|
Blender V4.3
|
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 Invert a | 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 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 AppView * | view |
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 AppView * | view |
| uint | top |
| static char | faces [256] |
| static char | faces [256] |
| #define A |
| #define AT |
Useful for debugging.
Definition at line 626 of file BLI_utildefines.h.
| #define CMP_NODE_ALPHAOVER |
Definition at line 1022 of file BKE_node.hh.
| #define CMP_NODE_ANTIALIASING |
Definition at line 1088 of file BKE_node.hh.
| #define CMP_NODE_BILATERALBLUR |
Definition at line 1068 of file BKE_node.hh.
| #define CMP_NODE_BLUR |
Definition at line 1023 of file BKE_node.hh.
| #define CMP_NODE_BOKEHBLUR |
Definition at line 1101 of file BKE_node.hh.
| #define CMP_NODE_BOKEHIMAGE |
Definition at line 1100 of file BKE_node.hh.
| #define CMP_NODE_BRIGHTCONTRAST |
Definition at line 1062 of file BKE_node.hh.
| #define CMP_NODE_CHANNEL_MATTE |
Definition at line 1050 of file BKE_node.hh.
| #define CMP_NODE_CHROMA_MATTE |
Definition at line 1049 of file BKE_node.hh.
| #define CMP_NODE_COLOR_MATTE |
Definition at line 1072 of file BKE_node.hh.
| #define CMP_NODE_COLOR_SPILL |
Definition at line 1048 of file BKE_node.hh.
| #define CMP_NODE_COLORBALANCE |
Definition at line 1073 of file BKE_node.hh.
| #define CMP_NODE_COLORCORRECTION |
Definition at line 1097 of file BKE_node.hh.
| #define CMP_NODE_COMBHSVA_LEGACY |
Definition at line 1059 of file BKE_node.hh.
| #define CMP_NODE_COMBINE_COLOR |
Definition at line 1118 of file BKE_node.hh.
| #define CMP_NODE_COMBINE_XYZ |
Definition at line 1117 of file BKE_node.hh.
| #define CMP_NODE_COMBRGBA_LEGACY |
Definition at line 1039 of file BKE_node.hh.
| #define CMP_NODE_COMBYCCA_LEGACY |
Definition at line 1044 of file BKE_node.hh.
| #define CMP_NODE_COMBYUVA_LEGACY |
Definition at line 1046 of file BKE_node.hh.
| #define CMP_NODE_COMPOSITE |
Definition at line 1034 of file BKE_node.hh.
| #define CMP_NODE_CONVERT_COLOR_SPACE |
Definition at line 1114 of file BKE_node.hh.
| #define CMP_NODE_CORNERPIN |
Definition at line 1107 of file BKE_node.hh.
| #define CMP_NODE_CROP |
Definition at line 1066 of file BKE_node.hh.
| #define CMP_NODE_CRYPTOMATTE |
Definition at line 1112 of file BKE_node.hh.
| #define CMP_NODE_CRYPTOMATTE_LEGACY |
Definition at line 1109 of file BKE_node.hh.
| #define CMP_NODE_CURVE_RGB |
Definition at line 1021 of file BKE_node.hh.
| #define CMP_NODE_CURVE_VEC |
Definition at line 1020 of file BKE_node.hh.
| #define CMP_NODE_DBLUR |
Definition at line 1067 of file BKE_node.hh.
| #define CMP_NODE_DEFOCUS |
Definition at line 1057 of file BKE_node.hh.
| #define CMP_NODE_DENOISE |
Definition at line 1110 of file BKE_node.hh.
| #define CMP_NODE_DESPECKLE |
Definition at line 1087 of file BKE_node.hh.
| #define CMP_NODE_DIFF_MATTE |
Definition at line 1047 of file BKE_node.hh.
| #define CMP_NODE_DILATEERODE |
Definition at line 1040 of file BKE_node.hh.
| #define CMP_NODE_DISPLACE |
Definition at line 1058 of file BKE_node.hh.
| #define CMP_NODE_DIST_MATTE |
Definition at line 1070 of file BKE_node.hh.
| #define CMP_NODE_DOUBLEEDGEMASK |
Definition at line 1079 of file BKE_node.hh.
| #define CMP_NODE_EXPOSURE |
Definition at line 1111 of file BKE_node.hh.
| #define CMP_NODE_FILTER |
Definition at line 1024 of file BKE_node.hh.
| #define CMP_NODE_FLIP |
Definition at line 1051 of file BKE_node.hh.
| #define CMP_NODE_GAMMA |
Definition at line 1063 of file BKE_node.hh.
| #define CMP_NODE_GLARE |
Definition at line 1092 of file BKE_node.hh.
| #define CMP_NODE_HUE_SAT |
Definition at line 1031 of file BKE_node.hh.
| #define CMP_NODE_HUECORRECT |
Definition at line 1074 of file BKE_node.hh.
| #define CMP_NODE_ID_MASK |
Definition at line 1056 of file BKE_node.hh.
