

#define CMP_NODE_OUTPUT_FILE

Definition at line 1035 of file BKE_node.hh.

◆ CMP_NODE_PIXELATE

#define CMP_NODE_PIXELATE

Definition at line 1103 of file BKE_node.hh.

◆ CMP_NODE_PLANETRACKDEFORM

#define CMP_NODE_PLANETRACKDEFORM

Definition at line 1106 of file BKE_node.hh.

◆ CMP_NODE_POSTERIZE

#define CMP_NODE_POSTERIZE

Definition at line 1113 of file BKE_node.hh.

◆ CMP_NODE_PREMULKEY

#define CMP_NODE_PREMULKEY

Definition at line 1069 of file BKE_node.hh.

◆ CMP_NODE_R_LAYERS

#define CMP_NODE_R_LAYERS

Definition at line 1033 of file BKE_node.hh.

◆ CMP_NODE_RGB

#define CMP_NODE_RGB

Definition at line 1014 of file BKE_node.hh.

◆ CMP_NODE_RGBTOBW

#define CMP_NODE_RGBTOBW

Definition at line 1018 of file BKE_node.hh.

◆ CMP_NODE_ROTATE

#define CMP_NODE_ROTATE

Definition at line 1041 of file BKE_node.hh.

◆ CMP_NODE_SCALE

#define CMP_NODE_SCALE

Definition at line 1042 of file BKE_node.hh.

◆ CMP_NODE_SCENE_TIME

#define CMP_NODE_SCENE_TIME

Definition at line 1115 of file BKE_node.hh.

◆ CMP_NODE_SEPARATE_COLOR

#define CMP_NODE_SEPARATE_COLOR

Definition at line 1119 of file BKE_node.hh.

◆ CMP_NODE_SEPARATE_XYZ

#define CMP_NODE_SEPARATE_XYZ

Definition at line 1116 of file BKE_node.hh.

◆ CMP_NODE_SEPHSVA_LEGACY

#define CMP_NODE_SEPHSVA_LEGACY

Definition at line 1029 of file BKE_node.hh.

◆ CMP_NODE_SEPRGBA_LEGACY

#define CMP_NODE_SEPRGBA_LEGACY

Definition at line 1028 of file BKE_node.hh.

◆ CMP_NODE_SEPYCCA_LEGACY

#define CMP_NODE_SEPYCCA_LEGACY

Definition at line 1043 of file BKE_node.hh.

◆ CMP_NODE_SEPYUVA_LEGACY

#define CMP_NODE_SEPYUVA_LEGACY

Definition at line 1045 of file BKE_node.hh.

◆ CMP_NODE_SETALPHA

#define CMP_NODE_SETALPHA

Definition at line 1030 of file BKE_node.hh.

◆ CMP_NODE_SPLIT

#define CMP_NODE_SPLIT

Definition at line 1090 of file BKE_node.hh.

◆ CMP_NODE_STABILIZE2D

#define CMP_NODE_STABILIZE2D

Definition at line 1076 of file BKE_node.hh.

◆ CMP_NODE_SUNBEAMS

#define CMP_NODE_SUNBEAMS

Definition at line 1095 of file BKE_node.hh.

◆ CMP_NODE_SWITCH

#define CMP_NODE_SWITCH

Definition at line 1102 of file BKE_node.hh.

◆ CMP_NODE_SWITCH_VIEW

#define CMP_NODE_SWITCH_VIEW

Definition at line 1108 of file BKE_node.hh.

◆ CMP_NODE_TEXTURE

#define CMP_NODE_TEXTURE

Definition at line 1036 of file BKE_node.hh.

◆ CMP_NODE_TIME

#define CMP_NODE_TIME

Definition at line 1026 of file BKE_node.hh.

◆ CMP_NODE_TONEMAP

#define CMP_NODE_TONEMAP

Definition at line 1093 of file BKE_node.hh.

◆ CMP_NODE_TRACKPOS

#define CMP_NODE_TRACKPOS

Definition at line 1085 of file BKE_node.hh.

◆ CMP_NODE_TRANSFORM

#define CMP_NODE_TRANSFORM

Definition at line 1077 of file BKE_node.hh.

◆ CMP_NODE_TRANSLATE

#define CMP_NODE_TRANSLATE

Definition at line 1037 of file BKE_node.hh.

◆ CMP_NODE_VALTORGB

#define CMP_NODE_VALTORGB

Definition at line 1017 of file BKE_node.hh.

◆ CMP_NODE_VALUE

#define CMP_NODE_VALUE

Definition at line 1015 of file BKE_node.hh.

◆ CMP_NODE_VECBLUR

#define CMP_NODE_VECBLUR

Definition at line 1027 of file BKE_node.hh.

◆ CMP_NODE_VIEW_LEVELS

#define CMP_NODE_VIEW_LEVELS

Definition at line 1071 of file BKE_node.hh.

◆ CMP_NODE_VIEWER

#define CMP_NODE_VIEWER

Definition at line 1013 of file BKE_node.hh.

◆ CMP_NODE_ZCOMBINE

#define CMP_NODE_ZCOMBINE

Definition at line 1038 of file BKE_node.hh.

◆ D [1/10]

#define D

◆ D [2/10]

#define D

◆ D [3/10]

#define D

◆ D [4/10]

#define D

◆ D [5/10]

#define D

◆ D [6/10]

#define D

◆ D [7/10]

#define D

◆ D [8/10]

#define D

◆ D [9/10]

#define D

◆ D [10/10]

#define D

◆ DefNode [1/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [2/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [3/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [4/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [5/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [6/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [7/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [8/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [9/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [10/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [11/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [12/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [13/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [14/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [15/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [16/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [17/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [18/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [19/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [20/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [21/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [22/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [23/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [24/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [25/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [26/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [27/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [28/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [29/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [30/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [31/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [32/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [33/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [34/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [35/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [36/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [37/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [38/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [39/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [40/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [41/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [42/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [43/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [44/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [45/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [46/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [47/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [48/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [49/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [50/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [51/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [52/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [53/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [54/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [55/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [56/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [57/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [58/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [59/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [60/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [61/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [62/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [63/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [64/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [65/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [66/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [67/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [68/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [69/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [70/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [71/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [72/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [73/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [74/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [75/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [76/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [77/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [78/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [79/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [80/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [81/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [82/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [83/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [84/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [85/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [86/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [87/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [88/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [89/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [90/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [91/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [92/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [93/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [94/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [95/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [96/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [97/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [98/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [99/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [100/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [101/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [102/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [103/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [104/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [105/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [106/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [107/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [108/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [109/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [110/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [111/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [112/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [113/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [114/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [115/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [116/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [117/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [118/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [119/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [120/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [121/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [122/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [123/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [124/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [125/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [126/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [127/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [128/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [129/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [130/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [131/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [132/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [133/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [134/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [135/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [136/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [137/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [138/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [139/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [140/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [141/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [142/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [143/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [144/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [145/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [146/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [147/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [148/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [149/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [150/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [151/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [152/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [153/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [154/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [155/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [156/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [157/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [158/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [159/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [160/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [161/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [162/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [163/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [164/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [165/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [166/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [167/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [168/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [169/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [170/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [171/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [172/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [173/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [174/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [175/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [176/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [177/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [178/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [179/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [180/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [181/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [182/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [183/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [184/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [185/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [186/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [187/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [188/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [189/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [190/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [191/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [192/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [193/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [194/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [195/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [196/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [197/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [198/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [199/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [200/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [201/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [202/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [203/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [204/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [205/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [206/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [207/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [208/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [209/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [210/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [211/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [212/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [213/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [214/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [215/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [216/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [217/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [218/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [219/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [220/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [221/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [222/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [223/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [224/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [225/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [226/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [227/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [228/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [229/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [230/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [231/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [232/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [233/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [234/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [235/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [236/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [237/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [238/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [239/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [240/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [241/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [242/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [243/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [244/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [245/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [246/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [247/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [248/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [249/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [250/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [251/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [252/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [253/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [254/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [255/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [256/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [257/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [258/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [259/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [260/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [261/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [262/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [263/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [264/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [265/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [266/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [267/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [268/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [269/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [270/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [271/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [272/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [273/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [274/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [275/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [276/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [277/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [278/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [279/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [280/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [281/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [282/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [283/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [284/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [285/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [286/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [287/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [288/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [289/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [290/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [291/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [292/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [293/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [294/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [295/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [296/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [297/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [298/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [299/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [300/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [301/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [302/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [303/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [304/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [305/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [306/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [307/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [308/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [309/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [310/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [311/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [312/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [313/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [314/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [315/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [316/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [317/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [318/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [319/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [320/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [321/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [322/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [323/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [324/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [325/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [326/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [327/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [328/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [329/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [330/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [331/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [332/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [333/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [334/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [335/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [336/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [337/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [338/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [339/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [340/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [341/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [342/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [343/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [344/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [345/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [346/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [347/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [348/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [349/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [350/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [351/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [352/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [353/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [354/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [355/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [356/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [357/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [358/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [359/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [360/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [361/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [362/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [363/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [364/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [365/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [366/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [367/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [368/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [369/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [370/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [371/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [372/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [373/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [374/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [375/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [376/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [377/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [378/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [379/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [380/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [381/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [382/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [383/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [384/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [385/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [386/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [387/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [388/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [389/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [390/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [391/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [392/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [393/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [394/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [395/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [396/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [397/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [398/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [399/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [400/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [401/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [402/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [403/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [404/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [405/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ DefNode [406/406]

#define DefNode ( Category,
ID,
DefFunc,
EnumName,
StructName,
UIName,
UIDesc )

Definition at line 16 of file NOD_static_types.h.

◆ Display

#define Display

Definition at line 25 of file GHOST_ContextVK.hh.

◆ final

#define final ( a,
b,
c )

Definition at line 23 of file BLI_hash.h.

◆ FN_NODE_ALIGN_EULER_TO_VECTOR

#define FN_NODE_ALIGN_EULER_TO_VECTOR

Definition at line 1401 of file BKE_node.hh.

◆ FN_NODE_ALIGN_ROTATION_TO_VECTOR

#define FN_NODE_ALIGN_ROTATION_TO_VECTOR

Definition at line 1425 of file BKE_node.hh.

◆ FN_NODE_AXES_TO_ROTATION

#define FN_NODE_AXES_TO_ROTATION

Definition at line 1429 of file BKE_node.hh.

◆ FN_NODE_AXIS_ANGLE_TO_ROTATION

#define FN_NODE_AXIS_ANGLE_TO_ROTATION

Definition at line 1408 of file BKE_node.hh.

◆ FN_NODE_BOOLEAN_MATH

#define FN_NODE_BOOLEAN_MATH

Definition at line 1389 of file BKE_node.hh.

◆ FN_NODE_COMBINE_COLOR

#define FN_NODE_COMBINE_COLOR

Definition at line 1407 of file BKE_node.hh.

◆ FN_NODE_COMBINE_MATRIX

#define FN_NODE_COMBINE_MATRIX

Definition at line 1426 of file BKE_node.hh.

◆ FN_NODE_COMBINE_TRANSFORM

#define FN_NODE_COMBINE_TRANSFORM

Definition at line 1420 of file BKE_node.hh.

◆ FN_NODE_COMPARE

#define FN_NODE_COMPARE

Definition at line 1390 of file BKE_node.hh.

◆ FN_NODE_EULER_TO_ROTATION

#define FN_NODE_EULER_TO_ROTATION

Definition at line 1409 of file BKE_node.hh.

◆ FN_NODE_FLOAT_TO_INT

#define FN_NODE_FLOAT_TO_INT

Definition at line 1394 of file BKE_node.hh.

◆ FN_NODE_HASH_VALUE

#define FN_NODE_HASH_VALUE

Definition at line 1430 of file BKE_node.hh.

◆ FN_NODE_INPUT_BOOL

#define FN_NODE_INPUT_BOOL

Definition at line 1404 of file BKE_node.hh.

◆ FN_NODE_INPUT_COLOR

#define FN_NODE_INPUT_COLOR

Definition at line 1402 of file BKE_node.hh.

◆ FN_NODE_INPUT_INT

#define FN_NODE_INPUT_INT

Definition at line 1405 of file BKE_node.hh.

◆ FN_NODE_INPUT_ROTATION

#define FN_NODE_INPUT_ROTATION

Definition at line 1428 of file BKE_node.hh.

◆ FN_NODE_INPUT_SPECIAL_CHARACTERS

#define FN_NODE_INPUT_SPECIAL_CHARACTERS

Definition at line 1398 of file BKE_node.hh.

◆ FN_NODE_INPUT_STRING

#define FN_NODE_INPUT_STRING

Definition at line 1393 of file BKE_node.hh.

◆ FN_NODE_INPUT_VECTOR

#define FN_NODE_INPUT_VECTOR

Definition at line 1392 of file BKE_node.hh.

◆ FN_NODE_INTEGER_MATH

#define FN_NODE_INTEGER_MATH

Definition at line 1431 of file BKE_node.hh.

◆ FN_NODE_INVERT_MATRIX

#define FN_NODE_INVERT_MATRIX

Definition at line 1422 of file BKE_node.hh.

◆ FN_NODE_INVERT_ROTATION

#define FN_NODE_INVERT_ROTATION

Definition at line 1416 of file BKE_node.hh.

◆ FN_NODE_MATRIX_DETERMINANT

#define FN_NODE_MATRIX_DETERMINANT

Definition at line 1432 of file BKE_node.hh.

◆ FN_NODE_MATRIX_MULTIPLY

#define FN_NODE_MATRIX_MULTIPLY

Definition at line 1419 of file BKE_node.hh.

◆ FN_NODE_PROJECT_POINT

#define FN_NODE_PROJECT_POINT

Definition at line 1424 of file BKE_node.hh.

◆ FN_NODE_QUATERNION_TO_ROTATION

#define FN_NODE_QUATERNION_TO_ROTATION

Definition at line 1410 of file BKE_node.hh.

◆ FN_NODE_RANDOM_VALUE

#define FN_NODE_RANDOM_VALUE

Definition at line 1399 of file BKE_node.hh.

◆ FN_NODE_REPLACE_STRING

#define FN_NODE_REPLACE_STRING

Definition at line 1403 of file BKE_node.hh.

◆ FN_NODE_ROTATE_EULER

#define FN_NODE_ROTATE_EULER

Definition at line 1400 of file BKE_node.hh.

◆ FN_NODE_ROTATE_ROTATION

#define FN_NODE_ROTATE_ROTATION

Definition at line 1415 of file BKE_node.hh.

◆ FN_NODE_ROTATE_VECTOR

#define FN_NODE_ROTATE_VECTOR

Definition at line 1414 of file BKE_node.hh.

◆ FN_NODE_ROTATION_TO_AXIS_ANGLE

#define FN_NODE_ROTATION_TO_AXIS_ANGLE

Definition at line 1411 of file BKE_node.hh.

◆ FN_NODE_ROTATION_TO_EULER

#define FN_NODE_ROTATION_TO_EULER

Definition at line 1412 of file BKE_node.hh.

◆ FN_NODE_ROTATION_TO_QUATERNION

#define FN_NODE_ROTATION_TO_QUATERNION

Definition at line 1413 of file BKE_node.hh.

◆ FN_NODE_SEPARATE_COLOR

#define FN_NODE_SEPARATE_COLOR

Definition at line 1406 of file BKE_node.hh.

◆ FN_NODE_SEPARATE_MATRIX

#define FN_NODE_SEPARATE_MATRIX

Definition at line 1427 of file BKE_node.hh.

◆ FN_NODE_SEPARATE_TRANSFORM

#define FN_NODE_SEPARATE_TRANSFORM

Definition at line 1421 of file BKE_node.hh.

◆ FN_NODE_SLICE_STRING

#define FN_NODE_SLICE_STRING

Definition at line 1397 of file BKE_node.hh.

◆ FN_NODE_STRING_LENGTH

#define FN_NODE_STRING_LENGTH

Definition at line 1396 of file BKE_node.hh.

◆ FN_NODE_TRANSFORM_DIRECTION

#define FN_NODE_TRANSFORM_DIRECTION

Definition at line 1418 of file BKE_node.hh.

◆ FN_NODE_TRANSFORM_POINT

#define FN_NODE_TRANSFORM_POINT

Definition at line 1417 of file BKE_node.hh.

◆ FN_NODE_TRANSPOSE_MATRIX

#define FN_NODE_TRANSPOSE_MATRIX

Definition at line 1423 of file BKE_node.hh.

◆ FN_NODE_VALUE_TO_STRING

#define FN_NODE_VALUE_TO_STRING

Definition at line 1395 of file BKE_node.hh.

◆ GEO_NODE_ACCUMULATE_FIELD

#define GEO_NODE_ACCUMULATE_FIELD

Definition at line 1276 of file BKE_node.hh.

◆ GEO_NODE_ATTRIBUTE_DOMAIN_SIZE

#define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE

Definition at line 1266 of file BKE_node.hh.

◆ GEO_NODE_ATTRIBUTE_STATISTIC

#define GEO_NODE_ATTRIBUTE_STATISTIC

Definition at line 1215 of file BKE_node.hh.

◆ GEO_NODE_BAKE

#define GEO_NODE_BAKE

Definition at line 1351 of file BKE_node.hh.

◆ GEO_NODE_BLUR_ATTRIBUTE

#define GEO_NODE_BLUR_ATTRIBUTE

Definition at line 1320 of file BKE_node.hh.

◆ GEO_NODE_BOUNDING_BOX

#define GEO_NODE_BOUNDING_BOX

Definition at line 1188 of file BKE_node.hh.

◆ GEO_NODE_CAPTURE_ATTRIBUTE

#define GEO_NODE_CAPTURE_ATTRIBUTE

Definition at line 1211 of file BKE_node.hh.

◆ GEO_NODE_COLLECTION_INFO

#define GEO_NODE_COLLECTION_INFO

Definition at line 1177 of file BKE_node.hh.

◆ GEO_NODE_CONVEX_HULL

#define GEO_NODE_CONVEX_HULL

Definition at line 1195 of file BKE_node.hh.

◆ GEO_NODE_CURVE_ENDPOINT_SELECTION

#define GEO_NODE_CURVE_ENDPOINT_SELECTION

Definition at line 1258 of file BKE_node.hh.

◆ GEO_NODE_CURVE_HANDLE_TYPE_SELECTION

#define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION

Definition at line 1233 of file BKE_node.hh.

◆ GEO_NODE_CURVE_LENGTH

#define GEO_NODE_CURVE_LENGTH

Definition at line 1194 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_ARC

#define GEO_NODE_CURVE_PRIMITIVE_ARC

Definition at line 1279 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT

#define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT

Definition at line 1200 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_CIRCLE

#define GEO_NODE_CURVE_PRIMITIVE_CIRCLE

Definition at line 1201 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_LINE

#define GEO_NODE_CURVE_PRIMITIVE_LINE

Definition at line 1203 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER

#define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER

Definition at line 1199 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL

#define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL

Definition at line 1204 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_SPIRAL

#define GEO_NODE_CURVE_PRIMITIVE_SPIRAL

Definition at line 1198 of file BKE_node.hh.

◆ GEO_NODE_CURVE_PRIMITIVE_STAR

#define GEO_NODE_CURVE_PRIMITIVE_STAR

Definition at line 1197 of file BKE_node.hh.

◆ GEO_NODE_CURVE_SET_HANDLE_TYPE

#define GEO_NODE_CURVE_SET_HANDLE_TYPE

Definition at line 1231 of file BKE_node.hh.

◆ GEO_NODE_CURVE_SPLINE_PARAMETER

#define GEO_NODE_CURVE_SPLINE_PARAMETER

Definition at line 1219 of file BKE_node.hh.

◆ GEO_NODE_CURVE_SPLINE_TYPE

#define GEO_NODE_CURVE_SPLINE_TYPE

Definition at line 1230 of file BKE_node.hh.

◆ GEO_NODE_CURVE_TO_MESH

#define GEO_NODE_CURVE_TO_MESH

Definition at line 1190 of file BKE_node.hh.

◆ GEO_NODE_CURVE_TO_POINTS

#define GEO_NODE_CURVE_TO_POINTS

Definition at line 1260 of file BKE_node.hh.

◆ GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT

#define GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT

Definition at line 1308 of file BKE_node.hh.

◆ GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE

#define GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE

Definition at line 1309 of file BKE_node.hh.

◆ GEO_NODE_CURVES_TO_GREASE_PENCIL

#define GEO_NODE_CURVES_TO_GREASE_PENCIL

Definition at line 1375 of file BKE_node.hh.

◆ GEO_NODE_DEFORM_CURVES_ON_SURFACE

#define GEO_NODE_DEFORM_CURVES_ON_SURFACE

Definition at line 1297 of file BKE_node.hh.

◆ GEO_NODE_DELETE_GEOMETRY

#define GEO_NODE_DELETE_GEOMETRY

Definition at line 1234 of file BKE_node.hh.

◆ GEO_NODE_DISTRIBUTE_POINTS_IN_GRID

#define GEO_NODE_DISTRIBUTE_POINTS_IN_GRID

Definition at line 1361 of file BKE_node.hh.

◆ GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME

#define GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME

Definition at line 1302 of file BKE_node.hh.

◆ GEO_NODE_DISTRIBUTE_POINTS_ON_FACES

#define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES

Definition at line 1221 of file BKE_node.hh.

◆ GEO_NODE_DUAL_MESH

#define GEO_NODE_DUAL_MESH

Definition at line 1267 of file BKE_node.hh.

◆ GEO_NODE_DUPLICATE_ELEMENTS

#define GEO_NODE_DUPLICATE_ELEMENTS

Definition at line 1284 of file BKE_node.hh.

◆ GEO_NODE_EDGE_PATHS_TO_CURVES

#define GEO_NODE_EDGE_PATHS_TO_CURVES

Definition at line 1299 of file BKE_node.hh.

◆ GEO_NODE_EDGE_PATHS_TO_SELECTION

#define GEO_NODE_EDGE_PATHS_TO_SELECTION

Definition at line 1300 of file BKE_node.hh.

◆ GEO_NODE_EDGES_TO_FACE_GROUPS

#define GEO_NODE_EDGES_TO_FACE_GROUPS

Definition at line 1323 of file BKE_node.hh.

◆ GEO_NODE_EVALUATE_AT_INDEX

#define GEO_NODE_EVALUATE_AT_INDEX

Definition at line 1278 of file BKE_node.hh.

◆ GEO_NODE_EVALUATE_ON_DOMAIN

#define GEO_NODE_EVALUATE_ON_DOMAIN

Definition at line 1293 of file BKE_node.hh.

◆ GEO_NODE_EXTRUDE_MESH

#define GEO_NODE_EXTRUDE_MESH

Definition at line 1282 of file BKE_node.hh.

◆ GEO_NODE_FILL_CURVE

#define GEO_NODE_FILL_CURVE

Definition at line 1206 of file BKE_node.hh.