| #define CMP_NODE_IMAGE |
Definition at line 1032 of file BKE_node.hh.
| #define CMP_NODE_INPAINT |
Definition at line 1086 of file BKE_node.hh.
| #define CMP_NODE_INVERT |
Definition at line 1064 of file BKE_node.hh.
| #define CMP_NODE_KEYING |
Definition at line 1084 of file BKE_node.hh.
| #define CMP_NODE_KEYINGSCREEN |
Definition at line 1083 of file BKE_node.hh.
| #define CMP_NODE_KUWAHARA |
Definition at line 1089 of file BKE_node.hh.
| #define CMP_NODE_LENSDIST |
Definition at line 1094 of file BKE_node.hh.
| #define CMP_NODE_LUMA_MATTE |
Definition at line 1061 of file BKE_node.hh.
| #define CMP_NODE_MAP_RANGE |
Definition at line 1105 of file BKE_node.hh.
| #define CMP_NODE_MAP_UV |
Definition at line 1055 of file BKE_node.hh.
| #define CMP_NODE_MAP_VALUE |
Definition at line 1025 of file BKE_node.hh.
| #define CMP_NODE_MASK |
Definition at line 1082 of file BKE_node.hh.
| #define CMP_NODE_MASK_BOX |
Definition at line 1098 of file BKE_node.hh.
| #define CMP_NODE_MASK_ELLIPSE |
Definition at line 1099 of file BKE_node.hh.
| #define CMP_NODE_MATH |
Definition at line 1060 of file BKE_node.hh.
| #define CMP_NODE_MIX_RGB |
Definition at line 1016 of file BKE_node.hh.
| #define CMP_NODE_MOVIECLIP |
Definition at line 1075 of file BKE_node.hh.
| #define CMP_NODE_MOVIEDISTORTION |
Definition at line 1078 of file BKE_node.hh.
| #define CMP_NODE_NORMAL |
Definition at line 1019 of file BKE_node.hh.
| #define CMP_NODE_NORMALIZE |
Definition at line 1065 of file BKE_node.hh.
| #define CMP_NODE_OUTPUT_FILE |
Definition at line 1035 of file BKE_node.hh.
| #define CMP_NODE_PIXELATE |
Definition at line 1103 of file BKE_node.hh.
| #define CMP_NODE_PLANETRACKDEFORM |
Definition at line 1106 of file BKE_node.hh.
| #define CMP_NODE_POSTERIZE |
Definition at line 1113 of file BKE_node.hh.
| #define CMP_NODE_PREMULKEY |
Definition at line 1069 of file BKE_node.hh.
| #define CMP_NODE_R_LAYERS |
Definition at line 1033 of file BKE_node.hh.
| #define CMP_NODE_RGB |
Definition at line 1014 of file BKE_node.hh.
| #define CMP_NODE_RGBTOBW |
Definition at line 1018 of file BKE_node.hh.
| #define CMP_NODE_ROTATE |
Definition at line 1041 of file BKE_node.hh.
| #define CMP_NODE_SCALE |
Definition at line 1042 of file BKE_node.hh.
| #define CMP_NODE_SCENE_TIME |
Definition at line 1115 of file BKE_node.hh.
| #define CMP_NODE_SEPARATE_COLOR |
Definition at line 1119 of file BKE_node.hh.
| #define CMP_NODE_SEPARATE_XYZ |
Definition at line 1116 of file BKE_node.hh.
| #define CMP_NODE_SEPHSVA_LEGACY |
Definition at line 1029 of file BKE_node.hh.
| #define CMP_NODE_SEPRGBA_LEGACY |
Definition at line 1028 of file BKE_node.hh.
| #define CMP_NODE_SEPYCCA_LEGACY |
Definition at line 1043 of file BKE_node.hh.
| #define CMP_NODE_SEPYUVA_LEGACY |
Definition at line 1045 of file BKE_node.hh.
| #define CMP_NODE_SETALPHA |
Definition at line 1030 of file BKE_node.hh.
| #define CMP_NODE_SPLIT |
Definition at line 1090 of file BKE_node.hh.
| #define CMP_NODE_STABILIZE2D |
Definition at line 1076 of file BKE_node.hh.
| #define CMP_NODE_SUNBEAMS |
Definition at line 1095 of file BKE_node.hh.
| #define CMP_NODE_SWITCH |
Definition at line 1102 of file BKE_node.hh.
| #define CMP_NODE_SWITCH_VIEW |
Definition at line 1108 of file BKE_node.hh.
| #define CMP_NODE_TEXTURE |
Definition at line 1036 of file BKE_node.hh.
| #define CMP_NODE_TIME |
Definition at line 1026 of file BKE_node.hh.
| #define CMP_NODE_TONEMAP |
Definition at line 1093 of file BKE_node.hh.
| #define CMP_NODE_TRACKPOS |
Definition at line 1085 of file BKE_node.hh.
| #define CMP_NODE_TRANSFORM |
Definition at line 1077 of file BKE_node.hh.
| #define CMP_NODE_TRANSLATE |
Definition at line 1037 of file BKE_node.hh.
| #define CMP_NODE_VALTORGB |
Definition at line 1017 of file BKE_node.hh.
| #define CMP_NODE_VALUE |
Definition at line 1015 of file BKE_node.hh.
| #define CMP_NODE_VECBLUR |
Definition at line 1027 of file BKE_node.hh.
| #define CMP_NODE_VIEW_LEVELS |
Definition at line 1071 of file BKE_node.hh.
| #define CMP_NODE_VIEWER |
Definition at line 1013 of file BKE_node.hh.
| #define CMP_NODE_ZCOMBINE |
Definition at line 1038 of file BKE_node.hh.
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
| #define D |
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
Definition at line 16 of file NOD_static_types.h.
| #define Display |
Definition at line 25 of file GHOST_ContextVK.hh.
Definition at line 23 of file BLI_hash.h.
| #define FN_NODE_ALIGN_EULER_TO_VECTOR |
Definition at line 1401 of file BKE_node.hh.
| #define FN_NODE_ALIGN_ROTATION_TO_VECTOR |
Definition at line 1425 of file BKE_node.hh.
| #define FN_NODE_AXES_TO_ROTATION |
Definition at line 1429 of file BKE_node.hh.
| #define FN_NODE_AXIS_ANGLE_TO_ROTATION |
Definition at line 1408 of file BKE_node.hh.
| #define FN_NODE_BOOLEAN_MATH |
Definition at line 1389 of file BKE_node.hh.
| #define FN_NODE_COMBINE_COLOR |
Definition at line 1407 of file BKE_node.hh.
| #define FN_NODE_COMBINE_MATRIX |
Definition at line 1426 of file BKE_node.hh.
| #define FN_NODE_COMBINE_TRANSFORM |
Definition at line 1420 of file BKE_node.hh.
| #define FN_NODE_COMPARE |
Definition at line 1390 of file BKE_node.hh.
| #define FN_NODE_EULER_TO_ROTATION |
Definition at line 1409 of file BKE_node.hh.
| #define FN_NODE_FLOAT_TO_INT |
Definition at line 1394 of file BKE_node.hh.
| #define FN_NODE_HASH_VALUE |
Definition at line 1430 of file BKE_node.hh.
| #define FN_NODE_INPUT_BOOL |
Definition at line 1404 of file BKE_node.hh.
| #define FN_NODE_INPUT_COLOR |
Definition at line 1402 of file BKE_node.hh.
| #define FN_NODE_INPUT_INT |
Definition at line 1405 of file BKE_node.hh.
| #define FN_NODE_INPUT_ROTATION |
Definition at line 1428 of file BKE_node.hh.
| #define FN_NODE_INPUT_SPECIAL_CHARACTERS |
Definition at line 1398 of file BKE_node.hh.
| #define FN_NODE_INPUT_STRING |
Definition at line 1393 of file BKE_node.hh.
| #define FN_NODE_INPUT_VECTOR |
Definition at line 1392 of file BKE_node.hh.
| #define FN_NODE_INTEGER_MATH |
Definition at line 1431 of file BKE_node.hh.
| #define FN_NODE_INVERT_MATRIX |
Definition at line 1422 of file BKE_node.hh.
| #define FN_NODE_INVERT_ROTATION |
Definition at line 1416 of file BKE_node.hh.
| #define FN_NODE_MATRIX_DETERMINANT |
Definition at line 1432 of file BKE_node.hh.
| #define FN_NODE_MATRIX_MULTIPLY |
Definition at line 1419 of file BKE_node.hh.
| #define FN_NODE_PROJECT_POINT |
Definition at line 1424 of file BKE_node.hh.
| #define FN_NODE_QUATERNION_TO_ROTATION |
Definition at line 1410 of file BKE_node.hh.
| #define FN_NODE_RANDOM_VALUE |
Definition at line 1399 of file BKE_node.hh.
| #define FN_NODE_REPLACE_STRING |
Definition at line 1403 of file BKE_node.hh.
| #define FN_NODE_ROTATE_EULER |
Definition at line 1400 of file BKE_node.hh.
| #define FN_NODE_ROTATE_ROTATION |
Definition at line 1415 of file BKE_node.hh.
| #define FN_NODE_ROTATE_VECTOR |
Definition at line 1414 of file BKE_node.hh.
| #define FN_NODE_ROTATION_TO_AXIS_ANGLE |
Definition at line 1411 of file BKE_node.hh.
| #define FN_NODE_ROTATION_TO_EULER |
Definition at line 1412 of file BKE_node.hh.
| #define FN_NODE_ROTATION_TO_QUATERNION |
Definition at line 1413 of file BKE_node.hh.
| #define FN_NODE_SEPARATE_COLOR |
Definition at line 1406 of file BKE_node.hh.
| #define FN_NODE_SEPARATE_MATRIX |
Definition at line 1427 of file BKE_node.hh.