◆ GEO_NODE_FILLET_CURVE

#define GEO_NODE_FILLET_CURVE

Definition at line 1220 of file BKE_node.hh.

◆ GEO_NODE_FLIP_FACES

#define GEO_NODE_FLIP_FACES

Definition at line 1280 of file BKE_node.hh.

◆ GEO_NODE_FOREACH_GEOMETRY_ELEMENT_INPUT

#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_INPUT

Definition at line 1379 of file BKE_node.hh.

◆ GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT

#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT

Definition at line 1380 of file BKE_node.hh.

◆ GEO_NODE_GEOMETRY_TO_INSTANCE

#define GEO_NODE_GEOMETRY_TO_INSTANCE

Definition at line 1272 of file BKE_node.hh.

◆ GEO_NODE_GET_NAMED_GRID

#define GEO_NODE_GET_NAMED_GRID

Definition at line 1352 of file BKE_node.hh.

◆ GEO_NODE_GIZMO_DIAL

#define GEO_NODE_GIZMO_DIAL

Definition at line 1373 of file BKE_node.hh.

◆ GEO_NODE_GIZMO_LINEAR

#define GEO_NODE_GIZMO_LINEAR

Definition at line 1372 of file BKE_node.hh.

◆ GEO_NODE_GIZMO_TRANSFORM

#define GEO_NODE_GIZMO_TRANSFORM

Definition at line 1374 of file BKE_node.hh.

◆ GEO_NODE_GREASE_PENCIL_TO_CURVES

#define GEO_NODE_GREASE_PENCIL_TO_CURVES

Definition at line 1376 of file BKE_node.hh.

◆ GEO_NODE_GRID_TO_MESH

#define GEO_NODE_GRID_TO_MESH

Definition at line 1360 of file BKE_node.hh.

◆ GEO_NODE_IMAGE

#define GEO_NODE_IMAGE

Definition at line 1321 of file BKE_node.hh.

◆ GEO_NODE_IMAGE_INFO

#define GEO_NODE_IMAGE_INFO

Definition at line 1319 of file BKE_node.hh.

◆ GEO_NODE_IMAGE_TEXTURE

#define GEO_NODE_IMAGE_TEXTURE

Definition at line 1262 of file BKE_node.hh.

◆ GEO_NODE_IMPORT_OBJ

#define GEO_NODE_IMPORT_OBJ

Definition at line 1370 of file BKE_node.hh.

◆ GEO_NODE_IMPORT_PLY

#define GEO_NODE_IMPORT_PLY

Definition at line 1377 of file BKE_node.hh.

◆ GEO_NODE_IMPORT_STL

#define GEO_NODE_IMPORT_STL

Definition at line 1369 of file BKE_node.hh.

◆ GEO_NODE_INDEX_OF_NEAREST

#define GEO_NODE_INDEX_OF_NEAREST

Definition at line 1329 of file BKE_node.hh.

◆ GEO_NODE_INDEX_SWITCH

#define GEO_NODE_INDEX_SWITCH

Definition at line 1349 of file BKE_node.hh.

◆ GEO_NODE_INPUT_ACTIVE_CAMERA

#define GEO_NODE_INPUT_ACTIVE_CAMERA

Definition at line 1350 of file BKE_node.hh.

◆ GEO_NODE_INPUT_CURVE_HANDLES

#define GEO_NODE_INPUT_CURVE_HANDLES

Definition at line 1238 of file BKE_node.hh.

◆ GEO_NODE_INPUT_CURVE_TILT

#define GEO_NODE_INPUT_CURVE_TILT

Definition at line 1237 of file BKE_node.hh.

◆ GEO_NODE_INPUT_EDGE_SMOOTH

#define GEO_NODE_INPUT_EDGE_SMOOTH

Definition at line 1346 of file BKE_node.hh.

◆ GEO_NODE_INPUT_FACE_SMOOTH

#define GEO_NODE_INPUT_FACE_SMOOTH

Definition at line 1239 of file BKE_node.hh.

◆ GEO_NODE_INPUT_ID

#define GEO_NODE_INPUT_ID

Definition at line 1264 of file BKE_node.hh.

◆ GEO_NODE_INPUT_INDEX

#define GEO_NODE_INPUT_INDEX

Definition at line 1209 of file BKE_node.hh.

◆ GEO_NODE_INPUT_INSTANCE_ROTATION

#define GEO_NODE_INPUT_INSTANCE_ROTATION

Definition at line 1289 of file BKE_node.hh.

◆ GEO_NODE_INPUT_INSTANCE_SCALE

#define GEO_NODE_INPUT_INSTANCE_SCALE

Definition at line 1290 of file BKE_node.hh.

◆ GEO_NODE_INPUT_INSTANCE_TRANSFORM

#define GEO_NODE_INPUT_INSTANCE_TRANSFORM

Definition at line 1368 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MATERIAL

#define GEO_NODE_INPUT_MATERIAL

Definition at line 1192 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MATERIAL_INDEX

#define GEO_NODE_INPUT_MATERIAL_INDEX

Definition at line 1249 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_EDGE_ANGLE

#define GEO_NODE_INPUT_MESH_EDGE_ANGLE

Definition at line 1277 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS

#define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS

Definition at line 1273 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_EDGE_VERTICES

#define GEO_NODE_INPUT_MESH_EDGE_VERTICES

Definition at line 1268 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_FACE_AREA

#define GEO_NODE_INPUT_MESH_FACE_AREA

Definition at line 1269 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_FACE_IS_PLANAR

#define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR

Definition at line 1285 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_FACE_NEIGHBORS

#define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS

Definition at line 1270 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_ISLAND

#define GEO_NODE_INPUT_MESH_ISLAND

Definition at line 1274 of file BKE_node.hh.

◆ GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS

#define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS

Definition at line 1271 of file BKE_node.hh.

◆ GEO_NODE_INPUT_NAMED_ATTRIBUTE

#define GEO_NODE_INPUT_NAMED_ATTRIBUTE

Definition at line 1287 of file BKE_node.hh.

◆ GEO_NODE_INPUT_NAMED_LAYER_SELECTION

#define GEO_NODE_INPUT_NAMED_LAYER_SELECTION

Definition at line 1348 of file BKE_node.hh.

◆ GEO_NODE_INPUT_NORMAL

#define GEO_NODE_INPUT_NORMAL

Definition at line 1210 of file BKE_node.hh.

◆ GEO_NODE_INPUT_POSITION

#define GEO_NODE_INPUT_POSITION

Definition at line 1207 of file BKE_node.hh.

◆ GEO_NODE_INPUT_RADIUS

#define GEO_NODE_INPUT_RADIUS

Definition at line 1236 of file BKE_node.hh.

◆ GEO_NODE_INPUT_SCENE_TIME

#define GEO_NODE_INPUT_SCENE_TIME

Definition at line 1275 of file BKE_node.hh.

◆ GEO_NODE_INPUT_SHORTEST_EDGE_PATHS

#define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS

Definition at line 1298 of file BKE_node.hh.

◆ GEO_NODE_INPUT_SPLINE_CYCLIC

#define GEO_NODE_INPUT_SPLINE_CYCLIC

Definition at line 1241 of file BKE_node.hh.

◆ GEO_NODE_INPUT_SPLINE_LENGTH

#define GEO_NODE_INPUT_SPLINE_LENGTH

Definition at line 1229 of file BKE_node.hh.

◆ GEO_NODE_INPUT_SPLINE_RESOLUTION

#define GEO_NODE_INPUT_SPLINE_RESOLUTION

Definition at line 1240 of file BKE_node.hh.

◆ GEO_NODE_INPUT_TANGENT

#define GEO_NODE_INPUT_TANGENT

Definition at line 1217 of file BKE_node.hh.

◆ GEO_NODE_INSTANCE_ON_POINTS

#define GEO_NODE_INSTANCE_ON_POINTS

Definition at line 1223 of file BKE_node.hh.

◆ GEO_NODE_INSTANCES_TO_POINTS

#define GEO_NODE_INSTANCES_TO_POINTS

Definition at line 1261 of file BKE_node.hh.

◆ GEO_NODE_INTERPOLATE_CURVES

#define GEO_NODE_INTERPOLATE_CURVES

Definition at line 1322 of file BKE_node.hh.

◆ GEO_NODE_IS_VIEWPORT

#define GEO_NODE_IS_VIEWPORT

Definition at line 1178 of file BKE_node.hh.

◆ GEO_NODE_JOIN_GEOMETRY

#define GEO_NODE_JOIN_GEOMETRY

Definition at line 1176 of file BKE_node.hh.

◆ GEO_NODE_MATERIAL_SELECTION

#define GEO_NODE_MATERIAL_SELECTION

Definition at line 1212 of file BKE_node.hh.

◆ GEO_NODE_MENU_SWITCH

#define GEO_NODE_MENU_SWITCH

Definition at line 1355 of file BKE_node.hh.

◆ GEO_NODE_MERGE_BY_DISTANCE

#define GEO_NODE_MERGE_BY_DISTANCE

Definition at line 1283 of file BKE_node.hh.

◆ GEO_NODE_MERGE_LAYERS

#define GEO_NODE_MERGE_LAYERS

Definition at line 1381 of file BKE_node.hh.

◆ GEO_NODE_MESH_BOOLEAN

#define GEO_NODE_MESH_BOOLEAN

Definition at line 1174 of file BKE_node.hh.

◆ GEO_NODE_MESH_FACE_GROUP_BOUNDARIES

#define GEO_NODE_MESH_FACE_GROUP_BOUNDARIES

Definition at line 1301 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_CIRCLE

#define GEO_NODE_MESH_PRIMITIVE_CIRCLE

Definition at line 1181 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_CONE

#define GEO_NODE_MESH_PRIMITIVE_CONE

Definition at line 1185 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_CUBE

#define GEO_NODE_MESH_PRIMITIVE_CUBE

Definition at line 1180 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_CYLINDER

#define GEO_NODE_MESH_PRIMITIVE_CYLINDER

Definition at line 1183 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_GRID

#define GEO_NODE_MESH_PRIMITIVE_GRID

Definition at line 1187 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE

#define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE

Definition at line 1184 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_LINE

#define GEO_NODE_MESH_PRIMITIVE_LINE

Definition at line 1186 of file BKE_node.hh.

◆ GEO_NODE_MESH_PRIMITIVE_UV_SPHERE

#define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE

Definition at line 1182 of file BKE_node.hh.

◆ GEO_NODE_MESH_TO_CURVE

#define GEO_NODE_MESH_TO_CURVE

Definition at line 1255 of file BKE_node.hh.

◆ GEO_NODE_MESH_TO_DENSITY_GRID

#define GEO_NODE_MESH_TO_DENSITY_GRID

Definition at line 1357 of file BKE_node.hh.

◆ GEO_NODE_MESH_TO_POINTS

#define GEO_NODE_MESH_TO_POINTS

Definition at line 1224 of file BKE_node.hh.

◆ GEO_NODE_MESH_TO_SDF_GRID

#define GEO_NODE_MESH_TO_SDF_GRID

Definition at line 1358 of file BKE_node.hh.

◆ GEO_NODE_MESH_TO_VOLUME

#define GEO_NODE_MESH_TO_VOLUME

Definition at line 1294 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE

#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE

Definition at line 1335 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE

#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE

Definition at line 1311 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX

#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX

Definition at line 1312 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER

#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER

Definition at line 1313 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX

#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX

Definition at line 1314 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER

#define GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER

Definition at line 1315 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE

#define GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE

Definition at line 1310 of file BKE_node.hh.

◆ GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER

#define GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER

Definition at line 1316 of file BKE_node.hh.

◆ GEO_NODE_OBJECT_INFO

#define GEO_NODE_OBJECT_INFO

Definition at line 1175 of file BKE_node.hh.

◆ GEO_NODE_OFFSET_POINT_IN_CURVE

#define GEO_NODE_OFFSET_POINT_IN_CURVE

Definition at line 1307 of file BKE_node.hh.

◆ GEO_NODE_POINTS

#define GEO_NODE_POINTS

Definition at line 1292 of file BKE_node.hh.

◆ GEO_NODE_POINTS_TO_CURVES

#define GEO_NODE_POINTS_TO_CURVES

Definition at line 1345 of file BKE_node.hh.

◆ GEO_NODE_POINTS_TO_SDF_GRID

#define GEO_NODE_POINTS_TO_SDF_GRID

Definition at line 1359 of file BKE_node.hh.

◆ GEO_NODE_POINTS_TO_VERTICES

#define GEO_NODE_POINTS_TO_VERTICES

Definition at line 1225 of file BKE_node.hh.

◆ GEO_NODE_POINTS_TO_VOLUME

#define GEO_NODE_POINTS_TO_VOLUME

Definition at line 1232 of file BKE_node.hh.

◆ GEO_NODE_PROXIMITY

#define GEO_NODE_PROXIMITY

Definition at line 1227 of file BKE_node.hh.

◆ GEO_NODE_RAYCAST

#define GEO_NODE_RAYCAST

Definition at line 1259 of file BKE_node.hh.

◆ GEO_NODE_REALIZE_INSTANCES

#define GEO_NODE_REALIZE_INSTANCES

Definition at line 1214 of file BKE_node.hh.

◆ GEO_NODE_REMOVE_ATTRIBUTE

#define GEO_NODE_REMOVE_ATTRIBUTE

Definition at line 1288 of file BKE_node.hh.

◆ GEO_NODE_REPEAT_INPUT

#define GEO_NODE_REPEAT_INPUT

Definition at line 1338 of file BKE_node.hh.

◆ GEO_NODE_REPEAT_OUTPUT

#define GEO_NODE_REPEAT_OUTPUT

Definition at line 1339 of file BKE_node.hh.

◆ GEO_NODE_REPLACE_MATERIAL

#define GEO_NODE_REPLACE_MATERIAL

Definition at line 1193 of file BKE_node.hh.

◆ GEO_NODE_RESAMPLE_CURVE

#define GEO_NODE_RESAMPLE_CURVE

Definition at line 1191 of file BKE_node.hh.

◆ GEO_NODE_REVERSE_CURVE

#define GEO_NODE_REVERSE_CURVE

Definition at line 1226 of file BKE_node.hh.

◆ GEO_NODE_ROTATE_INSTANCES

#define GEO_NODE_ROTATE_INSTANCES

Definition at line 1253 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_CURVE

#define GEO_NODE_SAMPLE_CURVE

Definition at line 1216 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_GRID

#define GEO_NODE_SAMPLE_GRID

Definition at line 1356 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_GRID_INDEX

#define GEO_NODE_SAMPLE_GRID_INDEX

Definition at line 1365 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_INDEX

#define GEO_NODE_SAMPLE_INDEX

Definition at line 1304 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_NEAREST

#define GEO_NODE_SAMPLE_NEAREST

Definition at line 1305 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_NEAREST_SURFACE

#define GEO_NODE_SAMPLE_NEAREST_SURFACE

Definition at line 1306 of file BKE_node.hh.

◆ GEO_NODE_SAMPLE_UV_SURFACE

#define GEO_NODE_SAMPLE_UV_SURFACE

Definition at line 1317 of file BKE_node.hh.

◆ GEO_NODE_SCALE_ELEMENTS

#define GEO_NODE_SCALE_ELEMENTS

Definition at line 1281 of file BKE_node.hh.

◆ GEO_NODE_SCALE_INSTANCES

#define GEO_NODE_SCALE_INSTANCES

Definition at line 1252 of file BKE_node.hh.

◆ GEO_NODE_SDF_GRID_BOOLEAN

#define GEO_NODE_SDF_GRID_BOOLEAN

Definition at line 1362 of file BKE_node.hh.

◆ GEO_NODE_SELF_OBJECT

#define GEO_NODE_SELF_OBJECT

Definition at line 1303 of file BKE_node.hh.

◆ GEO_NODE_SEPARATE_COMPONENTS

#define GEO_NODE_SEPARATE_COMPONENTS

Definition at line 1196 of file BKE_node.hh.

◆ GEO_NODE_SEPARATE_GEOMETRY

#define GEO_NODE_SEPARATE_GEOMETRY

Definition at line 1235 of file BKE_node.hh.

◆ GEO_NODE_SET_CURVE_HANDLES

#define GEO_NODE_SET_CURVE_HANDLES

Definition at line 1244 of file BKE_node.hh.

◆ GEO_NODE_SET_CURVE_NORMAL

#define GEO_NODE_SET_CURVE_NORMAL

Definition at line 1318 of file BKE_node.hh.

◆ GEO_NODE_SET_CURVE_RADIUS

#define GEO_NODE_SET_CURVE_RADIUS

Definition at line 1242 of file BKE_node.hh.

◆ GEO_NODE_SET_CURVE_TILT

#define GEO_NODE_SET_CURVE_TILT

Definition at line 1243 of file BKE_node.hh.

◆ GEO_NODE_SET_GEOMETRY_NAME

#define GEO_NODE_SET_GEOMETRY_NAME

Definition at line 1371 of file BKE_node.hh.

◆ GEO_NODE_SET_ID

#define GEO_NODE_SET_ID

Definition at line 1265 of file BKE_node.hh.

◆ GEO_NODE_SET_INSTANCE_TRANSFORM

#define GEO_NODE_SET_INSTANCE_TRANSFORM

Definition at line 1367 of file BKE_node.hh.

◆ GEO_NODE_SET_MATERIAL

#define GEO_NODE_SET_MATERIAL

Definition at line 1213 of file BKE_node.hh.

◆ GEO_NODE_SET_MATERIAL_INDEX

#define GEO_NODE_SET_MATERIAL_INDEX

Definition at line 1250 of file BKE_node.hh.

◆ GEO_NODE_SET_POINT_RADIUS

#define GEO_NODE_SET_POINT_RADIUS

Definition at line 1248 of file BKE_node.hh.

◆ GEO_NODE_SET_POSITION

#define GEO_NODE_SET_POSITION

Definition at line 1208 of file BKE_node.hh.

◆ GEO_NODE_SET_SHADE_SMOOTH

#define GEO_NODE_SET_SHADE_SMOOTH

Definition at line 1245 of file BKE_node.hh.

◆ GEO_NODE_SET_SPLINE_CYCLIC

#define GEO_NODE_SET_SPLINE_CYCLIC

Definition at line 1247 of file BKE_node.hh.

◆ GEO_NODE_SET_SPLINE_RESOLUTION

#define GEO_NODE_SET_SPLINE_RESOLUTION

Definition at line 1246 of file BKE_node.hh.

◆ GEO_NODE_SIMULATION_INPUT

#define GEO_NODE_SIMULATION_INPUT

Definition at line 1331 of file BKE_node.hh.

◆ GEO_NODE_SIMULATION_OUTPUT

#define GEO_NODE_SIMULATION_OUTPUT

Definition at line 1332 of file BKE_node.hh.

◆ GEO_NODE_SORT_ELEMENTS

#define GEO_NODE_SORT_ELEMENTS

Definition at line 1354 of file BKE_node.hh.

◆ GEO_NODE_SPLIT_EDGES

#define GEO_NODE_SPLIT_EDGES

Definition at line 1254 of file BKE_node.hh.

◆ GEO_NODE_SPLIT_TO_INSTANCES

#define GEO_NODE_SPLIT_TO_INSTANCES

Definition at line 1347 of file BKE_node.hh.

◆ GEO_NODE_STORE_NAMED_ATTRIBUTE

#define GEO_NODE_STORE_NAMED_ATTRIBUTE

Definition at line 1286 of file BKE_node.hh.

◆ GEO_NODE_STORE_NAMED_GRID

#define GEO_NODE_STORE_NAMED_GRID

Definition at line 1353 of file BKE_node.hh.

◆ GEO_NODE_STRING_JOIN

#define GEO_NODE_STRING_JOIN

Definition at line 1218 of file BKE_node.hh.

◆ GEO_NODE_STRING_TO_CURVES

#define GEO_NODE_STRING_TO_CURVES

Definition at line 1222 of file BKE_node.hh.

◆ GEO_NODE_SUBDIVIDE_CURVE

#define GEO_NODE_SUBDIVIDE_CURVE

Definition at line 1228 of file BKE_node.hh.

◆ GEO_NODE_SUBDIVIDE_MESH

#define GEO_NODE_SUBDIVIDE_MESH

Definition at line 1179 of file BKE_node.hh.

◆ GEO_NODE_SUBDIVISION_SURFACE

#define GEO_NODE_SUBDIVISION_SURFACE

Definition at line 1257 of file BKE_node.hh.

◆ GEO_NODE_SWITCH

#define GEO_NODE_SWITCH

Definition at line 1189 of file BKE_node.hh.

◆ GEO_NODE_TOOL_3D_CURSOR

#define GEO_NODE_TOOL_3D_CURSOR

Definition at line 1342 of file BKE_node.hh.

◆ GEO_NODE_TOOL_ACTIVE_ELEMENT

#define GEO_NODE_TOOL_ACTIVE_ELEMENT

Definition at line 1366 of file BKE_node.hh.

◆ GEO_NODE_TOOL_FACE_SET

#define GEO_NODE_TOOL_FACE_SET

Definition at line 1343 of file BKE_node.hh.

◆ GEO_NODE_TOOL_MOUSE_POSITION

#define GEO_NODE_TOOL_MOUSE_POSITION

Definition at line 1364 of file BKE_node.hh.

◆ GEO_NODE_TOOL_SELECTION

#define GEO_NODE_TOOL_SELECTION

Definition at line 1340 of file BKE_node.hh.

◆ GEO_NODE_TOOL_SET_FACE_SET

#define GEO_NODE_TOOL_SET_FACE_SET

Definition at line 1344 of file BKE_node.hh.

◆ GEO_NODE_TOOL_SET_SELECTION

#define GEO_NODE_TOOL_SET_SELECTION

Definition at line 1341 of file BKE_node.hh.

◆ GEO_NODE_TOOL_VIEWPORT_TRANSFORM

#define GEO_NODE_TOOL_VIEWPORT_TRANSFORM

Definition at line 1363 of file BKE_node.hh.

◆ GEO_NODE_TRANSFORM_GEOMETRY

#define GEO_NODE_TRANSFORM_GEOMETRY

Definition at line 1173 of file BKE_node.hh.

◆ GEO_NODE_TRANSLATE_INSTANCES

#define GEO_NODE_TRANSLATE_INSTANCES

Definition at line 1251 of file BKE_node.hh.

◆ GEO_NODE_TRIANGULATE

#define GEO_NODE_TRIANGULATE

Definition at line 1172 of file BKE_node.hh.

◆ GEO_NODE_TRIM_CURVE

#define GEO_NODE_TRIM_CURVE

Definition at line 1205 of file BKE_node.hh.

◆ GEO_NODE_UV_PACK_ISLANDS

#define GEO_NODE_UV_PACK_ISLANDS

Definition at line 1296 of file BKE_node.hh.