| #define FN_NODE_SEPARATE_TRANSFORM |
Definition at line 1421 of file BKE_node.hh.
| #define FN_NODE_SLICE_STRING |
Definition at line 1397 of file BKE_node.hh.
| #define FN_NODE_STRING_LENGTH |
Definition at line 1396 of file BKE_node.hh.
| #define FN_NODE_TRANSFORM_DIRECTION |
Definition at line 1418 of file BKE_node.hh.
| #define FN_NODE_TRANSFORM_POINT |
Definition at line 1417 of file BKE_node.hh.
| #define FN_NODE_TRANSPOSE_MATRIX |
Definition at line 1423 of file BKE_node.hh.
| #define FN_NODE_VALUE_TO_STRING |
Definition at line 1395 of file BKE_node.hh.
| #define GEO_NODE_ACCUMULATE_FIELD |
Definition at line 1276 of file BKE_node.hh.
| #define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE |
Definition at line 1266 of file BKE_node.hh.
| #define GEO_NODE_ATTRIBUTE_STATISTIC |
Definition at line 1215 of file BKE_node.hh.
| #define GEO_NODE_BAKE |
Definition at line 1351 of file BKE_node.hh.
| #define GEO_NODE_BLUR_ATTRIBUTE |
Definition at line 1320 of file BKE_node.hh.
| #define GEO_NODE_BOUNDING_BOX |
Definition at line 1188 of file BKE_node.hh.
| #define GEO_NODE_CAPTURE_ATTRIBUTE |
Definition at line 1211 of file BKE_node.hh.
| #define GEO_NODE_COLLECTION_INFO |
Definition at line 1177 of file BKE_node.hh.
| #define GEO_NODE_CONVEX_HULL |
Definition at line 1195 of file BKE_node.hh.
| #define GEO_NODE_CURVE_ENDPOINT_SELECTION |
Definition at line 1258 of file BKE_node.hh.
| #define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION |
Definition at line 1233 of file BKE_node.hh.
| #define GEO_NODE_CURVE_LENGTH |
Definition at line 1194 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_ARC |
Definition at line 1279 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT |
Definition at line 1200 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_CIRCLE |
Definition at line 1201 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_LINE |
Definition at line 1203 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER |
Definition at line 1199 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL |
Definition at line 1204 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_SPIRAL |
Definition at line 1198 of file BKE_node.hh.
| #define GEO_NODE_CURVE_PRIMITIVE_STAR |
Definition at line 1197 of file BKE_node.hh.
| #define GEO_NODE_CURVE_SET_HANDLE_TYPE |
Definition at line 1231 of file BKE_node.hh.
| #define GEO_NODE_CURVE_SPLINE_PARAMETER |
Definition at line 1219 of file BKE_node.hh.
| #define GEO_NODE_CURVE_SPLINE_TYPE |
Definition at line 1230 of file BKE_node.hh.
| #define GEO_NODE_CURVE_TO_MESH |
Definition at line 1190 of file BKE_node.hh.
| #define GEO_NODE_CURVE_TO_POINTS |
Definition at line 1260 of file BKE_node.hh.
| #define GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT |
Definition at line 1308 of file BKE_node.hh.
| #define GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE |
Definition at line 1309 of file BKE_node.hh.
| #define GEO_NODE_CURVES_TO_GREASE_PENCIL |
Definition at line 1375 of file BKE_node.hh.
| #define GEO_NODE_DEFORM_CURVES_ON_SURFACE |
Definition at line 1297 of file BKE_node.hh.
| #define GEO_NODE_DELETE_GEOMETRY |
Definition at line 1234 of file BKE_node.hh.
| #define GEO_NODE_DISTRIBUTE_POINTS_IN_GRID |
Definition at line 1361 of file BKE_node.hh.
| #define GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME |
Definition at line 1302 of file BKE_node.hh.
| #define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES |
Definition at line 1221 of file BKE_node.hh.
| #define GEO_NODE_DUAL_MESH |
Definition at line 1267 of file BKE_node.hh.
| #define GEO_NODE_DUPLICATE_ELEMENTS |
Definition at line 1284 of file BKE_node.hh.
| #define GEO_NODE_EDGE_PATHS_TO_CURVES |
Definition at line 1299 of file BKE_node.hh.
| #define GEO_NODE_EDGE_PATHS_TO_SELECTION |
Definition at line 1300 of file BKE_node.hh.
| #define GEO_NODE_EDGES_TO_FACE_GROUPS |
Definition at line 1323 of file BKE_node.hh.
| #define GEO_NODE_EVALUATE_AT_INDEX |
Definition at line 1278 of file BKE_node.hh.
| #define GEO_NODE_EVALUATE_ON_DOMAIN |
Definition at line 1293 of file BKE_node.hh.
| #define GEO_NODE_EXTRUDE_MESH |
Definition at line 1282 of file BKE_node.hh.
| #define GEO_NODE_FILL_CURVE |
Definition at line 1206 of file BKE_node.hh.