◆ GEO_NODE_UV_UNWRAP

#define GEO_NODE_UV_UNWRAP

Definition at line 1295 of file BKE_node.hh.

◆ GEO_NODE_VIEWER

#define GEO_NODE_VIEWER

Definition at line 1202 of file BKE_node.hh.

◆ GEO_NODE_VOLUME_CUBE

#define GEO_NODE_VOLUME_CUBE

Definition at line 1291 of file BKE_node.hh.

◆ GEO_NODE_VOLUME_TO_MESH

#define GEO_NODE_VOLUME_TO_MESH

Definition at line 1263 of file BKE_node.hh.

◆ GEO_NODE_WARNING

#define GEO_NODE_WARNING

Definition at line 1378 of file BKE_node.hh.

◆ MASK

#define MASK

◆ NORMALIZE

#define NORMALIZE ( input,
output_expect )

Definition at line 50 of file BLI_path_utils_test.cc.

◆ output [1/6]

#define output

◆ output [2/6]

#define output

◆ output [3/6]

#define output

◆ output [4/6]

#define output

◆ output [5/6]

#define output

◆ output [6/6]

#define output

◆ SH_NODE_ADD_SHADER

#define SH_NODE_ADD_SHADER

Definition at line 940 of file BKE_node.hh.

◆ SH_NODE_AMBIENT_OCCLUSION

#define SH_NODE_AMBIENT_OCCLUSION

Definition at line 956 of file BKE_node.hh.

◆ SH_NODE_ATTRIBUTE

#define SH_NODE_ATTRIBUTE

Definition at line 919 of file BKE_node.hh.

◆ SH_NODE_BACKGROUND

#define SH_NODE_BACKGROUND

Definition at line 920 of file BKE_node.hh.

◆ SH_NODE_BSDF_DIFFUSE

#define SH_NODE_BSDF_DIFFUSE

Definition at line 922 of file BKE_node.hh.

◆ SH_NODE_BSDF_GLASS

#define SH_NODE_BSDF_GLASS

Definition at line 924 of file BKE_node.hh.

◆ SH_NODE_BSDF_GLOSSY

#define SH_NODE_BSDF_GLOSSY

Definition at line 921 of file BKE_node.hh.

◆ SH_NODE_BSDF_HAIR

#define SH_NODE_BSDF_HAIR

Definition at line 969 of file BKE_node.hh.

◆ SH_NODE_BSDF_HAIR_PRINCIPLED

#define SH_NODE_BSDF_HAIR_PRINCIPLED

Definition at line 985 of file BKE_node.hh.

◆ SH_NODE_BSDF_METALLIC

#define SH_NODE_BSDF_METALLIC

Definition at line 1000 of file BKE_node.hh.

◆ SH_NODE_BSDF_PRINCIPLED

#define SH_NODE_BSDF_PRINCIPLED

Definition at line 977 of file BKE_node.hh.

◆ SH_NODE_BSDF_RAY_PORTAL

#define SH_NODE_BSDF_RAY_PORTAL

Definition at line 998 of file BKE_node.hh.

◆ SH_NODE_BSDF_REFRACTION

#define SH_NODE_BSDF_REFRACTION

Definition at line 957 of file BKE_node.hh.

◆ SH_NODE_BSDF_SHEEN

#define SH_NODE_BSDF_SHEEN

Definition at line 927 of file BKE_node.hh.

◆ SH_NODE_BSDF_TOON

#define SH_NODE_BSDF_TOON

Definition at line 963 of file BKE_node.hh.

◆ SH_NODE_BSDF_TRANSLUCENT

#define SH_NODE_BSDF_TRANSLUCENT

Definition at line 925 of file BKE_node.hh.

◆ SH_NODE_BSDF_TRANSPARENT

#define SH_NODE_BSDF_TRANSPARENT

Definition at line 926 of file BKE_node.hh.

◆ SH_NODE_EMISSION

#define SH_NODE_EMISSION

Definition at line 928 of file BKE_node.hh.

◆ SH_NODE_HOLDOUT

#define SH_NODE_HOLDOUT

Definition at line 943 of file BKE_node.hh.

◆ SH_NODE_LAYER_WEIGHT

#define SH_NODE_LAYER_WEIGHT

Definition at line 944 of file BKE_node.hh.

◆ SH_NODE_LIGHT_FALLOFF

#define SH_NODE_LIGHT_FALLOFF

Definition at line 950 of file BKE_node.hh.

◆ SH_NODE_LIGHT_PATH

#define SH_NODE_LIGHT_PATH

Definition at line 930 of file BKE_node.hh.

◆ SH_NODE_MIX

#define SH_NODE_MIX

Definition at line 997 of file BKE_node.hh.

◆ SH_NODE_MIX_SHADER

#define SH_NODE_MIX_SHADER

Definition at line 918 of file BKE_node.hh.

◆ SH_NODE_NEW_GEOMETRY

#define SH_NODE_NEW_GEOMETRY

Definition at line 929 of file BKE_node.hh.

◆ SH_NODE_SUBSURFACE_SCATTERING

#define SH_NODE_SUBSURFACE_SCATTERING

Definition at line 961 of file BKE_node.hh.

◆ SH_NODE_VOLUME_ABSORPTION

#define SH_NODE_VOLUME_ABSORPTION

Definition at line 945 of file BKE_node.hh.

◆ SH_NODE_VOLUME_PRINCIPLED

#define SH_NODE_VOLUME_PRINCIPLED

Definition at line 983 of file BKE_node.hh.

◆ SH_NODE_VOLUME_SCATTER

#define SH_NODE_VOLUME_SCATTER

Definition at line 946 of file BKE_node.hh.

◆ SPLIT

#define SPLIT

Definition at line 139 of file btConvexHull.cpp.

◆ Split [1/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [2/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [3/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [4/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [5/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [6/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [7/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [8/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [9/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [10/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ Split [11/11]

#define Split ( a,
ahi,
alo )

Definition at line 230 of file math_boolean.cc.

◆ TEX_NODE_AT

#define TEX_NODE_AT

Definition at line 1158 of file BKE_node.hh.

◆ TEX_NODE_BRICKS

#define TEX_NODE_BRICKS

Definition at line 1139 of file BKE_node.hh.

◆ TEX_NODE_CHECKER

#define TEX_NODE_CHECKER

Definition at line 1137 of file BKE_node.hh.

◆ TEX_NODE_COMBINE_COLOR

#define TEX_NODE_COMBINE_COLOR

Definition at line 1159 of file BKE_node.hh.

◆ TEX_NODE_COMPOSE_LEGACY

#define TEX_NODE_COMPOSE_LEGACY

Definition at line 1154 of file BKE_node.hh.

◆ TEX_NODE_COORD

#define TEX_NODE_COORD

Definition at line 1152 of file BKE_node.hh.

◆ TEX_NODE_CURVE_RGB

#define TEX_NODE_CURVE_RGB

Definition at line 1145 of file BKE_node.hh.

◆ TEX_NODE_CURVE_TIME

#define TEX_NODE_CURVE_TIME

Definition at line 1148 of file BKE_node.hh.

◆ TEX_NODE_DECOMPOSE_LEGACY

#define TEX_NODE_DECOMPOSE_LEGACY

Definition at line 1155 of file BKE_node.hh.

◆ TEX_NODE_DISTANCE

#define TEX_NODE_DISTANCE

Definition at line 1153 of file BKE_node.hh.

◆ TEX_NODE_HUE_SAT

#define TEX_NODE_HUE_SAT

Definition at line 1147 of file BKE_node.hh.

◆ TEX_NODE_IMAGE

#define TEX_NODE_IMAGE

Definition at line 1144 of file BKE_node.hh.

◆ TEX_NODE_INVERT

#define TEX_NODE_INVERT

Definition at line 1146 of file BKE_node.hh.

◆ TEX_NODE_MATH

#define TEX_NODE_MATH

Definition at line 1140 of file BKE_node.hh.

◆ TEX_NODE_MIX_RGB

#define TEX_NODE_MIX_RGB

Definition at line 1141 of file BKE_node.hh.

◆ TEX_NODE_OUTPUT

#define TEX_NODE_OUTPUT

Definition at line 1136 of file BKE_node.hh.

◆ TEX_NODE_PROC [1/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [2/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [3/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [4/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [5/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [6/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [7/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [8/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [9/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_PROC [10/10]

#define TEX_NODE_PROC

Definition at line 1163 of file BKE_node.hh.

◆ TEX_NODE_RGBTOBW

#define TEX_NODE_RGBTOBW

Definition at line 1142 of file BKE_node.hh.

◆ TEX_NODE_ROTATE

#define TEX_NODE_ROTATE

Definition at line 1149 of file BKE_node.hh.

◆ TEX_NODE_SCALE

#define TEX_NODE_SCALE

Definition at line 1157 of file BKE_node.hh.

◆ TEX_NODE_SEPARATE_COLOR

#define TEX_NODE_SEPARATE_COLOR

Definition at line 1160 of file BKE_node.hh.

◆ TEX_NODE_TEXTURE

#define TEX_NODE_TEXTURE

Definition at line 1138 of file BKE_node.hh.

◆ TEX_NODE_TRANSLATE

#define TEX_NODE_TRANSLATE

Definition at line 1151 of file BKE_node.hh.

◆ TEX_NODE_VALTONOR

#define TEX_NODE_VALTONOR

Definition at line 1156 of file BKE_node.hh.

◆ TEX_NODE_VALTORGB

#define TEX_NODE_VALTORGB

Definition at line 1143 of file BKE_node.hh.

◆ TEX_NODE_VIEWER

#define TEX_NODE_VIEWER

Definition at line 1150 of file BKE_node.hh.

◆ XY [1/2]

#define XY ( _x,
_y )

◆ XY [2/2]

#define XY ( _x,
_y )

◆ Z [1/2]

#define Z

Definition at line 206 of file GeomUtils.cpp.

◆ Z [2/2]

#define Z

Definition at line 206 of file GeomUtils.cpp.

Typedef Documentation

◆ Instance [1/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

◆ Instance [2/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

◆ Instance [3/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

◆ Instance [4/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

◆ Instance [5/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

◆ Instance [6/6]

using Instance

Definition at line 36 of file overlay_engine.cc.

Function Documentation

◆ above()

int above ( btVector3 * vertices,
const int3 & t,
const btVector3 & p,
btScalar epsilon )

Definition at line 289 of file btConvexHull.cpp.

◆ Add() [1/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ Add() [2/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ Add() [3/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ Add() [4/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ Add() [5/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ Add() [6/6]

btMatrix3x3 Add ( const btMatrix3x3 & a,
const btMatrix3x3 & b )
inlinestatic

Definition at line 966 of file btSoftBodyInternals.h.

◆ add() [1/2]

void add ( blender::Map< std::string, std::string > & messages,
Message & msg )
static

Definition at line 227 of file msgfmt.cc.

◆ add() [2/2]

void add ( blender::Map< std::string, std::string > & messages,
Message & msg )
static

Definition at line 227 of file msgfmt.cc.

◆ angle() [1/5]

double angle ( const Eigen::Vector3d & v1,
const Eigen::Vector3d & v2 )
inlinestatic

Definition at line 125 of file IK_Math.h.

◆ angle() [2/5]

double angle ( const Eigen::Vector3d & v1,
const Eigen::Vector3d & v2 )
inlinestatic

Definition at line 125 of file IK_Math.h.

◆ angle() [3/5]

double angle ( const Eigen::Vector3d & v1,
const Eigen::Vector3d & v2 )
inlinestatic

Definition at line 125 of file IK_Math.h.

◆ angle() [4/5]

double angle ( const Eigen::Vector3d & v1,
const Eigen::Vector3d & v2 )
inlinestatic

Definition at line 125 of file IK_Math.h.

◆ angle() [5/5]

double angle ( const Eigen::Vector3d & v1,
const Eigen::Vector3d & v2 )
inlinestatic

Definition at line 125 of file IK_Math.h.

◆ average()

ccl_device_inline float average ( const float2 a)

Definition at line 128 of file math_float2.h.

◆ cast()

ccl_device_inline int4 cast ( const float4 a)

Definition at line 29 of file math_float4.h.

◆ channels() [1/4]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels ( Deprecated )

References CombineRGB, DefNode, and SH_NODE_COMBRGB_LEGACY.

Referenced by accessor_get_image_callback(), blender::realtime_compositor::FileOutput::add_pass(), blender::realtime_compositor::FileOutput::add_view(), all_strips_from_context(), animsys_evaluate_nla_domain(), libmv::internal::LookupWarpGrid::Apply(), blender::ed::object::bias_tangent_normal_pixels(), BKE_volume_grid_dense_floats(), BLF_str_offset_to_glyph_bounds(), bssrdf_num_channels(), blender::deg::DepsgraphRelationBuilder::build_animdata_action_targets(), blender::animrig::StripKeyframeData::channelbag_for_slot(), blender::animrig::StripKeyframeData::channelbag_for_slot_add(), collection_filter_rendered_strips(), colormanagement_transform_ex(), FallbackImpl::cpuProcessorApply(), FallbackImpl::cpuProcessorApply_predivide(), blender::imbuf::tests::create_6x2_test_image_fl(), createTransSeqImageData(), curve_mapping_apply_pixel(), display_buffer_apply_get_linear_buffer(), display_buffer_init_handle(), libmv::CameraIntrinsics::DistortBuffer(), do_adjustment_impl(), do_display_buffer_apply_thread(), do_multicam(), do_processor_transform_thread(), do_render_strip_seqbase(), drw_command_clear(), DRW_shgroup_clear_framebuffer(), ED_image_draw_info(), ED_sequencer_can_select_handle(), ED_sequencer_selected_strips_from_context(), engine_render_add_result_pass_cb(), ENUM_OPERATORS(), exr_channels_in_multi_part_file(), exr_is_half_float(), exr_print_filecontents(), exr_printf(), exr_rgba_channelname(), fill_mapping(), blender::imbuf::get_oiio_ibuf(), gizmo2d_calc_bounds(), gizmo2d_calc_rotation(), gizmo2d_calc_transform_orientation(), gizmo2d_calc_transform_pivot(), GPU_framebuffer_read_color(), GPU_frontbuffer_read_color(), image_exr_from_rgb_to_bw(), image_exr_from_scene_linear_to_output(), imb_addrectfloatImBuf(), imb_alloc_buffer(), imb_alloc_pixels(), IMB_allocFromBuffer(), IMB_allocFromBufferOwn(), IMB_colormanagement_colorspace_to_scene_linear(), IMB_colormanagement_processor_apply(), IMB_colormanagement_processor_apply_byte(), IMB_colormanagement_processor_apply_pixel(), IMB_colormanagement_scene_linear_to_colorspace(), IMB_colormanagement_transform(), IMB_colormanagement_transform_byte(), IMB_colormanagement_transform_byte_threaded(), IMB_colormanagement_transform_from_byte(), IMB_colormanagement_transform_from_byte_threaded(), IMB_colormanagement_transform_threaded(), IMB_display_buffer_transform_apply(), IMB_display_buffer_transform_apply_float(), IMB_exr_begin_read(), imb_exr_is_multilayer_file(), imb_exr_multilayer_parse_channels_from_file(), imb_exr_type_by_channels(), IMB_ffmpeg_last_error(), imb_filterN(), IMB_premultiply_rect_float(), IMB_rotate_orthogonal(), IMB_saturation(), imb_save_openexr_float(), imb_save_openexr_half(), imb_stereo3d_data_init(), IMB_stereo3d_from_rect(), IMB_stereo3d_from_rectf(), imb_stereo3d_read_anaglyph(), imb_stereo3d_read_interlace(), imb_stereo3d_read_sidebyside(), imb_stereo3d_read_topbottom(), imb_stereo3d_squeeze_rect(), imb_stereo3d_squeeze_rectf(), imb_stereo3d_write_anaglyph(), imb_stereo3d_write_interlace(), imb_stereo3d_write_sidebyside(), imb_stereo3d_write_topbottom(), IMB_unpremultiply_rect_float(), libmv::CameraIntrinsics::InvertIntrinsics(), blender::animrig::StripKeyframeData::keyframe_insert(), libmv_byteBufferToFloatImage(), libmv_cameraIntrinsicsDistortByte(), libmv_cameraIntrinsicsDistortByte(), libmv_cameraIntrinsicsDistortFloat(), libmv_cameraIntrinsicsDistortFloat(), libmv_cameraIntrinsicsUndistortByte(), libmv_cameraIntrinsicsUndistortByte(), libmv_cameraIntrinsicsUndistortFloat(), libmv_cameraIntrinsicsUndistortFloat(), libmv_detectFeaturesByte(), libmv_detectFeaturesFloat(), libmv_floatBufferToFloatImage(), libmv_samplePlanarPatchByte(), libmv_samplePlanarPatchFloat(), blender::imbuf::load_pixels(), BlenderImageLoader::load_pixels(), nla_eval_domain_action(), nla_eval_domain_strips(), nladata_flush_channels(), nlasnapshot_blend_strip(), nlasnapshot_blend_strip(), nlasnapshot_blend_strip_get_inverted_lower_snapshot(), nlasnapshot_blend_strip_get_inverted_lower_snapshot(), nlasnapshot_blend_strip_no_blend(), nlasnapshot_blend_strip_no_blend(), nlasnapshot_from_action(), nlastrip_evaluate(), nlastrip_evaluate(), nlastrip_evaluate_actionclip(), nlastrip_evaluate_meta(), nlastrip_evaluate_transition(), DenoiseImage::parse_channels(), partial_buffer_update_rect(), processor_transform_apply_threaded(), processor_transform_init_handle(), pygpu_framebuffer_read_color(), query_snap_sources_preview(), query_snap_targets_preview(), query_snap_targets_timeline(), RE_create_render_pass(), RE_engine_add_pass(), RE_engine_is_external(), RE_engine_register_pass(), RE_render_result_rect_from_ibuf(), render_layer_add_pass(), render_result_views_new(), libmv::SamplePattern(), scene_blend_read_data(), screen_ctx_selected_editable_sequences(), seq_box_select_seq_from_preview(), SEQ_channel_get_by_index(), SEQ_channel_name_get(), SEQ_channels_displayed_set(), SEQ_channels_ensure(), SEQ_channels_free(), seq_edit_split_operation_permitted_check(), SEQ_get_channels_by_seq(), seq_get_shown_sequences(), seq_get_strip_pivot_median(), seq_get_text_strip_cb(), SEQ_get_topmost_sequence(), seq_prefetch_frames(), seq_prefetch_must_skip_frame(), seq_prefetch_scene_strip_is_rendered(), SEQ_query_rendered_strips(), SEQ_render_give_ibuf(), seq_render_give_ibuf_seqbase(), SEQ_render_is_muted(), seq_render_strip_stack(), seq_select_seq_from_preview(), SEQ_time_find_next_prev_edit(), SEQ_transform_is_locked(), seq_update_muting_recursive(), SeqTransInfo(), sequencer_draw_preview(), sequencer_drop_copy(), sequencer_mute_exec(), sequencer_offset_clear_exec(), sequencer_slip_strips(), sequencer_snap_exec(), sequencer_swap_exec(), sequencer_unmute_exec(), studiolight_multilayer_convert_pass(), blender::animrig::tests::TEST_F(), ColorSpaceManager::to_scene_linear(), blender::imbuf::transform::transform_scanlines_filter(), libmv::CameraIntrinsics::UndistortBuffer(), and blender::draw::volume_grid_cache_get().

◆ channels() [2/4]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels ( Deprecated )

◆ channels() [3/4]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels ( Deprecated )

◆ channels() [4/4]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue channels ( Deprecated )

◆ clamp()

ccl_device_inline int clamp ( int a,
int mn,
int mx )

Definition at line 379 of file util/math.h.

◆ closest() [1/3]

bool btVoronoiSimplexSolver::closest ( btVector3 & v)

Definition at line 148 of file btVoronoiSimplexSolver.cpp.

References m_cachedBC, and m_cachedValidClosest.

◆ closest() [2/3]

bool btVoronoiSimplexSolver::closest ( btVector3 & v)

Definition at line 148 of file btVoronoiSimplexSolver.cpp.

◆ closest() [3/3]

◆ Cube() [1/2]

template<typename T>
T Cube ( const T & x)
inlinestatic

Definition at line 851 of file btSoftBodyInternals.h.

◆ Cube() [2/2]

template<typename T>
T Cube ( const T & x)
inlinestatic

Definition at line 851 of file btSoftBodyInternals.h.

◆ def_cmp_alpha_over()

void def_cmp_alpha_over ( StructRNA * srna)
static

Definition at line 6380 of file rna_nodetree.cc.

◆ def_cmp_antialiasing()

void def_cmp_antialiasing ( StructRNA * srna)
static

Definition at line 9255 of file rna_nodetree.cc.

◆ def_cmp_bilateral_blur()

void def_cmp_bilateral_blur ( StructRNA * srna)
static

Definition at line 7718 of file rna_nodetree.cc.

◆ def_cmp_blur()

void def_cmp_blur ( StructRNA * srna)
static

Definition at line 6399 of file rna_nodetree.cc.

◆ def_cmp_bokehblur()

void def_cmp_bokehblur ( StructRNA * srna)
static

Definition at line 8426 of file rna_nodetree.cc.

◆ def_cmp_bokehimage()

void def_cmp_bokehimage ( StructRNA * srna)
static

Definition at line 8462 of file rna_nodetree.cc.

◆ def_cmp_boxmask()

void def_cmp_boxmask ( StructRNA * srna)
static

Definition at line 8331 of file rna_nodetree.cc.

◆ def_cmp_brightcontrast()

void def_cmp_brightcontrast ( StructRNA * srna)
static

Definition at line 7277 of file rna_nodetree.cc.

◆ def_cmp_channel_matte()

void def_cmp_channel_matte ( StructRNA * srna)
static

Definition at line 7329 of file rna_nodetree.cc.

◆ def_cmp_chroma_matte()

void def_cmp_chroma_matte ( StructRNA * srna)
static

Definition at line 7287 of file rna_nodetree.cc.

◆ def_cmp_color_matte()

void def_cmp_color_matte ( StructRNA * srna)
static

Definition at line 7092 of file rna_nodetree.cc.

◆ def_cmp_color_spill()

void def_cmp_color_spill ( StructRNA * srna)
static

Definition at line 7177 of file rna_nodetree.cc.

◆ def_cmp_colorbalance()

void def_cmp_colorbalance ( StructRNA * srna)
static

Definition at line 7965 of file rna_nodetree.cc.

◆ def_cmp_colorcorrection()

void def_cmp_colorcorrection ( StructRNA * srna)
static

Definition at line 8516 of file rna_nodetree.cc.

◆ def_cmp_combsep_color() [1/2]

void def_cmp_combsep_color ( StructRNA * srna)
static

Definition at line 8154 of file rna_nodetree.cc.

◆ def_cmp_combsep_color() [2/2]

void def_cmp_combsep_color ( StructRNA * srna)
static

Definition at line 8154 of file rna_nodetree.cc.

◆ def_cmp_composite()

void def_cmp_composite ( StructRNA * srna)
static

Definition at line 8708 of file rna_nodetree.cc.

◆ def_cmp_convert_color_space()

void def_cmp_convert_color_space ( StructRNA * srna)
static

Definition at line 7151 of file rna_nodetree.cc.

◆ def_cmp_crop()

void def_cmp_crop ( StructRNA * srna)
static

Definition at line 7604 of file rna_nodetree.cc.

◆ def_cmp_cryptomatte()

void def_cmp_cryptomatte ( StructRNA * srna)
static

Definition at line 9086 of file rna_nodetree.cc.

◆ def_cmp_cryptomatte_legacy()

void def_cmp_cryptomatte_legacy ( StructRNA * srna)
static

Definition at line 9080 of file rna_nodetree.cc.

◆ def_cmp_dblur()

void def_cmp_dblur ( StructRNA * srna)
static

Definition at line 7669 of file rna_nodetree.cc.

◆ def_cmp_defocus()

void def_cmp_defocus ( StructRNA * srna)
static

Definition at line 7494 of file rna_nodetree.cc.

◆ def_cmp_denoise()

void def_cmp_denoise ( StructRNA * srna)
static

Definition at line 9158 of file rna_nodetree.cc.

◆ def_cmp_despeckle()

void def_cmp_despeckle ( StructRNA * srna)
static

Definition at line 6997 of file rna_nodetree.cc.

◆ def_cmp_diff_matte()

void def_cmp_diff_matte ( StructRNA * srna)
static

Definition at line 7070 of file rna_nodetree.cc.

◆ def_cmp_dilate_erode()

void def_cmp_dilate_erode ( StructRNA * srna)
static

Definition at line 6932 of file rna_nodetree.cc.

◆ def_cmp_distance_matte()

void def_cmp_distance_matte ( StructRNA * srna)
static

Definition at line 7117 of file rna_nodetree.cc.

◆ def_cmp_double_edge_mask()

void def_cmp_double_edge_mask ( StructRNA * srna)
static

Definition at line 7436 of file rna_nodetree.cc.

◆ def_cmp_ellipsemask()

void def_cmp_ellipsemask ( StructRNA * srna)
static

Definition at line 8379 of file rna_nodetree.cc.

◆ def_cmp_filter()

void def_cmp_filter ( StructRNA * srna)
static

Definition at line 6497 of file rna_nodetree.cc.

◆ def_cmp_flip()

void def_cmp_flip ( StructRNA * srna)
static

Definition at line 7392 of file rna_nodetree.cc.

◆ def_cmp_glare()

void def_cmp_glare ( StructRNA * srna)
static

Definition at line 7761 of file rna_nodetree.cc.

◆ def_cmp_huecorrect()

void def_cmp_huecorrect ( StructRNA * srna)
static

Definition at line 8113 of file rna_nodetree.cc.

◆ def_cmp_id_mask()

void def_cmp_id_mask ( StructRNA * srna)
static

Definition at line 7420 of file rna_nodetree.cc.

◆ def_cmp_image()

void def_cmp_image ( StructRNA * srna)
static

Definition at line 6721 of file rna_nodetree.cc.

◆ def_cmp_inpaint()

void def_cmp_inpaint ( StructRNA * srna)
static

Definition at line 6977 of file rna_nodetree.cc.

◆ def_cmp_invert()

void def_cmp_invert ( StructRNA * srna)
static

Definition at line 7589 of file rna_nodetree.cc.

◆ def_cmp_keying()

void def_cmp_keying ( StructRNA * srna)
static

Definition at line 8747 of file rna_nodetree.cc.

◆ def_cmp_keyingscreen()

void def_cmp_keyingscreen ( StructRNA * srna)
static

Definition at line 8721 of file rna_nodetree.cc.

◆ def_cmp_kuwahara()

void def_cmp_kuwahara ( StructRNA * srna)
static

Definition at line 9197 of file rna_nodetree.cc.

◆ def_cmp_lensdist()

void def_cmp_lensdist ( StructRNA * srna)
static

Definition at line 7936 of file rna_nodetree.cc.

◆ def_cmp_levels()

void def_cmp_levels ( StructRNA * srna)
static

Definition at line 6633 of file rna_nodetree.cc.

◆ def_cmp_luma_matte()

void def_cmp_luma_matte ( StructRNA * srna)
static

Definition at line 7256 of file rna_nodetree.cc.

◆ def_cmp_map_range()

void def_cmp_map_range ( StructRNA * srna)
static

Definition at line 6553 of file rna_nodetree.cc.

◆ def_cmp_map_uv()

void def_cmp_map_uv ( StructRNA * srna)
static

Definition at line 7470 of file rna_nodetree.cc.

◆ def_cmp_map_value()

void def_cmp_map_value ( StructRNA * srna)
static

Definition at line 6508 of file rna_nodetree.cc.

◆ def_cmp_mask()

void def_cmp_mask ( StructRNA * srna)
static

Definition at line 8245 of file rna_nodetree.cc.

◆ def_cmp_movieclip()

void def_cmp_movieclip ( StructRNA * srna)
static

Definition at line 8180 of file rna_nodetree.cc.

◆ def_cmp_moviedistortion()

void def_cmp_moviedistortion ( StructRNA * srna)
static

Definition at line 8220 of file rna_nodetree.cc.

◆ def_cmp_pixelate()

void def_cmp_pixelate ( StructRNA * srna)
static

Definition at line 8907 of file rna_nodetree.cc.

◆ def_cmp_planetrackdeform()

void def_cmp_planetrackdeform ( StructRNA * srna)
static

Definition at line 8964 of file rna_nodetree.cc.

◆ def_cmp_premul_key()

void def_cmp_premul_key ( StructRNA * srna)
static

Definition at line 7743 of file rna_nodetree.cc.

◆ def_cmp_render_layers()

void def_cmp_render_layers ( StructRNA * srna)
static

Definition at line 6757 of file rna_nodetree.cc.

◆ def_cmp_rotate()

void def_cmp_rotate ( StructRNA * srna)
static

Definition at line 7059 of file rna_nodetree.cc.

◆ def_cmp_scale()

void def_cmp_scale ( StructRNA * srna)
static

Definition at line 7015 of file rna_nodetree.cc.

◆ def_cmp_set_alpha()

void def_cmp_set_alpha ( StructRNA * srna)
static

Definition at line 6607 of file rna_nodetree.cc.

◆ def_cmp_split()

void def_cmp_split ( StructRNA * srna)
static

Definition at line 7403 of file rna_nodetree.cc.

◆ def_cmp_stabilize2d()

void def_cmp_stabilize2d ( StructRNA * srna)
static

Definition at line 8195 of file rna_nodetree.cc.

◆ def_cmp_sunbeams()

void def_cmp_sunbeams ( StructRNA * srna)
static

Definition at line 9005 of file rna_nodetree.cc.

◆ def_cmp_switch()

void def_cmp_switch ( StructRNA * srna)
static

Definition at line 8504 of file rna_nodetree.cc.

◆ def_cmp_switch_view()

void def_cmp_switch_view ( StructRNA * )
static

Definition at line 8514 of file rna_nodetree.cc.

◆ def_cmp_tonemap()

void def_cmp_tonemap ( StructRNA * srna)
static

Definition at line 7866 of file rna_nodetree.cc.

◆ def_cmp_trackpos()

void def_cmp_trackpos ( StructRNA * srna)
static

Definition at line 8846 of file rna_nodetree.cc.

◆ def_cmp_translate()

void def_cmp_translate ( StructRNA * srna)
static

Definition at line 8922 of file rna_nodetree.cc.

◆ def_cmp_vector_blur()

void def_cmp_vector_blur ( StructRNA * srna)
static

Definition at line 6563 of file rna_nodetree.cc.

◆ def_cmp_viewer()

void def_cmp_viewer ( StructRNA * srna)
static

Definition at line 8695 of file rna_nodetree.cc.

◆ def_cmp_ycc() [1/2]

void def_cmp_ycc ( StructRNA * srna)
static

Definition at line 8143 of file rna_nodetree.cc.

◆ def_cmp_ycc() [2/2]

void def_cmp_ycc ( StructRNA * srna)
static

Definition at line 8143 of file rna_nodetree.cc.

◆ def_cmp_zcombine()

void def_cmp_zcombine ( StructRNA * srna)
static

Definition at line 8124 of file rna_nodetree.cc.

◆ def_colorramp() [1/2]

void def_colorramp ( StructRNA * srna)
static

Definition at line 4765 of file rna_nodetree.cc.

◆ def_colorramp() [2/2]

void def_colorramp ( StructRNA * srna)
static

Definition at line 4765 of file rna_nodetree.cc.

◆ def_float_to_int()

void def_float_to_int ( StructRNA * srna)
static

Definition at line 4686 of file rna_nodetree.cc.

◆ def_fn_input_bool()

void def_fn_input_bool ( StructRNA * srna)
static

Definition at line 4829 of file rna_nodetree.cc.

◆ def_fn_input_color()

void def_fn_input_color ( StructRNA * srna)
static

Definition at line 4816 of file rna_nodetree.cc.

◆ def_fn_input_int()

void def_fn_input_int ( StructRNA * srna)
static

Definition at line 4841 of file rna_nodetree.cc.

◆ def_fn_input_rotation()

void def_fn_input_rotation ( StructRNA * srna)
static

Definition at line 4854 of file rna_nodetree.cc.

◆ def_fn_input_string()

void def_fn_input_string ( StructRNA * srna)
static

Definition at line 4879 of file rna_nodetree.cc.

◆ def_fn_input_vector()

void def_fn_input_vector ( StructRNA * srna)
static

Definition at line 4866 of file rna_nodetree.cc.

◆ def_fn_random_value()

void def_fn_random_value ( StructRNA * srna)
static

Definition at line 9403 of file rna_nodetree.cc.

◆ def_fn_rotate_euler()

void def_fn_rotate_euler ( StructRNA * srna)
static

Definition at line 10110 of file rna_nodetree.cc.

◆ def_geo_curve_handle_type_selection()

void def_geo_curve_handle_type_selection ( StructRNA * srna)
static

Definition at line 10091 of file rna_nodetree.cc.

◆ def_geo_curve_sample()

void def_geo_curve_sample ( StructRNA * srna)
static

Definition at line 9360 of file rna_nodetree.cc.

◆ def_geo_curve_set_handle_type()

void def_geo_curve_set_handle_type ( StructRNA * srna)
static

Definition at line 9455 of file rna_nodetree.cc.

◆ def_geo_distribute_points_on_faces()

void def_geo_distribute_points_on_faces ( StructRNA * srna)
static

Definition at line 9418 of file rna_nodetree.cc.

◆ def_geo_foreach_geometry_element_input()

void def_geo_foreach_geometry_element_input ( StructRNA * srna)
static

Definition at line 9515 of file rna_nodetree.cc.

◆ def_geo_foreach_geometry_element_output()

void def_geo_foreach_geometry_element_output ( StructRNA * srna)
static

Definition at line 9847 of file rna_nodetree.cc.

◆ def_geo_image()

void def_geo_image ( StructRNA * srna)
static

Definition at line 10200 of file rna_nodetree.cc.

◆ def_geo_image_texture()

void def_geo_image_texture ( StructRNA * srna)
static

Definition at line 5278 of file rna_nodetree.cc.

◆ def_geo_index_switch()

void def_geo_index_switch ( StructRNA * srna)
static

Definition at line 10078 of file rna_nodetree.cc.

◆ def_geo_input_material()

void def_geo_input_material ( StructRNA * srna)
static

Definition at line 10187 of file rna_nodetree.cc.

◆ def_geo_menu_switch()

void def_geo_menu_switch ( StructRNA * srna)
static

Definition at line 10409 of file rna_nodetree.cc.

◆ def_geo_repeat_input()

void def_geo_repeat_input ( StructRNA * srna)
static

Definition at line 9508 of file rna_nodetree.cc.

◆ def_geo_repeat_output()

void def_geo_repeat_output ( StructRNA * srna)
static

Definition at line 9720 of file rna_nodetree.cc.

◆ def_geo_sample_index()

void def_geo_sample_index ( StructRNA * srna)
static

Definition at line 10155 of file rna_nodetree.cc.

◆ def_geo_simulation_input()

void def_geo_simulation_input ( StructRNA * srna)
static

Definition at line 9501 of file rna_nodetree.cc.

◆ def_geo_simulation_output()

void def_geo_simulation_output ( StructRNA * srna)
static

Definition at line 9668 of file rna_nodetree.cc.

◆ def_geo_string_to_curves()

void def_geo_string_to_curves ( StructRNA * srna)
static

Definition at line 10212 of file rna_nodetree.cc.

◆ def_glass()

void def_glass ( StructRNA * srna)
static

Definition at line 5910 of file rna_nodetree.cc.

◆ def_glossy()

void def_glossy ( StructRNA * srna)
static

Definition at line 5899 of file rna_nodetree.cc.

◆ def_hair()

void def_hair ( StructRNA * srna)
static

Definition at line 5994 of file rna_nodetree.cc.

◆ def_hair_principled()

void def_hair_principled ( StructRNA * srna)
static

Definition at line 6006 of file rna_nodetree.cc.

◆ def_math() [1/2]

void def_math ( StructRNA * srna)
static

Definition at line 4627 of file rna_nodetree.cc.

◆ def_math() [2/2]

void def_math ( StructRNA * srna)
static

Definition at line 4627 of file rna_nodetree.cc.

◆ def_metallic()

void def_metallic ( StructRNA * srna)
static

Definition at line 5882 of file rna_nodetree.cc.

◆ def_principled()

void def_principled ( StructRNA * srna)
static

Definition at line 5932 of file rna_nodetree.cc.

◆ def_refraction()

void def_refraction ( StructRNA * srna)
static

Definition at line 5950 of file rna_nodetree.cc.

◆ def_rgb_curve() [1/2]

void def_rgb_curve ( StructRNA * srna)
static

Definition at line 4711 of file rna_nodetree.cc.

◆ def_rgb_curve() [2/2]

void def_rgb_curve ( StructRNA * srna)
static

Definition at line 4711 of file rna_nodetree.cc.

◆ def_scatter()

void def_scatter ( StructRNA * srna)
static

Definition at line 5961 of file rna_nodetree.cc.

◆ def_sh_ambient_occlusion()

void def_sh_ambient_occlusion ( StructRNA * srna)
static

Definition at line 6207 of file rna_nodetree.cc.

◆ def_sh_attribute()

void def_sh_attribute ( StructRNA * srna)
static

Definition at line 4944 of file rna_nodetree.cc.

◆ def_sh_mix()

void def_sh_mix ( StructRNA * srna)
static

Definition at line 4644 of file rna_nodetree.cc.

◆ def_sh_subsurface()

void def_sh_subsurface ( StructRNA * srna)
static

Definition at line 6229 of file rna_nodetree.cc.

◆ def_sheen()

void def_sheen ( StructRNA * srna)
static

Definition at line 5921 of file rna_nodetree.cc.

◆ def_tex_bricks()

void def_tex_bricks ( StructRNA * srna)
static

Definition at line 9324 of file rna_nodetree.cc.

◆ def_tex_combsep_color() [1/2]

void def_tex_combsep_color ( StructRNA * srna)
static

Definition at line 5267 of file rna_nodetree.cc.

◆ def_tex_combsep_color() [2/2]

void def_tex_combsep_color ( StructRNA * srna)
static

Definition at line 5267 of file rna_nodetree.cc.

◆ def_tex_image()

void def_tex_image ( StructRNA * srna)
static

Definition at line 9304 of file rna_nodetree.cc.

◆ def_tex_output()

void def_tex_output ( StructRNA * srna)
static

Definition at line 9292 of file rna_nodetree.cc.

◆ def_texture() [1/2]

void def_texture ( StructRNA * srna)
static

Definition at line 4797 of file rna_nodetree.cc.

◆ def_texture() [2/2]

void def_texture ( StructRNA * srna)
static

Definition at line 4797 of file rna_nodetree.cc.

◆ def_time() [1/2]

void def_time ( StructRNA * srna)
static

Definition at line 4744 of file rna_nodetree.cc.

◆ def_time() [2/2]

void def_time ( StructRNA * srna)
static

Definition at line 4744 of file rna_nodetree.cc.

◆ def_toon()

void def_toon ( StructRNA * srna)
static

Definition at line 5972 of file rna_nodetree.cc.

◆ DefNode() [1/37]

DefNode ( Node ,
NODE_FRAME ,
def_frame ,
"FRAME" ,
Frame ,
"Frame" ,
"Collect related nodes together in a common area. Useful for organization when the re-usability of a node group is not required"  )

References def_frame(), and NODE_FRAME.

◆ DefNode() [2/37]

DefNode ( Node ,
NODE_GROUP_INPUT ,
def_group_input ,
"GROUP_INPUT" ,
GroupInput ,
"Group Input" ,
"Expose connected data from inside a node group as inputs to its interface"  )

◆ DefNode() [3/37]

Group Output data from inside of a node group DefNode ( Node ,
NODE_REROUTE ,
def_reroute ,
"REROUTE" ,
Reroute ,
"Reroute" ,
"A single-socket organization tool that supports one input and multiple outputs"  )

References def_reroute(), DefNode, and NODE_REROUTE.

◆ DefNode() [4/37]

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 DefNode ( ShaderNode ,
SH_NODE_BUMP ,
def_sh_bump ,
"BUMP" ,
Bump ,
"Bump" ,
"Generate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfaces"  )

References def_sh_bump(), DefNode, and SH_NODE_BUMP.

◆ DefNode() [5/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value DefNode ( ShaderNode ,
SH_NODE_COMBINE_COLOR ,
def_sh_combsep_color ,
"COMBINE_COLOR" ,
CombineColor ,
"Combine Color" ,
"Create a color from individual components using multiple models"  )

◆ DefNode() [6/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components DefNode ( ShaderNode ,
SH_NODE_COMBXYZ ,
0 ,
"COMBXYZ" ,
CombineXYZ ,
"Combine XYZ" ,
"Create a vector from X,
Y ,
and Z components"  )

References DefNode, and SH_NODE_COMBXYZ.

◆ DefNode() [7/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves DefNode ( ShaderNode ,
SH_NODE_CURVE_RGB ,
def_rgb_curve ,
"CURVE_RGB" ,
RGBCurve ,
"RGB Curves" ,
"Apply color corrections for each color channel"  )

◆ DefNode() [8/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders DefNode ( ShaderNode ,
SH_NODE_DISPLACEMENT ,
def_sh_displacement ,
"DISPLACEMENT" ,
Displacement ,
"Displacement" ,
"Displace the surface along the surface normal"  )

◆ DefNode() [9/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product DefNode ( ShaderNode ,
SH_NODE_GAMMA ,
0 ,
"GAMMA" ,
Gamma ,
"Gamma" ,
"Apply a gamma correction"  )

References DefNode, and SH_NODE_GAMMA.

◆ DefNode() [10/37]

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 DefNode ( ShaderNode ,
SH_NODE_HAIR_INFO ,
0 ,
"HAIR_INFO" ,
HairInfo ,
"Curves Info" ,
"Retrieve hair curve information"  )

References DefNode, and SH_NODE_HAIR_INFO.

◆ DefNode() [11/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position DefNode ( ShaderNode ,
SH_NODE_MAP_RANGE ,
def_map_range ,
"MAP_RANGE" ,
MapRange ,
"Map Range" ,
"Remap a value from a range to a target range"  )

◆ DefNode() [12/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color DefNode ( ShaderNode ,
SH_NODE_MAPPING ,
def_sh_mapping ,
"MAPPING" ,
Mapping ,
"Mapping" ,
"Transform the input vector by applying translation,
rotation ,
and scale"  )

◆ DefNode() [13/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum DefNode ( ShaderNode ,
SH_NODE_MATH ,
def_math ,
"MATH" ,
Math ,
"Math" ,
"Perform math operations"  )

References def_math(), DefNode, Math, and SH_NODE_MATH.

◆ DefNode() [14/37]

in reality light always falls off quadratically DefNode ( ShaderNode ,
SH_NODE_OBJECT_INFO ,
0 ,
"OBJECT_INFO" ,
ObjectInfo ,
"Object Info" ,
"Retrieve information about the object instance"  )

References DefNode, and SH_NODE_OBJECT_INFO.

◆ DefNode() [15/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed DefNode ( ShaderNode ,
SH_NODE_OUTPUT_AOV ,
def_sh_output_aov ,
"OUTPUT_AOV" ,
OutputAOV ,
"AOV Output" ,
"Arbitrary Output Variables.\nProvide custom render passes for arbitrary shader node outputs"  )

◆ DefNode() [16/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate DefNode ( ShaderNode ,
SH_NODE_OUTPUT_LIGHT ,
def_sh_output ,
"OUTPUT_LIGHT" ,
OutputLight ,
"Light Output" ,
"Output light information to a light object"  )

◆ DefNode() [17/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World DefNode ( ShaderNode ,
SH_NODE_OUTPUT_LINESTYLE ,
def_sh_output_linestyle ,
"OUTPUT_LINESTYLE" ,
OutputLineStyle ,
"Line Style Output" ,
""  )

◆ DefNode() [18/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model DefNode ( ShaderNode ,
SH_NODE_OUTPUT_MATERIAL ,
def_sh_output ,
"OUTPUT_MATERIAL" ,
OutputMaterial ,
"Material Output" ,
"Output surface material information for use in rendering"  )

◆ DefNode() [19/37]

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 and object coordinate space DefNode ( ShaderNode ,
SH_NODE_SEPHSV_LEGACY ,
0 ,
"SEPHSV" ,
SeparateHSV ,
"Separate HSV" ,
"Split a color into its hue,
saturation ,
and value channels"  )

References DefNode, and SH_NODE_SEPHSV_LEGACY.

◆ DefNode() [20/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative DefNode ( ShaderNode ,
SH_NODE_SEPRGB_LEGACY ,
0 ,
"SEPRGB" ,
SeparateRGB ,
"Separate RGB" ,
"Split a color into its red,
green ,
and blue channels(Deprecated)"  )

References DefNode, and SH_NODE_SEPRGB_LEGACY.

◆ DefNode() [21/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value DefNode ( ShaderNode ,
SH_NODE_SHADERTORGB ,
0 ,
"SHADERTORGB" ,
ShaderToRGB ,
"Shader to RGB" ,
"Convert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering,
to apply additional effects on the output of BSDFs.\nNote:only supported in EEVEE"  )

References DefNode, and SH_NODE_SHADERTORGB.

◆ DefNode() [22/37]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation DefNode ( ShaderNode ,
SH_NODE_SQUEEZE ,
0 ,
"SQUEEZE" ,
Squeeze ,
"Squeeze Value" ,
""  )

References DefNode, and SH_NODE_SQUEEZE.