| #define GEO_NODE_FILLET_CURVE |
Definition at line 1220 of file BKE_node.hh.
| #define GEO_NODE_FLIP_FACES |
Definition at line 1280 of file BKE_node.hh.
| #define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_INPUT |
Definition at line 1379 of file BKE_node.hh.
| #define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT |
Definition at line 1380 of file BKE_node.hh.
| #define GEO_NODE_GEOMETRY_TO_INSTANCE |
Definition at line 1272 of file BKE_node.hh.
| #define GEO_NODE_GET_NAMED_GRID |
Definition at line 1352 of file BKE_node.hh.
| #define GEO_NODE_GIZMO_DIAL |
Definition at line 1373 of file BKE_node.hh.
| #define GEO_NODE_GIZMO_LINEAR |
Definition at line 1372 of file BKE_node.hh.
| #define GEO_NODE_GIZMO_TRANSFORM |
Definition at line 1374 of file BKE_node.hh.
| #define GEO_NODE_GREASE_PENCIL_TO_CURVES |
Definition at line 1376 of file BKE_node.hh.
| #define GEO_NODE_GRID_TO_MESH |
Definition at line 1360 of file BKE_node.hh.
| #define GEO_NODE_IMAGE |
Definition at line 1321 of file BKE_node.hh.
| #define GEO_NODE_IMAGE_INFO |
Definition at line 1319 of file BKE_node.hh.
| #define GEO_NODE_IMAGE_TEXTURE |
Definition at line 1262 of file BKE_node.hh.
| #define GEO_NODE_IMPORT_OBJ |
Definition at line 1370 of file BKE_node.hh.
| #define GEO_NODE_IMPORT_PLY |
Definition at line 1377 of file BKE_node.hh.
| #define GEO_NODE_IMPORT_STL |
Definition at line 1369 of file BKE_node.hh.
| #define GEO_NODE_INDEX_OF_NEAREST |
Definition at line 1329 of file BKE_node.hh.
| #define GEO_NODE_INDEX_SWITCH |
Definition at line 1349 of file BKE_node.hh.
| #define GEO_NODE_INPUT_ACTIVE_CAMERA |
Definition at line 1350 of file BKE_node.hh.
| #define GEO_NODE_INPUT_CURVE_HANDLES |
Definition at line 1238 of file BKE_node.hh.
| #define GEO_NODE_INPUT_CURVE_TILT |
Definition at line 1237 of file BKE_node.hh.
| #define GEO_NODE_INPUT_EDGE_SMOOTH |
Definition at line 1346 of file BKE_node.hh.
| #define GEO_NODE_INPUT_FACE_SMOOTH |
Definition at line 1239 of file BKE_node.hh.
| #define GEO_NODE_INPUT_ID |
Definition at line 1264 of file BKE_node.hh.
| #define GEO_NODE_INPUT_INDEX |
Definition at line 1209 of file BKE_node.hh.
| #define GEO_NODE_INPUT_INSTANCE_ROTATION |
Definition at line 1289 of file BKE_node.hh.
| #define GEO_NODE_INPUT_INSTANCE_SCALE |
Definition at line 1290 of file BKE_node.hh.
| #define GEO_NODE_INPUT_INSTANCE_TRANSFORM |
Definition at line 1368 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MATERIAL |
Definition at line 1192 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MATERIAL_INDEX |
Definition at line 1249 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_EDGE_ANGLE |
Definition at line 1277 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS |
Definition at line 1273 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_EDGE_VERTICES |
Definition at line 1268 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_FACE_AREA |
Definition at line 1269 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR |
Definition at line 1285 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS |
Definition at line 1270 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_ISLAND |
Definition at line 1274 of file BKE_node.hh.
| #define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS |
Definition at line 1271 of file BKE_node.hh.
| #define GEO_NODE_INPUT_NAMED_ATTRIBUTE |
Definition at line 1287 of file BKE_node.hh.
| #define GEO_NODE_INPUT_NAMED_LAYER_SELECTION |
Definition at line 1348 of file BKE_node.hh.
| #define GEO_NODE_INPUT_NORMAL |
Definition at line 1210 of file BKE_node.hh.
| #define GEO_NODE_INPUT_POSITION |
Definition at line 1207 of file BKE_node.hh.
| #define GEO_NODE_INPUT_RADIUS |
Definition at line 1236 of file BKE_node.hh.
| #define GEO_NODE_INPUT_SCENE_TIME |
Definition at line 1275 of file BKE_node.hh.
| #define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS |
Definition at line 1298 of file BKE_node.hh.
| #define GEO_NODE_INPUT_SPLINE_CYCLIC |
Definition at line 1241 of file BKE_node.hh.
| #define GEO_NODE_INPUT_SPLINE_LENGTH |
Definition at line 1229 of file BKE_node.hh.
| #define GEO_NODE_INPUT_SPLINE_RESOLUTION |
Definition at line 1240 of file BKE_node.hh.
| #define GEO_NODE_INPUT_TANGENT |
Definition at line 1217 of file BKE_node.hh.