◆ DefNode() [23/37]

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 DefNode ( ShaderNode ,
SH_NODE_TANGENT ,
def_sh_tangent ,
"TANGENT" ,
Tangent ,
"Tangent" ,
"Generate a tangent direction for the Anisotropic BSDF"  )

◆ DefNode() [24/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_CHECKER ,
def_sh_tex_checker ,
"TEX_CHECKER" ,
TexChecker ,
"Checker Texture" ,
"Generate a checkerboard texture"  )

◆ DefNode() [25/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_ENVIRONMENT ,
def_sh_tex_environment ,
"TEX_ENVIRONMENT" ,
TexEnvironment ,
"Environment Texture" ,
"Sample an image file as an environment texture. Typically used to light the scene with the background node"  )

◆ DefNode() [26/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction DefNode ( ShaderNode ,
SH_NODE_TEX_IES ,
def_sh_tex_ies ,
"TEX_IES" ,
TexIES ,
"IES Texture" ,
"Match real world lights with IES files,
which store the directional intensity distribution of light sources"  )

◆ DefNode() [27/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_NOISE ,
def_sh_tex_noise ,
"TEX_NOISE" ,
TexNoise ,
"Noise Texture" ,
"Generate fractal Perlin noise"  )

◆ DefNode() [28/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_POINTDENSITY ,
def_sh_tex_pointdensity ,
"TEX_POINTDENSITY" ,
TexPointDensity ,
"Point Density" ,
"Generate a volumetric point for each particle or vertex of another object"  )

◆ DefNode() [29/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_SKY ,
def_sh_tex_sky ,
"TEX_SKY" ,
TexSky ,
"Sky Texture" ,
"Generate a procedural sky texture"  )

◆ DefNode() [30/37]

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 DefNode ( ShaderNode ,
SH_NODE_TEX_WAVE ,
def_sh_tex_wave ,
"TEX_WAVE" ,
TexWave ,
"Wave Texture" ,
"Generate procedural bands or rings with noise"  )

◆ DefNode() [31/37]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified DefNode ( ShaderNode ,
SH_NODE_UVALONGSTROKE ,
def_sh_uvalongstroke ,
"UVALONGSTROKE" ,
UVAlongStroke ,
"UV Along Stroke" ,
""  )

◆ DefNode() [32/37]

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 and object coordinate space Combine Create a color from its and value channels DefNode ( ShaderNode ,
SH_NODE_UVMAP ,
def_sh_uvmap ,
"UVMAP" ,
UVMap ,
"UV Map" ,
"Retrieve a UV map from the geometry,
or the default fallback if none is specified"  )

◆ DefNode() [33/37]

Group Output data from inside of a node group A color picker Mix two input colors DefNode ( ShaderNode ,
SH_NODE_VALTORGB ,
def_colorramp ,
"VALTORGB" ,
ValToRGB ,
"Color Ramp" ,
"Map values to colors with the use of a gradient"  )

◆ DefNode() [34/37]

Group Output data from inside of a node group A color picker DefNode ( ShaderNode ,
SH_NODE_VALUE ,
0 ,
"VALUE" ,
Value ,
"Value" ,
"Input numerical values to other nodes in the tree"  )

References DefNode, SH_NODE_VALUE, and Value.

◆ DefNode() [35/37]

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 DefNode ( ShaderNode ,
SH_NODE_VECTOR_ROTATE ,
def_sh_vector_rotate ,
"VECTOR_ROTATE" ,
VectorRotate ,
"Vector Rotate" ,
"Rotate a vector around a pivot point (center)"  )

◆ DefNode() [36/37]

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 DefNode ( ShaderNode ,
SH_NODE_VOLUME_INFO ,
0 ,
"VOLUME_INFO" ,
VolumeInfo ,
"Volume Info" ,
"Read volume data attributes from volume grids"  )

References DefNode, and SH_NODE_VOLUME_INFO.

◆ DefNode() [37/37]

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 DefNode ( ShaderNode ,
SH_NODE_WAVELENGTH ,
0 ,
"WAVELENGTH" ,
Wavelength ,
"Wavelength" ,
"Convert a wavelength value to an RGB value"  )

References DefNode, and SH_NODE_WAVELENGTH.

◆ dev_cmd_transform()

void dev_cmd_transform ( StructRNA * srna)
static

Definition at line 8310 of file rna_nodetree.cc.

◆ distance() [1/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ distance() [2/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ distance() [3/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ distance() [4/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ distance() [5/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ distance() [6/6]

float distance ( float a,
float b )

Definition at line 34 of file node_voronoi.h.

◆ facing()

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the facing ( along normal)

◆ flat()

smooth(Type::FLOAT, "radius") .smooth(Type flat ( Type::INT ,
"id"  )

Referenced by do_kink(), image(), and offset_child().

◆ generate()

char * generate ( blender::Map< std::string, std::string > & messages,
size_t * r_output_size )
static

Definition at line 122 of file msgfmt.cc.

◆ if() [1/2]

if ( data )

Definition at line 160 of file bmesh_operator_api_inline.hh.

◆ if() [2/2]

if ( data )

Definition at line 160 of file bmesh_operator_api_inline.hh.

◆ InputVector()

void InputVector ( TransInfo * t,
MouseInput * mi,
const double mval[2],
float output[3] )
static

Callback for INPUT_VECTOR.

Definition at line 41 of file transform_input.cc.

◆ length() [1/3]

Return the length of a quaternion.

Definition at line 895 of file btQuaternion.h.

◆ length() [2/3]

Return the length of a quaternion.

Definition at line 895 of file btQuaternion.h.

◆ length() [3/3]

Return the length of a quaternion.

Definition at line 895 of file btQuaternion.h.

◆ make()

int make ( const char * input_file_name,
const char * output_file_name )
static

Definition at line 244 of file msgfmt.cc.

◆ Merge() [1/4]

DBVT_INLINE void Merge ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b,
btDbvtAabbMm & r )

Definition at line 745 of file btDbvt.h.

◆ Merge() [2/4]

DBVT_INLINE void Merge ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b,
btDbvtAabbMm & r )

Definition at line 745 of file btDbvt.h.

◆ Merge() [3/4]

DBVT_INLINE void Merge ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b,
btDbvtAabbMm & r )

Definition at line 745 of file btDbvt.h.

◆ Merge() [4/4]

DBVT_INLINE void Merge ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b,
btDbvtAabbMm & r )

Definition at line 745 of file btDbvt.h.

◆ new() [1/5]

KDTree *BLI_kdtree_nd_ new ( unsigned int nodes_len_capacity)
Parameters
nodes_len_capacityThe maximum length this KD-tree may hold.

Definition at line 33 of file kdtree_impl.h.

◆ new() [2/5]

KDTree *BLI_kdtree_nd_ new ( unsigned int nodes_len_capacity)
Parameters
nodes_len_capacityThe maximum length this KD-tree may hold.

Definition at line 33 of file kdtree_impl.h.

◆ new() [3/5]

KDTree *BLI_kdtree_nd_ new ( unsigned int nodes_len_capacity)
Parameters
nodes_len_capacityThe maximum length this KD-tree may hold.

Definition at line 33 of file kdtree_impl.h.

◆ new() [4/5]

KDTree *BLI_kdtree_nd_ new ( unsigned int nodes_len_capacity)
Parameters
nodes_len_capacityThe maximum length this KD-tree may hold.

Definition at line 33 of file kdtree_impl.h.

◆ new() [5/5]

◆ Normalize() [1/2]

BLI_INLINE void Normalize ( float no[3])

Definition at line 190 of file CCGSubSurf_inline.h.

◆ Normalize() [2/2]

BLI_INLINE void Normalize ( float no[3])

Definition at line 190 of file CCGSubSurf_inline.h.

◆ Proximity() [1/2]

DBVT_INLINE btScalar Proximity ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b )

Definition at line 658 of file btDbvt.h.

◆ Proximity() [2/2]

DBVT_INLINE btScalar Proximity ( const btDbvtAabbMm & a,
const btDbvtAabbMm & b )

Definition at line 658 of file btDbvt.h.

◆ random()

IMETHOD void random ( Vector & a)

addDelta operator for displacement rotational velocity.

The Vector arguments here represent a displacement rotational velocity. i.e. a rotation around a fixed axis for a certain angle. For this representation you cannot use diff() but have to use diff_displ().

Parameters
a: displacement rotational velocity
da: rotational velocity
Returns
displacement rotational velocity
Warning
do not confuse displacement rotational velocities and velocities
do not confuse displacement twist and twist.

IMETHOD Vector addDelta_displ(const Vector& a,const Vector&da,double dt) { return getRot(addDelta(Rot(a),da,dt)); }

addDelta operator for displacement twist.

The Vector arguments here represent a displacement rotational velocity. i.e. a rotation around a fixed axis for a certain angle. For this representation you cannot use diff() but have to use diff_displ().

Parameters
a: displacement twist
da: twist
Returns
displacement twist
Warning
do not confuse displacement rotational velocities and velocities
do not confuse displacement twist and twist.

IMETHOD Twist addDelta_displ(const Twist& a,const Twist&da,double dt) { return Twist(addDelta(a.vel,da.vel,dt),addDelta_displ(a.rot,da.rot,dt)); }

Definition at line 1282 of file frames.inl.

◆ rna_def_geo_bake()

void rna_def_geo_bake ( StructRNA * srna)
static

Definition at line 10011 of file rna_nodetree.cc.

◆ rna_def_geo_capture_attribute()

void rna_def_geo_capture_attribute ( StructRNA * srna)
static

Definition at line 9933 of file rna_nodetree.cc.

◆ rna_def_geo_gizmo_transform()

void rna_def_geo_gizmo_transform ( StructRNA * srna)
static

Definition at line 5304 of file rna_nodetree.cc.

◆ rotate() [1/3]

void rotate ( float new_co[3],
float a,
const float ax[3],
const float co[3] )
static

Definition at line 27 of file node_texture_rotate.cc.

◆ rotate() [2/3]

void rotate ( float new_co[3],
float a,
const float ax[3],
const float co[3] )
static

Definition at line 27 of file node_texture_rotate.cc.

◆ rotate() [3/3]

void rotate ( float new_co[3],
float a,
const float ax[3],
const float co[3] )
static

Definition at line 27 of file node_texture_rotate.cc.

◆ Select()

DBVT_INLINE int Select ( const btDbvtAabbMm & o,
const btDbvtAabbMm & a,
const btDbvtAabbMm & b )

Definition at line 666 of file btDbvt.h.

◆ size() [1/2]

DBVT_INLINE btScalar size ( const btDbvtVolume & a)
static

Definition at line 52 of file btDbvt.cpp.

◆ size() [2/2]

DBVT_INLINE btScalar size ( const btDbvtVolume & a)
static

Definition at line 52 of file btDbvt.cpp.

◆ split()

void split ( const char * text,
const char * seps,
char *** str,
int * count )
static

Definition at line 2471 of file GHOST_SystemX11.cc.

◆ warp()

void warp ( const btVector3 & origin)

References btVector3.

Referenced by libmv::TemplatedTrackRegion().

Variable Documentation

◆ Attribute

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 and object coordinate space Combine Create a color from its and value channels Color Attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [1/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

Referenced by blender::bke::adapt_domain_and_type_if_necessary(), blender::draw::overlay::add_attributes_to_text_cache(), blender::draw::overlay::add_instance_attributes_to_text_cache(), attr_create_random_per_island(), blender::gpu::attribute_check(), blender::gpu::attribute_check(), blender::bke::attribute_data_matches_varray(), blender::attribute_search_update_fn(), SVMCompiler::attribute_standard(), AttributeNode::attributes(), NormalMapNode::attributes(), TangentNode::attributes(), UVMapNode::attributes(), VectorDisplacementNode::attributes(), AttributeSet::AttributeSet(), blender::gpu::MTLShader::bake_pipeline_state(), blender::gpu::MSLGeneratorInterface::bake_shader_interface(), blender::gpu::VKVertexAttributeObject::bind(), calculate_average_color(), blender::geometry::convert_curves_to_bezier(), blender::geometry::convert_curves_to_catmull_rom_or_poly(), blender::geometry::convert_curves_to_nurbs(), blender::io::serialize::convert_to_json(), blender::io::usd::copy_blender_attribute_to_primvar(), blender::nodes::node_geo_duplicate_elements_cc::copy_curve_attributes_without_id(), blender::nodes::node_geo_duplicate_elements_cc::copy_edge_attributes_without_id(), blender::nodes::node_geo_duplicate_elements_cc::copy_face_attributes_without_id(), blender::io::usd::copy_primvar_to_blender_attribute(), blender::io::usd::copy_primvar_to_blender_buffer(), blender::draw::create_edit_points_selection(), ImageTextureNode::cull_tiles(), blender::gpu::VKVertexAttributeObject::debug_print(), do_vpaint_brush_blur_loops(), do_vpaint_brush_blur_verts(), do_vpaint_brush_smear(), blender::draw_named_attributes_panel(), blender::ed::curves::duplicate_curves(), blender::ed::sculpt_paint::face_set::duplicate_face_sets(), blender::ed::curves::duplicate_points(), blender::nodes::node_geo_duplicate_elements_cc::duplicate_points_CurvesGeometry(), blender::draw::ensure_control_point_attribute(), blender::nodes::geo_eval_log::GeoTreeLog::ensure_existing_attributes(), blender::draw::extract_attr_viewer(), blender::draw::pbvh::extract_data_corner_mesh(), blender::draw::pbvh::extract_data_face_mesh(), blender::draw::extract_data_mesh_face(), blender::draw::extract_data_mesh_mapped_corner(), blender::draw::pbvh::extract_data_vert_mesh(), blender::nodes::node_geo_extrude_mesh_cc::extrude_individual_mesh_faces(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_edges(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_face_regions(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_vertices(), face_corner_color_equalize_verts(), blender::bke::fill_attribute_range_default(), blender::ed::sculpt_paint::fill_mesh_color(), blender::draw::pbvh::fill_vbo_attribute_mesh(), blender::draw::pbvh::fill_vbos_mesh(), blender::geometry::fillet_curves(), blender::nodes::node_geo_extrude_mesh_cc::gather_attributes(), blender::nodes::node_geo_extrude_mesh_cc::gather_attributes(), blender::nodes::node_geo_extrude_mesh_cc::gather_vert_attributes(), blender::nodes::node_geo_extrude_mesh_cc::gather_vert_attributes(), blender::gpu::MSLGeneratorInterface::generate_msl_vertex_attribute_input_population(), blender::ed::space_node::get_attribute_info_from_context(), blender::io::alembic::get_edge_creases(), blender::io::usd::get_edge_creases(), get_layer_handle(), get_uv_attribute(), blender::bke::IDAttributeFieldInput::get_varray_for_context(), blender::nodes::node_geo_tool_selection_cc::SculptSelectionFieldInput::get_varray_for_context(), blender::io::alembic::get_vert_creases(), blender::io::usd::get_vert_creases(), blender::nodes::LazyFunctionForReduceForeachGeometryElement::handle_generation_items_group(), blender::nodes::LazyFunctionForReduceForeachGeometryElement::handle_main_items_and_geometry(), blender::gpu::VKGraphicsInfo::VertexIn::hash(), blender::geometry::interpolate_curves(), blender::bke::bake::load_attributes(), blender::io::ply::load_custom_attributes(), blender::bke::attribute_accessor_functions::lookup(), blender::bke::attribute_accessor_functions::lookup_for_write(), blender::bke::MutableAttributeAccessor::lookup_for_write(), blender::bke::MutableAttributeAccessor::lookup_for_write(), blender::bke::MutableAttributeAccessor::lookup_for_write_span(), blender::bke::MutableAttributeAccessor::lookup_for_write_span(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_only_span(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_only_span(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_span(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_span(), blender::bke::AttributeAccessor::lookup_or_default(), blender::bke::mesh_flip_faces(), move_face_map_data_to_attributes(), blender::ed::space_node::named_attribute_tooltip(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), blender::draw::pointcloud_extract_attribute(), populate_cache_for_instance(), blender::geometry::prepare_attribute_fallbacks(), blender::geometry::preprocess_curves(), blender::geometry::preprocess_grease_pencils(), blender::geometry::preprocess_meshes(), blender::geometry::preprocess_pointclouds(), blender::geometry::propagate_edge_attributes(), blender::geometry::propagate_vert_attributes(), AttributeSet::remove(), blender::geometry::resample_to_evaluated(), blender::geometry::resample_to_uniform(), blender::ed::sculpt_paint::undo::restore_face_set_from_undo_step(), blender::bke::CurvesGeometry::reverse_curves(), blender::nodes::node_geo_extrude_mesh_cc::save_selection_as_attribute(), blender::bke::save_shared_attribute(), blender::ed::sculpt_paint::select_random::select_random_exec(), blender::bke::bake::serialize_attributes(), blender::compositor::MovieClipAttributeOperation::set_attribute(), blender::ed::curves::set_attribute_exec(), blender::ed::curves::set_attribute_invoke(), blender::nodes::store_computed_output_attributes(), blender::geometry::subdivide_curves(), thread::thread(), blender::gpu::to_binding_location_len(), blender::geometry::trim_attribute_linear(), blender::geometry::trim_catmull_rom_curves(), blender::geometry::trim_curves(), blender::geometry::trim_evaluated_curves(), blender::bke::try_add_shared_field_attribute(), blender::draw::vertbuf_data_extract_direct(), vpaint_do_blur(), vpaint_do_draw(), vpaint_do_paint(), vpaint_init_vpaint(), vpaint_paint_leaves(), and blender::io::obj::OBJWriter::write_vertex_coords().

◆ attribute [2/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [3/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [4/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [5/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [6/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [7/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [8/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [9/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [10/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [11/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [12/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ attribute [13/13]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute

Definition at line 115 of file NOD_static_types.h.

◆ BEVEL

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components BEVEL

Definition at line 119 of file NOD_static_types.h.

◆ Bevel

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Bevel

Definition at line 119 of file NOD_static_types.h.

Referenced by modifier_type_init().

◆ BLACKBODY

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 BLACKBODY

Definition at line 92 of file NOD_static_types.h.

◆ Blackbody

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 Blackbody

Definition at line 92 of file NOD_static_types.h.

◆ Blend [1/2]

Blend

Definition at line 274 of file node_texture_proc.cc.

◆ Blend [2/2]

Blend

Definition at line 274 of file node_texture_proc.cc.

◆ BRIGHTCONTRAST [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BRIGHTCONTRAST

Definition at line 36 of file NOD_static_types.h.

◆ BRIGHTCONTRAST [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BRIGHTCONTRAST

Definition at line 36 of file NOD_static_types.h.

◆ BrightContrast [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BrightContrast

Definition at line 36 of file NOD_static_types.h.

Referenced by sequence_modifier_type_info_init().

◆ BrightContrast [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BrightContrast

Definition at line 36 of file NOD_static_types.h.

◆ BSDF [1/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

◆ BSDF [2/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [3/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [4/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [5/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [6/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [7/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [8/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [9/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [10/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [11/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [12/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [13/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BSDF [14/14]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF

Definition at line 52 of file NOD_static_types.h.

◆ BW [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to BW

Definition at line 32 of file NOD_static_types.h.

◆ BW [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to BW

Definition at line 32 of file NOD_static_types.h.

◆ BW [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to BW

Definition at line 32 of file NOD_static_types.h.

◆ CAMERA

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves CAMERA

Definition at line 40 of file NOD_static_types.h.

◆ camera [1/5]

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 camera

Definition at line 111 of file NOD_static_types.h.

Referenced by bc_getSceneCameraAnimData(), BKE_camera_multiview_model_matrix(), BKE_camera_multiview_model_matrix(), BKE_camera_multiview_model_matrix_scaled(), BKE_camera_multiview_model_matrix_scaled(), BKE_camera_multiview_params(), BKE_camera_multiview_params(), BKE_camera_multiview_render(), BKE_camera_multiview_render(), BKE_camera_multiview_shift_x(), BKE_camera_multiview_shift_x(), BKE_camera_multiview_spherical_stereo(), BKE_camera_multiview_spherical_stereo(), BKE_camera_multiview_view_matrix(), BKE_camera_multiview_view_matrix(), BKE_camera_multiview_window_matrix(), BKE_camera_multiview_window_matrix(), BKE_camera_view_frame(), BKE_camera_view_frame(), BKE_camera_view_frame_ex(), BKE_camera_view_frame_ex(), BKE_image_stamp_buf(), BKE_render_result_stamp_info(), BKE_scene_camera_switch_update(), BKE_stamp_info_callback(), BKE_tracking_camera_distortion_hash(), BKE_tracking_camera_distortion_hash(), BKE_tracking_camera_principal_point_pixel_get(), BKE_tracking_camera_principal_point_pixel_set(), BKE_tracking_camera_to_blender(), BKE_tracking_distort_frame(), BKE_tracking_distort_v2(), BKE_tracking_distortion_new(), BKE_tracking_distortion_update(), BKE_tracking_get_projection_matrix(), BKE_tracking_object_get_camera(), BKE_tracking_undistort_frame(), BKE_tracking_undistort_v2(), Freestyle::BlenderStrokeRenderer::BlenderStrokeRenderer(), BLI_uvproject_camera_info(), blo_do_versions_270(), blo_do_versions_400(), BLO_update_defaults_startup_blend(), blender::deg::DepsgraphNodeBuilder::build_camera(), blender::deg::DepsgraphRelationBuilder::build_camera(), blender::deg::DepsgraphNodeBuilder::build_object_data_camera(), blender::deg::DepsgraphRelationBuilder::build_object_data_camera(), camera_foreach_id(), camera_model_matrix(), camera_multiview_advanced(), blender::io::usd::camera_sensor_size_for_render(), camera_stereo3d_model_matrix(), camera_stereo3d_shift_x(), camera_view3d_reconstruction(), check_undistortion_cache_flags(), check_valid_camera_multiview(), blender::nodes::node_composite_defocus_cc::DefocusOperation::compute_pixels_per_meter(), DocumentImporter::create_camera_object(), depthdropper_init(), distortion_model_parameters_from_options(), distortion_model_parameters_from_tracking(), do_render_engine(), do_set_scale(), do_versions_after_linking_280(), blender::io::usd::USDCameraWriter::do_write(), draw_frame_curves(), draw_marker_name(), ed_marker_move_apply(), ed_marker_select(), ed_marker_select_exec(), ED_update_for_newframe(), ED_view3d_draw_offscreen_imbuf(), ED_view3d_draw_offscreen_imbuf_simple(), ED_view3d_smooth_view_undo_begin(), ED_view3d_smooth_view_undo_end(), eevee_engine_init(), blender::eevee::ShadowDirectional::end_sync(), libmv::EuclideanBundleCommonIntrinsics(), libmv::EuclideanIntersect(), libmv::EuclideanScaleToUnity(), BCAnimationCurve::get_animation_name(), AnimationImporter::get_animation_type(), get_aspect_ratio(), get_camera_with_movieclip(), blender::nodes::node_composite_defocus_cc::DefocusOperation::get_focal_length(), blender::render::hydra::gf_camera(), blender::render::hydra::gf_camera(), blender::render::hydra::gf_camera(), GPENCIL_render_init(), blender::eevee::DepthOfField::init(), blender::workbench::DofPass::init(), libmv::EuclideanReconstruction::InsertCamera(), libmv::ProjectiveReconstruction::InsertCamera(), libmv::InternalReprojectionError(), blender::io::alembic::ABCCameraWriter::is_supported(), blender::io::usd::USDCameraWriter::is_supported(), libmv_reprojectionCameraForImage(), libmv_reprojectionErrorForImage(), libmv_reprojectionErrorForTrack(), lineart_create_render_buffer_v3(), lineart_main_load_geometries(), motionpaths_calc_bake_targets(), NODE_DEFINE(), blender::nodes::node_geo_input_active_camera_cc::node_exec(), object_preview_camera_create(), libmv::ProjectiveIntersect(), put_postprocessed_frame_to_cache(), RE_engine_get_camera_model_matrix(), RE_engine_get_camera_shift_x(), RE_engine_get_spherical_stereo(), RE_GetCamera(), RE_GetCameraModelMatrix(), RE_GetCameraModelMatrix(), RE_GetCameraWindow(), RE_GetCameraWindow(), RE_PreviewRender(), HdCyclesFileReader::read(), blender::eevee::ShadowDirectional::release_excess_tilemaps(), blender::render::hydra::FinalEngine::render(), Freestyle::BlenderStrokeRenderer::RenderScene(), screen_opengl_render_doit(), screen_opengl_views_setup(), select_marker_camera_switch(), seq_render_scene_strip(), set_axis(), set_origin_exec(), set_plane_exec(), solve_camera_freejob(), stampdata(), blender::eevee::DepthOfField::sync(), tracking_cameraIntrinscisOptionsFromTracking(), tracking_scale_reconstruction(), tracking_trackingCameraFromIntrinscisOptions(), AnimationImporter::translate_Animations(), blender::draw::image_engine::ShaderParameters::update(), uv_from_view_exec(), uv_from_view_invoke(), view3d_stereo3d_setup(), view3d_stereo3d_setup_offscreen(), blender::eevee::VolumeObjectBounds::VolumeObjectBounds(), WIDGETGROUP_camera_poll(), DocumentImporter::write_node(), and DocumentImporter::writeCamera().

◆ camera [2/5]

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 camera

Definition at line 111 of file NOD_static_types.h.

◆ camera [3/5]

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 camera

Definition at line 111 of file NOD_static_types.h.

◆ camera [4/5]

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 camera

Definition at line 111 of file NOD_static_types.h.

◆ camera [5/5]

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 camera

Definition at line 111 of file NOD_static_types.h.

◆ CameraData

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves CameraData

Definition at line 40 of file NOD_static_types.h.

◆ CLAMP

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position CLAMP

Definition at line 42 of file NOD_static_types.h.

◆ Clamp

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp

◆ Color

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value Separate Color

◆ color

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color

Definition at line 46 of file NOD_static_types.h.

Referenced by absorption(), SeqQuadsBatch::add_line(), add_node(), SeqQuadsBatch::add_quad(), SeqQuadsBatch::add_quad(), SeqQuadsBatch::add_wire_quad(), ambient_occlusion(), ANIM_draw_action_framerange(), annotation_draw_onionskins(), annotation_draw_stabilizer(), annotation_draw_strokes(), arrow_draw_geom(), arrow_draw_intern(), ashikhmin_velvet(), bc_get_cot(), bc_get_cot(), BKE_brush_color_set(), BKE_gpencil_stroke_set_random_color(), BKE_image_add_generated(), BKE_image_buf_fill_color(), BKE_image_find_nearest_tile_with_offset(), BKE_palette_color_add(), BKE_palette_color_remove(), BLF_draw_svg_icon(), blf_draw_svg_icon(), blf_font_boundbox_foreach_glyph(), blf_glyph_cache_add_svg(), blf_glyph_ensure_icon(), BLF_load_mem_unique(), blf_texture_draw(), BoneInstanceData::BoneInstanceData(), bsdf_microfacet_setup_fresnel_constant(), bsdf_oren_nayar_setup(), bsdf_principled_hair_sigma_from_reflectance(), bssrdf(), btAdjustInternalEdgeContacts(), button2d_draw_intern(), button2d_geom_draw_backdrop(), cage2d_draw_box_corners(), cage2d_draw_box_interaction(), cage2d_draw_circle_wire(), cage2d_draw_rect_corner_handles(), cage2d_draw_rect_edge_handles(), cage2d_draw_rect_wire(), cage3d_draw_box_corners(), cage3d_draw_box_interaction(), cage3d_draw_circle_handles(), cage3d_draw_circle_wire(), btMinkowskiPenetrationDepthSolver::calcPenDepth(), camera_view3d_reconstruction(), clg_severity_to_color(), clip_draw_dopesheet_channels(), clip_draw_dopesheet_main(), color_highlight_compress(), color_highlight_uncompress(), Color_idiv(), Color_imul(), color_mul_float(), color_scene_linear_to_srgb(), color_srgb_to_scene_linear(), color_unpremultiply(), colorramp_to_array(), BsdfNode::compile(), VolumeNode::compile(), Freestyle::Strip::computeTexCoordWithTips(), BackgroundNode::constant_fold(), BrightContrastNode::constant_fold(), EmissionNode::constant_fold(), GammaNode::constant_fold(), InvertNode::constant_fold(), RGBRampNode::constant_fold(), RGBToBWNode::constant_fold(), SeparateColorNode::constant_fold(), SeparateHSVNode::constant_fold(), SeparateRGBNode::constant_fold(), cursor_box_draw(), cursor_point_draw(), curve_draw_stroke_3d(), DebugDrawcallback::DebugDrawcallback(), btCollisionWorld::debugDrawObject(), debugDrawSingleBatch(), btCollisionWorld::debugDrawWorld(), btMultiBodyDynamicsWorld::debugDrawWorld(), default_paint_slot_color_get(), ObjectManager::device_update_object_transform(), dial_3d_draw_util(), dial_draw_intern(), dial_geom_draw(), dial_ghostarc_draw(), dial_ghostarc_draw_helpline(), diffuse_ramp(), diffuse_toon(), draine(), btSoftBodyHelpers::Draw(), draw_anti_tria(), draw_anti_tria_rect(), draw_circle_in_quad(), draw_dividers(), draw_fcurve_handles(), draw_keyframe_shape(), draw_lasso_smooth_stroke_indicator(), draw_line_bounds(), draw_line_loop(), draw_line_pairs(), draw_marker_line(), draw_marker_texts(), draw_overshoot_triangle(), draw_parallel_lines(), draw_plane_marker_ex(), draw_primitive_view(), draw_primitive_view_impl(), draw_scope_end(), draw_start_vertex_circle(), draw_tile_background(), btIDebugDraw::drawAabb(), btIDebugDraw::drawArc(), btIDebugDraw::drawBox(), btIDebugDraw::drawBox(), drawBox(), btIDebugDraw::drawCapsule(), btIDebugDraw::drawCone(), btIDebugDraw::drawContactPoint(), btIDebugDraw::drawCylinder(), btIDebugDraw::drawLine(), btIDebugDraw::drawPlane(), btIDebugDraw::drawSphere(), btIDebugDraw::drawSphere(), btIDebugDraw::drawSpherePatch(), btIDebugDraw::drawTriangle(), btIDebugDraw::drawTriangle(), drop_color_invoke(), DRW_cache_cursor_get(), DRW_debug_bbox(), DRW_debug_line_v3v3(), DRW_debug_m4_as_bbox(), DRW_debug_polygon_v3(), DRW_debug_sphere(), DRW_sculpt_debug_cb(), dynamic_paint_apply_surface_vpaint_blend_cb(), dynamic_paint_set_init_color_tex_to_imseq_cb(), dynamic_paint_set_init_color_tex_to_vcol_cb(), dynamic_paint_set_init_color_vcol_to_imseq_cb(), dynamicPaint_setInitialColor(), ed_gizmo_draw_preset_geometry(), ED_imapaint_bucket_fill(), ED_imbuf_sample_draw(), ED_region_do_draw(), ED_region_grid_draw(), ED_space_image_get_display_channel_mask(), edit_text_cache_populate_boxes(), ENUM_OPERATORS(), film_get_pass_pixel_combined(), film_get_pass_pixel_float4(), film_write_aov_pass_color(), fournier_forand(), fresnel_conductor(), FrsMaterial_ambient_set(), FrsMaterial_diffuse_set(), FrsMaterial_emission_set(), FrsMaterial_line_set(), FrsMaterial_mathutils_get_index(), FrsMaterial_mathutils_set_index(), FrsMaterial_specular_set(), Freestyle::BlenderStrokeRenderer::GenerateStrokeMesh(), get_rgba_fixed_color(), EffectsExporter::getcol(), GHOST_SystemCocoa::getPixelAtCursor(), GHOST_SystemWin32::getPixelAtCursor(), Freestyle::BlenderStrokeRenderer::GetStrokeShader(), gizmo2d_resize_setup(), gizmo2d_rotate_setup(), gizmo2d_xform_setup(), gizmo_cage2d_draw_intern(), gizmo_cage3d_draw_intern(), gizmo_mesh_spin_init_setup(), gl_shaded_color(), gl_shaded_color_get(), gl_shaded_color_get_fl(), glossy_toon(), gpencil_batch_cache_get(), gpencil_light_ambient_add(), gpencil_shade_color(), gpu_batch_preset_rectf_tris_color_ex(), GPU_viewport_bind_from_offscreen(), gpu_viewport_draw_colormanaged(), GPU_viewport_draw_to_screen_ex(), hair_chiang(), hair_huang(), hair_reflection(), hash_float_to_color(), hash_vector2_to_color(), hash_vector3_to_color(), hash_vector4_to_color(), henyey_greenstein(), histogram_draw_one(), hsl_to_rgb(), hsv_to_rgb(), icon_draw_icon(), icon_draw_rect_input_text(), icon_draw_size(), image_buf_fill_color_slice(), image_new_exec(), IMB_colormanagement_imbuf_for_write(), IMB_font_preview(), imb_load_openexr(), IMB_sampleImageAtLocation(), immDrawPixelsTexScaledFullSize(), immDrawPixelsTexTiled(), immDrawPixelsTexTiled_clipping(), immDrawPixelsTexTiled_scaling(), immDrawPixelsTexTiled_scaling_clipping(), immRectf_fast_with_color(), immRecti_fast_with_color(), immUniformThemeColor(), immUniformThemeColor3(), immUniformThemeColorAlpha(), immUniformThemeColorBlend(), immUniformThemeColorBlendShade(), immUniformThemeColorShade(), immUniformThemeColorShadeAlpha(), invert(), kernel_background_evaluate(), layerDefault_propcol(), light_emission_node_to_energy(), light_emission_unify(), manta_noise_get_rgba_fixed_color(), manta_smoke_get_rgba_fixed_color(), metaball_instance_data_set(), microfacet_f82_tint(), microfacet_multi_ggx_aniso(), microfacet_multi_ggx_glass(), move3d_draw_intern(), move_geom_draw(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), NODE_DEFINE(), node_mix_add(), node_mix_blend(), node_mix_burn(), node_mix_clamp(), node_mix_color(), node_mix_dark(), node_mix_diff(), node_mix_div(), node_mix_dodge(), node_mix_exclusion(), node_mix_hue(), node_mix_light(), node_mix_linear(), node_mix_mul(), node_mix_overlay(), node_mix_sat(), node_mix_screen(), node_mix_soft(), node_mix_sub(), node_mix_val(), noise_texture_1d(), noise_texture_2d(), noise_texture_3d(), noise_texture_4d(), osl_luminance_dfdv(), osl_luminance_fv(), osl_texture_set_missingcolor_arena(), osl_wavelength_color_vf(), OVERLAY_bounds(), OVERLAY_collision(), OVERLAY_edit_gpencil_legacy_cache_init(), OVERLAY_edit_metaball_cache_populate(), OVERLAY_edit_uv_cache_init(), OVERLAY_empty_cache_populate(), OVERLAY_empty_shape(), OVERLAY_extra_cache_populate(), OVERLAY_extra_line_dashed(), OVERLAY_extra_loose_points(), OVERLAY_extra_point(), OVERLAY_extra_wire(), OVERLAY_fade_cache_init(), OVERLAY_forcefield(), overlay_grease_pencil_draw_stroke_color_name(), OVERLAY_image_empty_cache_populate(), OVERLAY_lattice_cache_populate(), OVERLAY_metaball_cache_populate(), OVERLAY_mode_transfer_cache_populate(), OVERLAY_object_name(), OVERLAY_paint_cache_init(), OVERLAY_particle_cache_populate(), OVERLAY_texture_space(), OVERLAY_volume_extra(), OVERLAY_wireframe_cache_populate(), paint_2d_bucket_fill(), paint_2d_fill_add_pixel_byte(), paint_2d_fill_add_pixel_float(), paint_sample_color(), palette_color_add_exec(), palette_color_delete_exec(), palette_extract_img_exec(), palette_join_exec(), palette_sort_exec(), panel_draw_highlight_border(), phong_ramp(), populate_cache_for_instance(), pose_select_same_color(), premul_float_to_straight_uchar(), premul_to_straight_v4(), premul_ushort_to_straight_uchar(), btSoftBodyTriangleCallback::processTriangle(), proj_paint_color_attribute_create(), proj_paint_image_create(), ray_portal_bsdf(), rayleigh(), region_draw_azone_tab_arrow(), region_draw_emboss(), region_draw_status_text(), Freestyle::PSStrokeRenderer::RenderStrokeRepBasic(), rgb_ramp_lookup(), rgb_to_hsl(), rgb_to_hsv(), rna_def_modifier_type_common(), rounded_corners(), sequencer_retiming_draw_continuity(), set_draw_marker_area_color(), set_fcurve_vertex_color(), set_roundbox_vertex(), set_viewport_material_props(), shadecolors4(), sheen(), straight_to_premul_v4(), straight_uchar_to_premul_float(), straight_uchar_to_premul_ushort(), studiolight_irradiance_preview(), studiolight_matcap_preview(), studiolight_radiance_preview(), svg_replace_color_attributes(), svm_brightness_contrast(), svm_combine_color(), svm_math_gamma_color(), svm_math_wavelength_color_xyz(), svm_node_brightness(), svm_node_closure_bsdf(), svm_node_combine_color(), svm_node_combine_hsv(), svm_node_curves(), svm_node_gamma(), svm_node_hsv(), svm_node_invert(), svm_node_normal_map(), svm_node_principled_volume(), svm_node_rgb_ramp(), svm_node_separate_color(), svm_node_separate_hsv(), svm_node_tex_magic(), svm_node_tex_noise(), svm_node_tex_white_noise(), svm_node_wavelength(), svm_separate_color(), svm_voronoi_output(), HdCyclesLight::Sync(), texture_paint_add_texture_paint_slot_invoke(), track_channel_color(), transform_active_color(), transform_active_color_data(), UI_but_color_set(), UI_but_icon_indicator_color_set(), ui_do_but_COLOR(), ui_draw_but_HISTOGRAM(), ui_draw_but_HSVCIRCLE(), ui_draw_but_TRACKPREVIEW(), ui_draw_but_VECTORSCOPE(), ui_draw_but_WAVEFORM(), ui_draw_clip_tri(), UI_draw_icon_tri(), UI_draw_roundbox_aa(), ui_draw_rounded_corners_inverted(), UI_draw_text_underline(), ui_draw_widget_back_color(), ui_draw_widget_menu_back_color(), UI_FontThemeColor(), UI_icon_get_theme_color(), ui_palette_set_active(), ui_tooltip_data_from_button_or_extra_icon(), ui_tooltip_from_vfont(), UI_view2d_dot_grid_draw(), UI_view2d_multi_grid_draw(), uiDefButImage(), uiTemplateColorPicker(), uiTemplateGpencilModifier(), uiTemplateNodeSocket(), uiTemplatePalette(), uiTemplateStatusInfo(), v3d_cursor_plane_draw(), v3d_cursor_plane_draw_grid(), vertex_color_brightness_contrast_exec(), vertex_color_hsv_exec(), vertex_color_invert_exec(), vertex_color_levels_exec(), view2d_draw_lines_internal(), voronoi_smooth_f1(), voronoi_smooth_f1(), voronoi_smooth_f1(), voronoi_smooth_f1(), walkStacklessQuantizedTree(), walkStacklessQuantizedTreeAgainstRay(), widget_draw_icon(), widget_draw_icon_centered(), wm_block_about_create(), wm_block_splash_add_label(), wm_gizmo_geometryinfo_draw(), WM_gizmo_get_color(), WM_gizmo_set_color(), wm_gizmo_vec_draw(), wm_xr_controller_aim_draw(), wm_xr_controller_model_draw(), write_severity(), xyY_to_xyz(), and xyz_to_rgb().

◆ COMBHSV

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 and object coordinate space COMBHSV

Definition at line 113 of file NOD_static_types.h.

◆ CombineHSV

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 and object coordinate space CombineHSV

Definition at line 113 of file NOD_static_types.h.

◆ CombineRGB

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative CombineRGB

Definition at line 48 of file NOD_static_types.h.

Referenced by channels().

◆ COMBRGB

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative COMBRGB

Definition at line 48 of file NOD_static_types.h.

◆ Contrast [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Contrast

Definition at line 36 of file NOD_static_types.h.

◆ Contrast [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Contrast

Definition at line 36 of file NOD_static_types.h.

◆ Coordinate

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 Coordinate

Definition at line 109 of file NOD_static_types.h.

◆ Curve

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Curve

Definition at line 125 of file NOD_static_types.h.

◆ CURVE_FLOAT

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed CURVE_FLOAT

Definition at line 125 of file NOD_static_types.h.

◆ CURVE_VEC [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color CURVE_VEC

Definition at line 38 of file NOD_static_types.h.

◆ CURVE_VEC [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color CURVE_VEC

Definition at line 38 of file NOD_static_types.h.

◆ Curves

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Curves

Definition at line 38 of file NOD_static_types.h.

◆ Data

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Data

Definition at line 40 of file NOD_static_types.h.

◆ def_clamp

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position def_clamp

Definition at line 42 of file NOD_static_types.h.

◆ def_float_curve

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed def_float_curve

Definition at line 125 of file NOD_static_types.h.

◆ def_group

◆ def_group_output

def_group_output

Definition at line 25 of file NOD_static_types.h.

◆ def_mix_rgb [1/3]

Group Output data from inside of a node group A color picker def_mix_rgb

Definition at line 30 of file NOD_static_types.h.

Referenced by def_sh_output_linestyle().

◆ def_mix_rgb [2/3]

Group Output data from inside of a node group A color picker def_mix_rgb

Definition at line 30 of file NOD_static_types.h.

◆ def_mix_rgb [3/3]

Group Output data from inside of a node group A color picker def_mix_rgb

Definition at line 30 of file NOD_static_types.h.

◆ def_sh_bevel

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components def_sh_bevel

Definition at line 119 of file NOD_static_types.h.

◆ def_sh_combsep_color

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value def_sh_combsep_color

Definition at line 127 of file NOD_static_types.h.

Referenced by DefNode().

◆ def_sh_normal_map

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 def_sh_normal_map

Definition at line 94 of file NOD_static_types.h.

◆ def_sh_output

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate def_sh_output

Definition at line 54 of file NOD_static_types.h.

Referenced by def_sh_output_linestyle(), DefNode(), and DefNode().

◆ def_sh_script

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 def_sh_script

Definition at line 96 of file NOD_static_types.h.

◆ def_sh_tex_brick

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 def_sh_tex_brick

Definition at line 107 of file NOD_static_types.h.

◆ def_sh_tex_coord

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 def_sh_tex_coord

Definition at line 109 of file NOD_static_types.h.

◆ def_sh_tex_gabor

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 def_sh_tex_gabor

Definition at line 99 of file NOD_static_types.h.

◆ def_sh_tex_gradient

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 def_sh_tex_gradient

Definition at line 101 of file NOD_static_types.h.

◆ def_sh_tex_image

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 def_sh_tex_image

Definition at line 97 of file NOD_static_types.h.

◆ def_sh_tex_magic

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 def_sh_tex_magic

Definition at line 103 of file NOD_static_types.h.

◆ def_sh_tex_voronoi

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 def_sh_tex_voronoi

Definition at line 105 of file NOD_static_types.h.

◆ def_sh_tex_white_noise

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction def_sh_tex_white_noise

Definition at line 123 of file NOD_static_types.h.

◆ def_sh_tex_wireframe

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 def_sh_tex_wireframe

Definition at line 90 of file NOD_static_types.h.

◆ def_sh_vect_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 def_sh_vect_transform

Definition at line 111 of file NOD_static_types.h.

◆ def_sh_vector_displacement

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders def_sh_vector_displacement

Definition at line 121 of file NOD_static_types.h.

◆ def_sh_vertex_color

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 and object coordinate space Combine Create a color from its and value channels def_sh_vertex_color

Definition at line 115 of file NOD_static_types.h.

◆ def_vector_curve [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color def_vector_curve

Definition at line 38 of file NOD_static_types.h.

◆ def_vector_curve [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color def_vector_curve

Definition at line 38 of file NOD_static_types.h.

◆ def_vector_math

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum def_vector_math

Definition at line 44 of file NOD_static_types.h.

◆ Displacement

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displacement

Definition at line 121 of file NOD_static_types.h.

Referenced by DefNode().

◆ EEVEE_SPECULAR

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EEVEE_SPECULAR

Definition at line 52 of file NOD_static_types.h.

◆ EeveeSpecular

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EeveeSpecular

Definition at line 52 of file NOD_static_types.h.

◆ element [1/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [2/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [3/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [4/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [5/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [6/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [7/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [8/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [9/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ element [10/10]

ATTR_WARN_UNUSED_RESULT const void * element

Definition at line 140 of file bmesh_operator_api_inline.hh.

◆ enabled

bool enabled

Definition at line 1057 of file interface_widgets.cc.

◆ faces [1/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [2/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [3/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [4/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [5/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [6/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [7/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [8/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [9/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [10/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [11/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [12/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [13/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [14/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [15/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [16/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ faces [17/17]

char faces[256]
static

Definition at line 527 of file mball_tessellate.cc.

◆ FloatCurve

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed FloatCurve

Definition at line 125 of file NOD_static_types.h.

◆ FRESNEL

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World FRESNEL

Definition at line 56 of file NOD_static_types.h.

◆ Fresnel [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World Fresnel

Definition at line 56 of file NOD_static_types.h.