| #define GEO_NODE_INSTANCE_ON_POINTS |
Definition at line 1223 of file BKE_node.hh.
| #define GEO_NODE_INSTANCES_TO_POINTS |
Definition at line 1261 of file BKE_node.hh.
| #define GEO_NODE_INTERPOLATE_CURVES |
Definition at line 1322 of file BKE_node.hh.
| #define GEO_NODE_IS_VIEWPORT |
Definition at line 1178 of file BKE_node.hh.
| #define GEO_NODE_JOIN_GEOMETRY |
Definition at line 1176 of file BKE_node.hh.
| #define GEO_NODE_MATERIAL_SELECTION |
Definition at line 1212 of file BKE_node.hh.
| #define GEO_NODE_MENU_SWITCH |
Definition at line 1355 of file BKE_node.hh.
| #define GEO_NODE_MERGE_BY_DISTANCE |
Definition at line 1283 of file BKE_node.hh.
| #define GEO_NODE_MERGE_LAYERS |
Definition at line 1381 of file BKE_node.hh.
| #define GEO_NODE_MESH_BOOLEAN |
Definition at line 1174 of file BKE_node.hh.
| #define GEO_NODE_MESH_FACE_GROUP_BOUNDARIES |
Definition at line 1301 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_CIRCLE |
Definition at line 1181 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_CONE |
Definition at line 1185 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_CUBE |
Definition at line 1180 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_CYLINDER |
Definition at line 1183 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_GRID |
Definition at line 1187 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE |
Definition at line 1184 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_LINE |
Definition at line 1186 of file BKE_node.hh.
| #define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE |
Definition at line 1182 of file BKE_node.hh.
| #define GEO_NODE_MESH_TO_CURVE |
Definition at line 1255 of file BKE_node.hh.
| #define GEO_NODE_MESH_TO_DENSITY_GRID |
Definition at line 1357 of file BKE_node.hh.
| #define GEO_NODE_MESH_TO_POINTS |
Definition at line 1224 of file BKE_node.hh.
| #define GEO_NODE_MESH_TO_SDF_GRID |
Definition at line 1358 of file BKE_node.hh.
| #define GEO_NODE_MESH_TO_VOLUME |
Definition at line 1294 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE |
Definition at line 1335 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE |
Definition at line 1311 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX |
Definition at line 1312 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER |
Definition at line 1313 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX |
Definition at line 1314 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER |
Definition at line 1315 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE |
Definition at line 1310 of file BKE_node.hh.
| #define GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER |
Definition at line 1316 of file BKE_node.hh.
| #define GEO_NODE_OBJECT_INFO |
Definition at line 1175 of file BKE_node.hh.
| #define GEO_NODE_OFFSET_POINT_IN_CURVE |
Definition at line 1307 of file BKE_node.hh.
| #define GEO_NODE_POINTS |
Definition at line 1292 of file BKE_node.hh.
| #define GEO_NODE_POINTS_TO_CURVES |
Definition at line 1345 of file BKE_node.hh.
| #define GEO_NODE_POINTS_TO_SDF_GRID |
Definition at line 1359 of file BKE_node.hh.
| #define GEO_NODE_POINTS_TO_VERTICES |
Definition at line 1225 of file BKE_node.hh.
| #define GEO_NODE_POINTS_TO_VOLUME |
Definition at line 1232 of file BKE_node.hh.
| #define GEO_NODE_PROXIMITY |
Definition at line 1227 of file BKE_node.hh.
| #define GEO_NODE_RAYCAST |
Definition at line 1259 of file BKE_node.hh.
| #define GEO_NODE_REALIZE_INSTANCES |
Definition at line 1214 of file BKE_node.hh.
| #define GEO_NODE_REMOVE_ATTRIBUTE |
Definition at line 1288 of file BKE_node.hh.
| #define GEO_NODE_REPEAT_INPUT |
Definition at line 1338 of file BKE_node.hh.
| #define GEO_NODE_REPEAT_OUTPUT |
Definition at line 1339 of file BKE_node.hh.
| #define GEO_NODE_REPLACE_MATERIAL |
Definition at line 1193 of file BKE_node.hh.
| #define GEO_NODE_RESAMPLE_CURVE |
Definition at line 1191 of file BKE_node.hh.
| #define GEO_NODE_REVERSE_CURVE |
Definition at line 1226 of file BKE_node.hh.
| #define GEO_NODE_ROTATE_INSTANCES |
Definition at line 1253 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_CURVE |
Definition at line 1216 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_GRID |
Definition at line 1356 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_GRID_INDEX |
Definition at line 1365 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_INDEX |
Definition at line 1304 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_NEAREST |
Definition at line 1305 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_NEAREST_SURFACE |
Definition at line 1306 of file BKE_node.hh.
| #define GEO_NODE_SAMPLE_UV_SURFACE |
Definition at line 1317 of file BKE_node.hh.
| #define GEO_NODE_SCALE_ELEMENTS |
Definition at line 1281 of file BKE_node.hh.