◆ Fresnel [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World Fresnel

Definition at line 56 of file NOD_static_types.h.

◆ green [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green

◆ green [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green

Definition at line 48 of file NOD_static_types.h.

◆ green [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green

Definition at line 48 of file NOD_static_types.h.

◆ GROUP

GROUP

Definition at line 23 of file NOD_static_types.h.

◆ Group

Group

Definition at line 23 of file NOD_static_types.h.

◆ GROUP_OUTPUT

GROUP_OUTPUT

Definition at line 25 of file NOD_static_types.h.

◆ GroupOutput

GroupOutput

Definition at line 25 of file NOD_static_types.h.

◆ handles [1/3]

ParamHandle** handles

Definition at line 2059 of file uvedit_unwrap_ops.cc.

◆ handles [2/3]

ParamHandle** handles

Definition at line 2059 of file uvedit_unwrap_ops.cc.

◆ handles [3/3]

ParamHandle** handles

Definition at line 2059 of file uvedit_unwrap_ops.cc.

◆ HSV [1/2]

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 and object coordinate space Combine HSV

Definition at line 113 of file NOD_static_types.h.

◆ HSV [2/2]

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 and object coordinate space Combine HSV

Definition at line 113 of file NOD_static_types.h.

◆ hue [1/2]

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 and object coordinate space Combine Create a color from its hue

◆ hue [2/2]

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 and object coordinate space Combine Create a color from its hue

Definition at line 113 of file NOD_static_types.h.

◆ HUE_SAT [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT

Definition at line 49 of file NOD_static_types.h.

◆ HUE_SAT [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT

Definition at line 49 of file NOD_static_types.h.

◆ HUE_SAT [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HUE_SAT

Definition at line 49 of file NOD_static_types.h.

◆ HueSaturation [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HueSaturation

Definition at line 49 of file NOD_static_types.h.

◆ HueSaturation [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue HueSaturation

Definition at line 49 of file NOD_static_types.h.

◆ indices [1/2]

ushort indices[]
static

Definition at line 45 of file geom_arrow_gizmo.cc.

◆ indices [2/2]

ushort indices[]
static

Definition at line 45 of file geom_arrow_gizmo.cc.

◆ Info

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 Info

Definition at line 86 of file NOD_static_types.h.

◆ inputs [1/5]

Definition at line 11 of file node_texture_at.cc.

◆ inputs [2/5]

Definition at line 11 of file node_texture_at.cc.

◆ inputs [3/5]

Definition at line 11 of file node_texture_at.cc.

◆ inputs [4/5]

Definition at line 11 of file node_texture_at.cc.

◆ inputs [5/5]

Definition at line 11 of file node_texture_at.cc.

◆ instance [1/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

Referenced by blender::nodes::node_geo_instance_on_points_cc::add_instances_from_component(), GHOST_XrSession::attachActionSets(), bpy_class_call(), GHOST_IXrGraphicsBinding::checkVersionRequirements(), GHOST_XrGraphicsBindingOpenGL::checkVersionRequirements(), blender::opensubdiv::GLComputeEvaluator::Create(), GHOST_DirectManipulationHelper::create(), GHOST_XrActionSet::createAction(), GHOST_XrSession::createActionBindings(), GHOST_XrSession::createActions(), GHOST_XrSession::createActionSet(), GHOST_XrAction::createBinding(), eevee_cache_finish(), eevee_cache_init(), eevee_cache_populate(), eevee_instance_free(), eevee_render_to_image(), eevee_store_metadata(), eevee_view_update(), blender::opensubdiv::GLComputeEvaluator::EvalPatches(), blender::opensubdiv::GLComputeEvaluator::EvalPatches(), blender::opensubdiv::GLComputeEvaluator::EvalPatches(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesFaceVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesFaceVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesFaceVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesVarying(), blender::opensubdiv::GLComputeEvaluator::EvalStencils(), blender::opensubdiv::GLComputeEvaluator::EvalStencils(), blender::opensubdiv::GLComputeEvaluator::EvalStencils(), blender::bke::pbvh::pixels::NodeData::free_func(), DebugFlags::get(), GHOST_XrAction::GHOST_XrAction(), GHOST_XrAction::GHOST_XrAction(), GHOST_XrActionProfile::GHOST_XrActionProfile(), GHOST_XrActionProfile::GHOST_XrActionProfile(), GHOST_XrActionSet::GHOST_XrActionSet(), GHOST_XrActionSet::GHOST_XrActionSet(), GHOST_XrControllerModel::GHOST_XrControllerModel(), GHOST_XrEventPollNext(), init_controller_model_extension_functions(), init_passthrough_extension_functions(), GHOST_ContextVK::initializeDrawingContext(), GHOST_XrSession::loadControllerModel(), LightTreeNode::make_instance(), blender::nodes::node_geo_instance_on_points_cc::node_geo_exec(), OVERLAY_instance_free(), OVERLAY_next_instance_free(), blender::eevee::PlanarProbeModule::PlanarProbeModule(), pyrna_struct_as_instance(), pyrna_struct_CreatePyObject(), pyrna_struct_CreatePyObject_from_type(), blender::bke::InstancesComponent::release(), RNA_def_struct_register_funcs(), SELECT_next_instance_free(), blender::eevee::SphereProbeModule::SphereProbeModule(), blender::eevee::step_object_sync_render(), HdCyclesGeometry< Base, CyclesBase >::Sync(), workbench_cache_finish(), workbench_cache_init(), workbench_cache_populate(), and workbench_instance_free().

◆ instance [2/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [3/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [4/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [5/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [6/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [7/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ instance [8/8]

in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance

Definition at line 86 of file NOD_static_types.h.

◆ INVERT [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT

Definition at line 46 of file NOD_static_types.h.

◆ INVERT [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT

Definition at line 46 of file NOD_static_types.h.

◆ INVERT [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT

Definition at line 46 of file NOD_static_types.h.

◆ Invert [1/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [2/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [3/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [4/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [5/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [6/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [7/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ Invert [8/8]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert

Definition at line 46 of file NOD_static_types.h.

◆ left

int left
static

Definition at line 57 of file mathutils_noise.cc.

◆ Map

◆ Marble

Marble

Definition at line 275 of file node_texture_proc.cc.

◆ marble

marble

Definition at line 275 of file node_texture_proc.cc.

◆ Math [1/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

Referenced by DefNode().

◆ Math [2/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ Math [3/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ Math [4/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ Math [5/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ Math [6/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ Math [7/7]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math

Definition at line 44 of file NOD_static_types.h.

◆ metallic [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of metallic

◆ metallic [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of metallic

Definition at line 52 of file NOD_static_types.h.

◆ MIX_RGB [1/3]

Group Output data from inside of a node group A color picker MIX_RGB

Definition at line 30 of file NOD_static_types.h.

◆ MIX_RGB [2/3]

Group Output data from inside of a node group A color picker MIX_RGB

Definition at line 30 of file NOD_static_types.h.

◆ MIX_RGB [3/3]

Group Output data from inside of a node group A color picker MIX_RGB

Definition at line 30 of file NOD_static_types.h.

◆ MixRGB [1/3]

Group Output data from inside of a node group A color picker MixRGB

Definition at line 30 of file NOD_static_types.h.

◆ MixRGB [2/3]

Group Output data from inside of a node group A color picker MixRGB

Definition at line 30 of file NOD_static_types.h.

◆ MixRGB [3/3]

Group Output data from inside of a node group A color picker MixRGB

Definition at line 30 of file NOD_static_types.h.

◆ nNote [1/5]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners nNote

Definition at line 90 of file NOD_static_types.h.

◆ nNote [2/5]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners nNote

Definition at line 90 of file NOD_static_types.h.

◆ nNote [3/5]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners nNote

Definition at line 90 of file NOD_static_types.h.

◆ nNote [4/5]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners nNote

Definition at line 90 of file NOD_static_types.h.

◆ nNote [5/5]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners nNote

Definition at line 90 of file NOD_static_types.h.

◆ NODE_GROUP

NODE_GROUP

Definition at line 23 of file NOD_static_types.h.

◆ NODE_GROUP_OUTPUT

NODE_GROUP_OUTPUT

Definition at line 25 of file NOD_static_types.h.

◆ NORMAL [1/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value NORMAL

◆ NORMAL [2/2]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value NORMAL

Definition at line 34 of file NOD_static_types.h.

◆ Normal

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Normal

◆ NORMAL_MAP

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_MAP

Definition at line 94 of file NOD_static_types.h.

◆ NormalMap

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 NormalMap

Definition at line 94 of file NOD_static_types.h.

◆ normals [1/5]

float normals[][3]
static

Definition at line 29 of file geom_arrow_gizmo.cc.

◆ normals [2/5]

float normals[][3]
static

Definition at line 29 of file geom_arrow_gizmo.cc.

◆ normals [3/5]

float normals[][3]
static

Definition at line 29 of file geom_arrow_gizmo.cc.

◆ normals [4/5]

float normals[][3]
static

Definition at line 29 of file geom_arrow_gizmo.cc.

◆ normals [5/5]

float normals[][3]
static

Definition at line 29 of file geom_arrow_gizmo.cc.

◆ Output

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output

Definition at line 25 of file NOD_static_types.h.

◆ OUTPUT_WORLD

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OUTPUT_WORLD

Definition at line 54 of file NOD_static_types.h.

◆ outputs

Definition at line 16 of file node_texture_at.cc.

◆ OutputWorld

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OutputWorld

Definition at line 54 of file NOD_static_types.h.

◆ PARTICLE_INFO

in reality light always falls off quadratically PARTICLE_INFO

Definition at line 86 of file NOD_static_types.h.

◆ ParticleInfo

in reality light always falls off quadratically ParticleInfo

Definition at line 86 of file NOD_static_types.h.

◆ point [1/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [2/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [3/30]

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

Definition at line 111 of file NOD_static_types.h.

Referenced by add_feather_vertex_exec(), BVHBuild::add_reference_points(), add_vertex_extrude(), add_vertex_subdivide(), btGImpactCollisionAlgorithm::addContactPoint(), mv::Reconstruction::AddPoint(), addPoint(), annotation_stroke_arrow_calc_points(), annotation_stroke_arrow_init_conv_point(), apply_lengths_iter(), blender::ed::sculpt_paint::greasepencil::WeightPaintOperation::apply_weight_to_point(), ApplySnapResize(), ApplySnapRotation(), ApplySnapTranslation(), Freestyle::BoxGrid::assignCells(), Freestyle::SphericalGrid::assignCells(), BKE_brush_sample_masktex(), BKE_brush_sample_tex_3d(), BKE_curvemap_remove_point(), BKE_curveprofile_copy(), BKE_curveprofile_move_handle(), BKE_curveprofile_move_point(), BKE_curveprofile_remove_point(), BKE_effector_relations_create(), BKE_effectors_apply(), BKE_gpencil_stroke_join(), BKE_gpencil_stroke_trim(), BKE_mask_calc_handle_adjacent_interp(), BKE_mask_calc_handle_point(), BKE_mask_calc_handle_point_auto(), BKE_mask_calc_tangent_polyline(), BKE_mask_clipboard_copy_from_layer(), BKE_mask_clipboard_paste_to_layer(), BKE_mask_get_handle_point_adjacent(), BKE_mask_layer_evaluate_deform(), BKE_mask_point_add_uw(), BKE_mask_point_direction_switch(), BKE_mask_point_free(), BKE_mask_point_handle(), BKE_mask_point_handle(), BKE_mask_point_handles_mode_get(), BKE_mask_point_handles_mode_get(), BKE_mask_point_normal(), BKE_mask_point_parent_matrix_get(), BKE_mask_point_segment_co(), BKE_mask_point_segment_diff(), BKE_mask_point_segment_feather_diff(), BKE_mask_point_select_set(), BKE_mask_point_select_set_handle(), BKE_mask_point_set_handle(), BKE_mask_point_sort_uw(), BKE_mask_point_weight(), BKE_mask_point_weight_scalar(), BKE_mask_spline_copy(), BKE_mask_spline_differentiate_calc_total(), BKE_mask_spline_ensure_deform(), BKE_mask_spline_feather_points(), BKE_mask_spline_feather_resolution(), BKE_mask_spline_free(), BKE_mask_spline_point_array_from_point(), BKE_mask_spline_point_next_bezt(), BKE_mask_spline_project_co(), BKE_mask_spline_resolution(), boundInsert(), boundIntersectPoint(), PointCloud::Point::bounds_grow(), box_select_exec(), bpy_bm_geometry_intersect_face_point(), brush_add(), brush_length(), blender::ed::sculpt_paint::greasepencil::brush_point_influence_mask(), brush_puff(), BT_DECLARE_ALIGNED_ALLOCATOR(), bt_distance_point_plane(), bt_quantize_clamp(), btConvexHullShape(), btNearestPointInLineSegment(), blender::deg::DepsgraphNodeBuilder::build_mask(), blender::deg::DepsgraphRelationBuilder::build_mask(), blender::build_sequential(), blender::draw::calc_edit_handles_ibo(), calc_nurb_minmax(), blender::calc_radius_limit(), calculate_autoscale_factor(), calculate_average_length(), calculate_point_length(), blender::bke::curves::bezier::calculate_vector_handle(), check_sliding_handle_type(), circle_select_exec(), GHOST_WindowWin32::clientToScreen(), btPolyhedralContactClipping::clipFaceAgainstHull(), Freestyle::GridHelpers::closestPointOnPolygon(), SphereTriangleDetector::collide(), compatible_faceforward(), compute_bbone_segment_boundaries(), copy_particle_edit(), count_selected_keys(), blender::draw::create_edit_points_position_and_data(), blender::create_envelope_stroke_for_point(), blender::ed::greasepencil::trim::Segments::create_segment(), createTransMaskingData(), createTransParticleVerts(), Freestyle::ViewMapBuilder::CullViewEdges(), Freestyle::CulledOccluderSource::cullViewEdges(), curve_eval_bezier_point(), blender::bke::curve_legacy_to_curves(), curvemap_make_table(), CurveProfile_buttons_layout(), dBoxBox2(), blender::draw::DebugDraw::DebugDraw(), deflect_emitter_iter(), blender::deform_drawing(), blender::deform_drawing(), delete_exec(), delete_feather_points(), disconnect_hair(), dist_squared_to_corner_tris_uv_edges(), dist_to_sphere_shell(), Freestyle::distance2D(), Freestyle::GridHelpers::distancePointToPolygon(), do_lasso_select_mask(), do_particle_interpolation(), do_physical_effector(), do_texture_effector(), blender::ed::greasepencil::draw_control_points(), draw_frustum_bound_sphere_calc(), draw_single_handle(), draw_spline_points(), draw_track_path_keyframe_points(), draw_track_path_lines(), draw_track_path_points(), dynamic_paint_create_uv_surface_direct_cb(), dynamic_paint_create_uv_surface_neighbor_cb(), dynamic_paint_output_surface_image_paint_cb(), dynamic_paint_output_surface_image_wetmap_cb(), dynamic_paint_surface_pre_step_cb(), ED_mask_feather_find_nearest(), ED_mask_find_nearest_diff_point(), ED_mask_point_find_nearest(), ED_mask_select_toggle_all(), ED_mask_selected_minmax(), ED_mask_spline_select_check(), ED_mask_spline_select_set(), EDBM_unified_findnearest_from_raycast(), eff_calc_visibility(), blender::draw::ensure_edit_inner_points_count(), blender::draw::ensure_edit_tip_points_count(), libmv::EuclideanBundleCommonIntrinsics(), libmv::EuclideanIntersect(), libmv::EuclideanScaleToUnity(), euler_to_mat(), Freestyle::GridHelpers::expandProscenium(), export_hair_curves(), export_hair_curves_motion(), filtcolum(), filtcolumf(), blender::bke::pbvh::pixels::Rows::filter_pixels_for_closer_examination(), blender::find_envelope(), Freestyle::BoxGrid::findCell(), Freestyle::SphericalGrid::findCell(), finSelectedSplinePoint(), flushTransParticles(), for_mouse_hit_keys(), foreach_mouse_hit_key_iter(), foreach_mouse_hit_point(), blender::draw::View::frustum_culling_sphere_calc(), blender::ed::greasepencil::generate_cap(), blender::ed::greasepencil::generate_stroke_perimeter(), get_closest_vertex_to_point_in_nurbs(), blender::ed::greasepencil::get_control_point_type(), get_effector_data(), get_effector_tot(), blender::get_factor_from_draw_speed(), BCBezTriple::get_in_tangent(), BCBezTriple::get_out_tangent(), PointCloud::get_point(), BCBezTriple::get_tangent(), BVHSpatialSplit::get_unaligned_point(), get_updated_data_for_edge(), GIM_TRIANGLE::get_uv_parameters(), SphereTriangleDetector::getClosestPoints(), GHOST_SystemWin32::getCursorPosition(), GHOST_SystemWin32::getPixelAtCursor(), GHOST_SystemWin32::getWindowUnderCursor(), GIM_CONTACT::GIM_CONTACT(), GIM_CONTACT::GIM_CONTACT(), gim_get_point_inertia(), gizmo_3d_foreach_selected(), gpencil_stroke_copy_point(), blender::ed::greasepencil::gpencil_stroke_subdivide_exec(), blender::ed::greasepencil::grease_pencil_primitive_update_curves(), blender::ed::greasepencil::grease_pencil_texture_gradient_exec(), blender::draw::grease_pencil_weight_batch_ensure(), handle_position_for_minmax(), hide_exec(), image_sample_apply(), IMB_filtery(), blender::io::usd::import_blendshapes(), blender::draw::index_buf_add_bezier_line_points(), blender::draw::index_buf_add_bezier_lines(), blender::draw::index_buf_add_points(), init_particle_interpolation(), Freestyle::insideProscenium(), libmv::InternalReprojectionError(), GIM_TRIANGLE::is_point_inside(), isect_sweeping_sphere_tri_v3(), btGeometryUtil::isInside(), btGeometryUtil::isPointInsidePlanes(), iterate_lengths_iter(), libmv_reprojectionErrorForImage(), libmv_reprojectionErrorForTrack(), libmv_reprojectionPointForTrack(), M_Interpolate_poly_3d_calc(), marker_to_path_point(), mask_blend_read_data(), mask_blend_write(), mask_calc_point_handle(), mask_duplicate_exec(), mask_evaluate_apply_point_parent(), mask_feather_weight_clear_exec(), mask_foreach_id(), mask_has_selection(), mask_normals_make_consistent_exec(), mask_parent_clear_exec(), mask_parent_set_exec(), mask_point_scaled_handle(), mask_select_linked_pick_invoke(), mask_shape_key_feather_reset_exec(), mask_shape_key_rekey_exec(), mask_spline_point_next(), mask_spline_point_prev(), mask_spline_points_copy(), MaskHandleToTransData(), MaskPointToTransData(), GIM_AABB::merge_point(), merge_point(), mesh_remap_interp_face_data_get(), mirror_point(), libmv::ModalSolver(), nearest_key_fn(), blender::nodes::node_fn_project_point_cc::node_build_multi_function(), blender::nodes::node_fn_transform_point_cc::node_build_multi_function(), blender::ed::sculpt_paint::greasepencil::TintOperation::on_stroke_begin(), blender::ed::sculpt_paint::greasepencil::AverageWeightPaintOperation::on_stroke_extended(), blender::ed::sculpt_paint::greasepencil::BlurWeightPaintOperation::on_stroke_extended(), blender::ed::sculpt_paint::greasepencil::DrawWeightPaintOperation::on_stroke_extended(), blender::ed::sculpt_paint::greasepencil::SmearWeightPaintOperation::on_stroke_extended(), blender::ed::sculpt_paint::greasepencil::VertexBlurOperation::on_stroke_extended(), DISTANCE_PLANE_3D_FUNC::operator()(), Freestyle::BoxGrid::Transform::operator()(), Freestyle::GridHelpers::Transform::operator()(), Freestyle::SphericalGrid::Transform::operator()(), OVERLAY_extra_point(), paintcurve_point_get_closest(), blender::draw::particle_batch_cache_ensure_edit_inner_pos(), blender::draw::particle_batch_cache_ensure_edit_tip_pos(), patch_eval_bspline_weights(), pd_point_from_loc(), pd_point_from_particle(), pd_point_from_soft(), PE_apply_mirror(), PE_create_particle_edit(), PE_deselect_all_visible_ex(), PE_free_ptcache_edit(), PE_lasso_select(), PE_mirror_particle(), PE_mirror_x(), PE_mouse_particles(), pe_select_all_exec(), pe_update_hair_particle_edit_pointers(), PE_update_object(), PE_update_selection(), PlaneProject(), point_calculate_handle(), point_draw_handles(), point_draw_handles(), POINT_IN_HULL(), point_init(), point_inside_ellipse(), point_is_selected(), libmv::EuclideanReconstruction::PointForTrack(), libmv::ProjectiveReconstruction::PointForTrack(), precalc_guides(), blender::ed::greasepencil::primitive_calulate_curve_positions(), blender::ed::greasepencil::primitive_check_ui_hover(), blender::ed::greasepencil::primitive_local_to_screen(), blender::io::hydra::CurvesData::primvar_descriptors(), blender::io::hydra::MeshData::primvar_descriptors(), Freestyle::FEdgeXDetector::ProcessSilhouetteFace(), btTriangleRaycastCallback::processTriangle(), blender::math::project_point(), blender::math::project_point(), blender::math::project_point(), blender::math::project_point(), psys_cache_edit_paths(), psys_cache_edit_paths_iter(), btContactArray::push_contact(), gim_contact_array::push_contact(), btAxisSweep3Internal< BP_FP_INT_TYPE >::quantize(), btAxisSweep3Internal< unsigned int >::quantize(), quantize(), btQuantizedBvhTree::quantizePoint(), quantizeWithClamp(), recalc_lengths(), BVH2::refit_primitives(), rekey_particle(), remove_doubles_exec(), remove_tagged_keys(), remove_tagged_particles(), blender::bke::curves::bezier::retrieve_all_positions(), reveal_exec(), blender::math::rotate(), rotate_around_center_v2(), scale_point_factor(), scale_point_to_length(), scale_points_to_length(), GHOST_WindowWin32::screenToClient(), sculpt_apply_texture(), blender::ed::sculpt_paint::greasepencil::EraseOperationExecutor::segment_intersections_and_points_sides(), select_action_apply(), blender::ed::curves::select_adjacent_mask(), select_exec(), select_key(), select_key_op(), select_keys(), select_less_keys(), select_more_keys(), select_random_exec(), select_root(), select_sliding_point(), select_tip(), seq_point_image_isect(), Freestyle::Operators::sequentialSplit(), Freestyle::Operators::sequentialSplit(), set_handle_type_exec(), blender::draw::overlay::ShapeCache::ShapeCache(), slide_point_check_initial_feather(), slide_point_customdata(), slide_point_delta_all_feather(), slide_point_modal(), slide_point_restore_spline(), slide_spline_curvature_customdata(), BVHSpatialSplit::split_point_primitive(), subdivide_particle(), blender::math::tests::TEST(), TEST(), TestPointAgainstAabb2(), timescale_snap_apply_fn(), Freestyle::BoxGrid::Transform::Transform(), Freestyle::SphericalGrid::Transform::Transform(), GIM_BOX_BOX_TRANSFORM_CACHE::transform(), transform(), blender::eevee::transform_point(), blender::math::transform_point(), blender::math::transform_point(), blender::math::transform_point(), blender::math::transform_point(), blender::math::transform_point(), blender::eevee::transform_point_inversed(), undoptcache_free_data(), undoptcache_from_editcache(), undoptcache_to_editcache(), update_cut_data_for_all_nurbs(), update_cut_data_for_nurb(), blender::compositor::BokehImageOperation::update_memory_buffer_partial(), blender::compositor::PlaneDistortMaskOperation::update_memory_buffer_partial(), update_velocities(), wrap(), blender::bke::curves::bezier::write_all_positions(), blender::write_weights_for_drawing(), Freestyle::BoxGrid::~BoxGrid(), and Freestyle::SphericalGrid::~SphericalGrid().

◆ point [4/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [5/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [6/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [7/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [8/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [9/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [10/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [11/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [12/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [13/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [14/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [15/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [16/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [17/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [18/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [19/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [20/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [21/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [22/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [23/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [24/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [25/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [26/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [27/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [28/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [29/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ point [30/30]

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

Definition at line 111 of file NOD_static_types.h.

◆ POINT_INFO

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_INFO

Definition at line 88 of file NOD_static_types.h.

◆ PointInfo

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 PointInfo

Definition at line 88 of file NOD_static_types.h.

◆ red

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its red

◆ result [1/2]

double result

Definition at line 351 of file BLI_expr_pylike_eval_test.cc.

◆ result [2/2]

double result

Definition at line 351 of file BLI_expr_pylike_eval_test.cc.

◆ RGB [1/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [2/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [3/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [4/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [5/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [6/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [7/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [8/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [9/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [10/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGB [11/11]

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine RGB

Definition at line 28 of file NOD_static_types.h.

◆ RGBTOBW [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW

Definition at line 32 of file NOD_static_types.h.

◆ RGBTOBW [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW

Definition at line 32 of file NOD_static_types.h.

◆ RGBTOBW [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW

Definition at line 32 of file NOD_static_types.h.

◆ RGBToBW [1/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBToBW

Definition at line 32 of file NOD_static_types.h.

◆ RGBToBW [2/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBToBW

Definition at line 32 of file NOD_static_types.h.

◆ RGBToBW [3/3]

Group Output data from inside of a node group A color picker Mix two input colors RGBToBW

Definition at line 32 of file NOD_static_types.h.

◆ saturation [1/2]

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 and object coordinate space Combine Create a color from its saturation

◆ saturation [2/2]

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 and object coordinate space Combine Create a color from its saturation

Definition at line 113 of file NOD_static_types.h.

◆ SCRIPT

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 SCRIPT

Definition at line 96 of file NOD_static_types.h.

◆ Script

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 Script

Definition at line 96 of file NOD_static_types.h.

◆ selection [1/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [2/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [3/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [4/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [5/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [6/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [7/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ selection [8/8]

GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type pos vertex_in(1, Type::UINT, "data") .vertex_out(overlay_edit_curve_handle_iface) .geometry_layout(PrimitiveIn Frequency::GEOMETRY storage_buf(1, Qualifier::READ, "uint", "data[]", Frequency::GEOMETRY) .push_constant(Type Frequency::GEOMETRY selection[]

Definition at line 571 of file overlay_edit_mode_info.hh.

◆ SEPARATE_COLOR [1/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR

Definition at line 127 of file NOD_static_types.h.

◆ SEPARATE_COLOR [2/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR

Definition at line 127 of file NOD_static_types.h.

◆ SEPARATE_COLOR [3/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR

Definition at line 127 of file NOD_static_types.h.

◆ SEPARATE_COLOR [4/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR

Definition at line 127 of file NOD_static_types.h.

◆ SeparateColor [1/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor

Definition at line 127 of file NOD_static_types.h.

◆ SeparateColor [2/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor

Definition at line 127 of file NOD_static_types.h.

◆ SeparateColor [3/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor

Definition at line 127 of file NOD_static_types.h.

◆ SeparateColor [4/4]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor

Definition at line 127 of file NOD_static_types.h.

◆ SeparateXYZ [1/2]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SeparateXYZ

Definition at line 117 of file NOD_static_types.h.

◆ SeparateXYZ [2/2]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SeparateXYZ

Definition at line 117 of file NOD_static_types.h.

◆ SEPXYZ

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SEPXYZ

Definition at line 117 of file NOD_static_types.h.

◆ SH_NODE_BEVEL

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components SH_NODE_BEVEL

Definition at line 119 of file NOD_static_types.h.

◆ SH_NODE_BLACKBODY

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 SH_NODE_BLACKBODY

Definition at line 92 of file NOD_static_types.h.

◆ SH_NODE_BRIGHTCONTRAST

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product SH_NODE_BRIGHTCONTRAST

Definition at line 36 of file NOD_static_types.h.

◆ SH_NODE_CAMERA

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves SH_NODE_CAMERA

Definition at line 40 of file NOD_static_types.h.

◆ SH_NODE_CLAMP

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position SH_NODE_CLAMP

Definition at line 42 of file NOD_static_types.h.

◆ SH_NODE_COMBHSV_LEGACY

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 and object coordinate space SH_NODE_COMBHSV_LEGACY

Definition at line 113 of file NOD_static_types.h.

◆ SH_NODE_COMBRGB_LEGACY

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative SH_NODE_COMBRGB_LEGACY

Definition at line 48 of file NOD_static_types.h.

◆ SH_NODE_CURVE_FLOAT

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed SH_NODE_CURVE_FLOAT

Definition at line 125 of file NOD_static_types.h.

◆ SH_NODE_CURVE_VEC

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color SH_NODE_CURVE_VEC

Definition at line 38 of file NOD_static_types.h.

◆ SH_NODE_EEVEE_SPECULAR

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model SH_NODE_EEVEE_SPECULAR

Definition at line 52 of file NOD_static_types.h.

◆ SH_NODE_FRESNEL

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World SH_NODE_FRESNEL

Definition at line 56 of file NOD_static_types.h.

◆ SH_NODE_HUE_SAT

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue SH_NODE_HUE_SAT

Definition at line 49 of file NOD_static_types.h.

◆ SH_NODE_INVERT

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation SH_NODE_INVERT

Definition at line 46 of file NOD_static_types.h.

◆ SH_NODE_MIX_RGB_LEGACY

Group Output data from inside of a node group A color picker SH_NODE_MIX_RGB_LEGACY

Definition at line 30 of file NOD_static_types.h.

◆ SH_NODE_NORMAL

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value SH_NODE_NORMAL

Definition at line 34 of file NOD_static_types.h.

◆ SH_NODE_NORMAL_MAP

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 SH_NODE_NORMAL_MAP

Definition at line 94 of file NOD_static_types.h.

◆ SH_NODE_OUTPUT_WORLD

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate SH_NODE_OUTPUT_WORLD

Definition at line 54 of file NOD_static_types.h.

◆ SH_NODE_PARTICLE_INFO

in reality light always falls off quadratically SH_NODE_PARTICLE_INFO

Definition at line 86 of file NOD_static_types.h.

◆ SH_NODE_POINT_INFO

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 SH_NODE_POINT_INFO

Definition at line 88 of file NOD_static_types.h.

◆ SH_NODE_RGB

Group Output data from inside of a node group SH_NODE_RGB

Definition at line 28 of file NOD_static_types.h.

◆ SH_NODE_RGBTOBW

Group Output data from inside of a node group A color picker Mix two input colors SH_NODE_RGBTOBW

Definition at line 32 of file NOD_static_types.h.

◆ SH_NODE_SCRIPT

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 SH_NODE_SCRIPT

Definition at line 96 of file NOD_static_types.h.

◆ SH_NODE_SEPARATE_COLOR

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SH_NODE_SEPARATE_COLOR

Definition at line 127 of file NOD_static_types.h.

◆ SH_NODE_SEPXYZ

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SH_NODE_SEPXYZ

Definition at line 117 of file NOD_static_types.h.

◆ SH_NODE_TEX_BRICK

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 SH_NODE_TEX_BRICK

Definition at line 107 of file NOD_static_types.h.

◆ SH_NODE_TEX_COORD

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 SH_NODE_TEX_COORD

Definition at line 109 of file NOD_static_types.h.

◆ SH_NODE_TEX_GABOR

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 SH_NODE_TEX_GABOR

Definition at line 99 of file NOD_static_types.h.

◆ SH_NODE_TEX_GRADIENT

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 SH_NODE_TEX_GRADIENT

Definition at line 101 of file NOD_static_types.h.

◆ SH_NODE_TEX_IMAGE

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 SH_NODE_TEX_IMAGE

Definition at line 97 of file NOD_static_types.h.

◆ SH_NODE_TEX_MAGIC

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 SH_NODE_TEX_MAGIC

Definition at line 103 of file NOD_static_types.h.

◆ SH_NODE_TEX_VORONOI

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 SH_NODE_TEX_VORONOI

Definition at line 105 of file NOD_static_types.h.

◆ SH_NODE_TEX_WHITE_NOISE

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction SH_NODE_TEX_WHITE_NOISE

Definition at line 123 of file NOD_static_types.h.

◆ SH_NODE_VECT_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 SH_NODE_VECT_TRANSFORM

Definition at line 111 of file NOD_static_types.h.

◆ SH_NODE_VECTOR_DISPLACEMENT

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders SH_NODE_VECTOR_DISPLACEMENT

Definition at line 121 of file NOD_static_types.h.

◆ SH_NODE_VECTOR_MATH

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum SH_NODE_VECTOR_MATH

Definition at line 44 of file NOD_static_types.h.

◆ SH_NODE_VERTEX_COLOR

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 and object coordinate space Combine Create a color from its and value channels SH_NODE_VERTEX_COLOR

Definition at line 115 of file NOD_static_types.h.

◆ SH_NODE_WIREFRAME

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 SH_NODE_WIREFRAME

Definition at line 90 of file NOD_static_types.h.

◆ splines

ListBase splines

Definition at line 212 of file blenkernel/intern/mask.cc.

◆ stones

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 stones

Definition at line 105 of file NOD_static_types.h.

◆ TEX_BRICK

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 TEX_BRICK

Definition at line 107 of file NOD_static_types.h.

◆ TEX_COORD

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 TEX_COORD

Definition at line 109 of file NOD_static_types.h.

◆ TEX_GABOR

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 TEX_GABOR

Definition at line 99 of file NOD_static_types.h.

◆ TEX_GRADIENT

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 TEX_GRADIENT

Definition at line 101 of file NOD_static_types.h.

◆ TEX_IMAGE

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 TEX_IMAGE

Definition at line 97 of file NOD_static_types.h.

◆ TEX_MAGIC [1/3]

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 TEX_MAGIC

Definition at line 103 of file NOD_static_types.h.

◆ TEX_MAGIC [2/3]

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 TEX_MAGIC

Definition at line 103 of file NOD_static_types.h.

◆ TEX_MAGIC [3/3]

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 TEX_MAGIC

Definition at line 103 of file NOD_static_types.h.

◆ TEX_VORONOI [1/3]

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 TEX_VORONOI

Definition at line 105 of file NOD_static_types.h.

◆ TEX_VORONOI [2/3]

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 TEX_VORONOI

Definition at line 105 of file NOD_static_types.h.

◆ TEX_VORONOI [3/3]

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 TEX_VORONOI

Definition at line 105 of file NOD_static_types.h.

◆ TEX_WHITE_NOISE

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TEX_WHITE_NOISE

Definition at line 123 of file NOD_static_types.h.

◆ TexBrick

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 TexBrick

Definition at line 107 of file NOD_static_types.h.

◆ TexCoord

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 TexCoord

Definition at line 109 of file NOD_static_types.h.

◆ TexGabor

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 TexGabor

Definition at line 99 of file NOD_static_types.h.

◆ TexGradient

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 TexGradient

Definition at line 101 of file NOD_static_types.h.

◆ TexImage

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 TexImage

Definition at line 97 of file NOD_static_types.h.

◆ TexMagic [1/2]

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 TexMagic

Definition at line 103 of file NOD_static_types.h.

◆ TexMagic [2/2]

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 TexMagic

Definition at line 103 of file NOD_static_types.h.

◆ Texture

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise Texture

Definition at line 97 of file NOD_static_types.h.

Referenced by blender::workbench::get_matcap_tx().

◆ texture [1/5]

Definition at line 15 of file compositor_realize_on_domain_info.hh.

◆ texture [2/5]

Definition at line 15 of file compositor_realize_on_domain_info.hh.

◆ texture [3/5]

Definition at line 15 of file compositor_realize_on_domain_info.hh.

◆ texture [4/5]

Definition at line 15 of file compositor_realize_on_domain_info.hh.

◆ texture [5/5]

Definition at line 15 of file compositor_realize_on_domain_info.hh.

◆ TexVoronoi [1/2]

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 TexVoronoi

Definition at line 105 of file NOD_static_types.h.

◆ TexVoronoi [2/2]

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 TexVoronoi

Definition at line 105 of file NOD_static_types.h.

◆ TexWhiteNoise

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TexWhiteNoise

Definition at line 123 of file NOD_static_types.h.

◆ top [1/3]

uint top

Definition at line 641 of file gpu_framebuffer.cc.

◆ top [2/3]

uint top

Definition at line 641 of file gpu_framebuffer.cc.

◆ top [3/3]

uint top

Definition at line 641 of file gpu_framebuffer.cc.

◆ tracks

ListBase tracks

Definition at line 70 of file tracking.cc.

◆ 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 Transform

Definition at line 111 of file NOD_static_types.h.

◆ types

char** types
static

At address types[a] is string a.

Definition at line 71 of file makesdna.cc.

◆ Value

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Value

Definition at line 49 of file NOD_static_types.h.

Referenced by blender::Map< PropIdentifier, AnimatedProperty >::add(), blender::Map< PropIdentifier, AnimatedProperty >::add(), blender::Map< PropIdentifier, AnimatedProperty >::add(), blender::Map< PropIdentifier, AnimatedProperty >::add(), blender::MultiValueMap< Key, Value >::add(), blender::MultiValueMap< Key, Value >::add(), blender::MultiValueMap< Key, Value >::add(), blender::MultiValueMap< Key, Value >::add(), blender::Map< PropIdentifier, AnimatedProperty >::add_new(), blender::Map< PropIdentifier, AnimatedProperty >::add_new(), blender::Map< PropIdentifier, AnimatedProperty >::add_new(), blender::Map< PropIdentifier, AnimatedProperty >::add_new(), blender::MultiValueMap< Key, Value >::add_non_duplicates(), blender::Map< PropIdentifier, AnimatedProperty >::add_overwrite(), blender::Map< PropIdentifier, AnimatedProperty >::add_overwrite(), blender::Map< PropIdentifier, AnimatedProperty >::add_overwrite(), blender::Map< PropIdentifier, AnimatedProperty >::add_overwrite(), armature_dissolve_selected_exec(), DefNode(), btHashMap< btHashInt, btTriangleInfo >::find(), btHashMap< btHashInt, btTriangleInfo >::find(), blender::Map< PropIdentifier, AnimatedProperty >::foreach_item(), btHashMap< btHashInt, btTriangleInfo >::getAtIndex(), btHashMap< btHashInt, btTriangleInfo >::getAtIndex(), btHashMap< btHashInt, btTriangleInfo >::insert(), blender::IntrusiveMapSlot< Key *, Value, PointerKeyInfo< Key * > >::IntrusiveMapSlot(), blender::IntrusiveMapSlot< Key *, Value, PointerKeyInfo< Key * > >::IntrusiveMapSlot(), blender::Map< PropIdentifier, AnimatedProperty >::lookup(), blender::Map< PropIdentifier, AnimatedProperty >::lookup(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_default(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_default_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_cb(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_cb(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_cb_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_default(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_default(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_or_add_default_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_ptr(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_ptr(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_ptr_as(), blender::Map< PropIdentifier, AnimatedProperty >::lookup_ptr_as(), blender::color::mix_add(), blender::color::mix_alpha_add(), blender::color::mix_alpha_sub(), blender::color::mix_blend(), blender::color::mix_color(), blender::color::mix_colorburn(), blender::color::mix_colordodge(), blender::color::mix_darken(), blender::color::mix_difference(), blender::color::mix_exclusion(), blender::color::mix_hardlight(), blender::color::mix_hue(), blender::color::mix_lighten(), blender::color::mix_linearburn(), blender::color::mix_linearlight(), blender::color::mix_luminosity(), blender::color::mix_mul(), blender::color::mix_overlay(), blender::color::mix_pinlight(), blender::color::mix_saturation(), blender::color::mix_screen(), blender::color::mix_softlight(), blender::color::mix_sub(), blender::color::mix_vividlight(), blender::IntrusiveMapSlot< Key *, Value, PointerKeyInfo< Key * > >::occupy(), blender::SimpleMapSlot< Key, Value >::occupy(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::MutableValueIterator::operator*(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::ValueIterator::operator*(), blender::Map< PropIdentifier, AnimatedProperty >::operator==, btHashMap< btHashInt, btTriangleInfo >::operator[](), btHashMap< btHashInt, btTriangleInfo >::operator[](), blender::threading::parallel_reduce(), blender::threading::parallel_reduce_aligned(), blender::Map< PropIdentifier, AnimatedProperty >::pop(), blender::Map< PropIdentifier, AnimatedProperty >::pop_as(), blender::Map< PropIdentifier, AnimatedProperty >::pop_default(), blender::Map< PropIdentifier, AnimatedProperty >::pop_default(), blender::Map< PropIdentifier, AnimatedProperty >::pop_default_as(), blender::Map< PropIdentifier, AnimatedProperty >::remove_if(), blender::IntrusiveMapSlot< Key *, Value, PointerKeyInfo< Key * > >::value(), blender::IntrusiveMapSlot< Key *, Value, PointerKeyInfo< Key * > >::value(), blender::SimpleMapSlot< Key, Value >::value(), blender::SimpleMapSlot< Key, Value >::value(), and vpaint_blend().

◆ VECT_MATH

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VECT_MATH

Definition at line 44 of file NOD_static_types.h.

◆ VECT_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 VECT_TRANSFORM

Definition at line 111 of file NOD_static_types.h.

◆ vector

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 vector

◆ VECTOR_DISPLACEMENT

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VECTOR_DISPLACEMENT

Definition at line 121 of file NOD_static_types.h.

◆ VectorCurve

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color VectorCurve

Definition at line 38 of file NOD_static_types.h.

◆ VectorDisplacement

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VectorDisplacement

Definition at line 121 of file NOD_static_types.h.

◆ VectorMath

Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VectorMath

Definition at line 44 of file NOD_static_types.h.

◆ VectorTransform

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 VectorTransform

Definition at line 111 of file NOD_static_types.h.

◆ VERTEX_COLOR

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 and object coordinate space Combine Create a color from its and value channels VERTEX_COLOR

Definition at line 115 of file NOD_static_types.h.

◆ VertexColor

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 and object coordinate space Combine Create a color from its and value channels VertexColor

Definition at line 115 of file NOD_static_types.h.

◆ view [1/2]

AppView* view
static

Definition at line 65 of file FRS_freestyle.cpp.

◆ view [2/2]

AppView* view
static

Definition at line 65 of file FRS_freestyle.cpp.

◆ water

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 water

Definition at line 105 of file NOD_static_types.h.

◆ WIREFRAME

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 WIREFRAME

Definition at line 90 of file NOD_static_types.h.

◆ Wireframe

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 Wireframe

Definition at line 90 of file NOD_static_types.h.

Referenced by modifier_type_init().

◆ Wood

Wood

Definition at line 276 of file node_texture_proc.cc.

◆ world [1/2]

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

Definition at line 111 of file NOD_static_types.h.

◆ world [2/2]

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

Definition at line 111 of file NOD_static_types.h.

Referenced by BKE_image_walk_all_users(), BKE_world_eval(), blo_do_versions_260(), blo_do_versions_280(), blo_do_versions_400(), BLO_update_defaults_startup_blend(), btCollisionWorldImporter::btCollisionWorldImporter(), btDefaultVehicleRaycaster::btDefaultVehicleRaycaster(), btDeformableMultiBodyDynamicsWorld::btDeformableSingleRayCallback::btDeformableSingleRayCallback(), btSingleContactCallback::btSingleContactCallback(), btSingleRayCallback::btSingleRayCallback(), btSingleSweepCallback::btSingleSweepCallback(), btSoftSingleRayCallback::btSoftSingleRayCallback(), btSoftSingleRayCallback::btSoftSingleRayCallback(), blender::deg::DepsgraphNodeBuilder::build_world(), blender::deg::DepsgraphRelationBuilder::build_world(), buttons_context_path_world(), computeBindWeights(), drop_world_exec(), ED_node_shader_default(), ED_preview_prepare_world(), ED_view3d_project_v2(), ED_view3d_project_v3(), ED_view3d_unproject_v3(), GPENCIL_engine_init(), GPU_matrix_project_2fv(), GPU_matrix_project_3fv(), GPU_matrix_unproject_precalc(), image_walk_id_all_users(), blender::io::hydra::WorldData::init(), blender::draw::overlay::Cameras::object_sync(), OVERLAY_camera_cache_populate(), preview_get_localized_world(), project_paint_op(), RB_body_get_activation_state(), RB_dworld_add_body(), RB_dworld_add_constraint(), RB_dworld_delete(), RB_dworld_export(), RB_dworld_get_gravity(), RB_dworld_new(), RB_dworld_remove_body(), RB_dworld_remove_constraint(), RB_dworld_set_gravity(), RB_dworld_set_solver_iterations(), RB_dworld_set_split_impulse(), RB_dworld_step_simulation(), RB_world_convex_sweep_test(), stepUp(), blender::eevee::LightProbeModule::sync_world(), blender::eevee::SyncModule::sync_world(), and world_foreach_id().

◆ X

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its X

Definition at line 117 of file NOD_static_types.h.

◆ x

uint x

Definition at line 345 of file BLI_expr_pylike_eval_test.cc.

◆ XYZ [1/3]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ

Definition at line 117 of file NOD_static_types.h.

◆ XYZ [2/3]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ

Definition at line 117 of file NOD_static_types.h.

◆ XYZ [3/3]

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ

Definition at line 117 of file NOD_static_types.h.

◆ Y

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 and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its Y

Definition at line 117 of file NOD_static_types.h.

◆ y

uint y

Definition at line 15 of file compositor_morphological_blur_info.hh.