| #define GEO_NODE_SCALE_INSTANCES |
Definition at line 1252 of file BKE_node.hh.
| #define GEO_NODE_SDF_GRID_BOOLEAN |
Definition at line 1362 of file BKE_node.hh.
| #define GEO_NODE_SELF_OBJECT |
Definition at line 1303 of file BKE_node.hh.
| #define GEO_NODE_SEPARATE_COMPONENTS |
Definition at line 1196 of file BKE_node.hh.
| #define GEO_NODE_SEPARATE_GEOMETRY |
Definition at line 1235 of file BKE_node.hh.
| #define GEO_NODE_SET_CURVE_HANDLES |
Definition at line 1244 of file BKE_node.hh.
| #define GEO_NODE_SET_CURVE_NORMAL |
Definition at line 1318 of file BKE_node.hh.
| #define GEO_NODE_SET_CURVE_RADIUS |
Definition at line 1242 of file BKE_node.hh.
| #define GEO_NODE_SET_CURVE_TILT |
Definition at line 1243 of file BKE_node.hh.
| #define GEO_NODE_SET_GEOMETRY_NAME |
Definition at line 1371 of file BKE_node.hh.
| #define GEO_NODE_SET_ID |
Definition at line 1265 of file BKE_node.hh.
| #define GEO_NODE_SET_INSTANCE_TRANSFORM |
Definition at line 1367 of file BKE_node.hh.
| #define GEO_NODE_SET_MATERIAL |
Definition at line 1213 of file BKE_node.hh.
| #define GEO_NODE_SET_MATERIAL_INDEX |
Definition at line 1250 of file BKE_node.hh.
| #define GEO_NODE_SET_POINT_RADIUS |
Definition at line 1248 of file BKE_node.hh.
| #define GEO_NODE_SET_POSITION |
Definition at line 1208 of file BKE_node.hh.
| #define GEO_NODE_SET_SHADE_SMOOTH |
Definition at line 1245 of file BKE_node.hh.
| #define GEO_NODE_SET_SPLINE_CYCLIC |
Definition at line 1247 of file BKE_node.hh.
| #define GEO_NODE_SET_SPLINE_RESOLUTION |
Definition at line 1246 of file BKE_node.hh.
| #define GEO_NODE_SIMULATION_INPUT |
Definition at line 1331 of file BKE_node.hh.
| #define GEO_NODE_SIMULATION_OUTPUT |
Definition at line 1332 of file BKE_node.hh.
| #define GEO_NODE_SORT_ELEMENTS |
Definition at line 1354 of file BKE_node.hh.
| #define GEO_NODE_SPLIT_EDGES |
Definition at line 1254 of file BKE_node.hh.
| #define GEO_NODE_SPLIT_TO_INSTANCES |
Definition at line 1347 of file BKE_node.hh.
| #define GEO_NODE_STORE_NAMED_ATTRIBUTE |
Definition at line 1286 of file BKE_node.hh.
| #define GEO_NODE_STORE_NAMED_GRID |
Definition at line 1353 of file BKE_node.hh.
| #define GEO_NODE_STRING_JOIN |
Definition at line 1218 of file BKE_node.hh.
| #define GEO_NODE_STRING_TO_CURVES |
Definition at line 1222 of file BKE_node.hh.
| #define GEO_NODE_SUBDIVIDE_CURVE |
Definition at line 1228 of file BKE_node.hh.
| #define GEO_NODE_SUBDIVIDE_MESH |
Definition at line 1179 of file BKE_node.hh.
| #define GEO_NODE_SUBDIVISION_SURFACE |
Definition at line 1257 of file BKE_node.hh.
| #define GEO_NODE_SWITCH |
Definition at line 1189 of file BKE_node.hh.
| #define GEO_NODE_TOOL_3D_CURSOR |
Definition at line 1342 of file BKE_node.hh.
| #define GEO_NODE_TOOL_ACTIVE_ELEMENT |
Definition at line 1366 of file BKE_node.hh.
| #define GEO_NODE_TOOL_FACE_SET |
Definition at line 1343 of file BKE_node.hh.
| #define GEO_NODE_TOOL_MOUSE_POSITION |
Definition at line 1364 of file BKE_node.hh.
| #define GEO_NODE_TOOL_SELECTION |
Definition at line 1340 of file BKE_node.hh.
| #define GEO_NODE_TOOL_SET_FACE_SET |
Definition at line 1344 of file BKE_node.hh.
| #define GEO_NODE_TOOL_SET_SELECTION |
Definition at line 1341 of file BKE_node.hh.
| #define GEO_NODE_TOOL_VIEWPORT_TRANSFORM |
Definition at line 1363 of file BKE_node.hh.
| #define GEO_NODE_TRANSFORM_GEOMETRY |
Definition at line 1173 of file BKE_node.hh.
| #define GEO_NODE_TRANSLATE_INSTANCES |
Definition at line 1251 of file BKE_node.hh.
| #define GEO_NODE_TRIANGULATE |
Definition at line 1172 of file BKE_node.hh.
| #define GEO_NODE_TRIM_CURVE |
Definition at line 1205 of file BKE_node.hh.
| #define GEO_NODE_UV_PACK_ISLANDS |
Definition at line 1296 of file BKE_node.hh.
| #define GEO_NODE_UV_UNWRAP |
Definition at line 1295 of file BKE_node.hh.
| #define GEO_NODE_VIEWER |
Definition at line 1202 of file BKE_node.hh.
| #define GEO_NODE_VOLUME_CUBE |
Definition at line 1291 of file BKE_node.hh.
| #define GEO_NODE_VOLUME_TO_MESH |
Definition at line 1263 of file BKE_node.hh.
| #define GEO_NODE_WARNING |
Definition at line 1378 of file BKE_node.hh.
| #define MASK |
| #define NORMALIZE | ( | input, | |
| output_expect ) |
Definition at line 50 of file BLI_path_utils_test.cc.
| #define output |
| #define output |
| #define output |
| #define output |
| #define output |
| #define output |
| #define SH_NODE_ADD_SHADER |
Definition at line 940 of file BKE_node.hh.
| #define SH_NODE_AMBIENT_OCCLUSION |
Definition at line 956 of file BKE_node.hh.
| #define SH_NODE_ATTRIBUTE |
Definition at line 919 of file BKE_node.hh.
| #define SH_NODE_BACKGROUND |
Definition at line 920 of file BKE_node.hh.
| #define SH_NODE_BSDF_DIFFUSE |
Definition at line 922 of file BKE_node.hh.
| #define SH_NODE_BSDF_GLASS |
Definition at line 924 of file BKE_node.hh.
| #define SH_NODE_BSDF_GLOSSY |
Definition at line 921 of file BKE_node.hh.
| #define SH_NODE_BSDF_HAIR |
Definition at line 969 of file BKE_node.hh.
| #define SH_NODE_BSDF_HAIR_PRINCIPLED |
Definition at line 985 of file BKE_node.hh.
| #define SH_NODE_BSDF_METALLIC |
Definition at line 1000 of file BKE_node.hh.
| #define SH_NODE_BSDF_PRINCIPLED |
Definition at line 977 of file BKE_node.hh.
| #define SH_NODE_BSDF_RAY_PORTAL |
Definition at line 998 of file BKE_node.hh.
| #define SH_NODE_BSDF_REFRACTION |
Definition at line 957 of file BKE_node.hh.
| #define SH_NODE_BSDF_SHEEN |
Definition at line 927 of file BKE_node.hh.
| #define SH_NODE_BSDF_TOON |
Definition at line 963 of file BKE_node.hh.
| #define SH_NODE_BSDF_TRANSLUCENT |
Definition at line 925 of file BKE_node.hh.
| #define SH_NODE_BSDF_TRANSPARENT |
Definition at line 926 of file BKE_node.hh.
| #define SH_NODE_EMISSION |
Definition at line 928 of file BKE_node.hh.
| #define SH_NODE_HOLDOUT |
Definition at line 943 of file BKE_node.hh.
| #define SH_NODE_LAYER_WEIGHT |
Definition at line 944 of file BKE_node.hh.
| #define SH_NODE_LIGHT_FALLOFF |
Definition at line 950 of file BKE_node.hh.
| #define SH_NODE_LIGHT_PATH |
Definition at line 930 of file BKE_node.hh.
| #define SH_NODE_MIX |
Definition at line 997 of file BKE_node.hh.
| #define SH_NODE_MIX_SHADER |
Definition at line 918 of file BKE_node.hh.
| #define SH_NODE_NEW_GEOMETRY |
Definition at line 929 of file BKE_node.hh.
| #define SH_NODE_SUBSURFACE_SCATTERING |
Definition at line 961 of file BKE_node.hh.
| #define SH_NODE_VOLUME_ABSORPTION |
Definition at line 945 of file BKE_node.hh.
| #define SH_NODE_VOLUME_PRINCIPLED |
Definition at line 983 of file BKE_node.hh.
| #define SH_NODE_VOLUME_SCATTER |
Definition at line 946 of file BKE_node.hh.
| #define SPLIT |
Definition at line 139 of file btConvexHull.cpp.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define Split | ( | a, | |
| ahi, | |||
| alo ) |
Definition at line 230 of file math_boolean.cc.
| #define TEX_NODE_AT |
Definition at line 1158 of file BKE_node.hh.
| #define TEX_NODE_BRICKS |
Definition at line 1139 of file BKE_node.hh.
| #define TEX_NODE_CHECKER |
Definition at line 1137 of file BKE_node.hh.
| #define TEX_NODE_COMBINE_COLOR |
Definition at line 1159 of file BKE_node.hh.
| #define TEX_NODE_COMPOSE_LEGACY |
Definition at line 1154 of file BKE_node.hh.
| #define TEX_NODE_COORD |
Definition at line 1152 of file BKE_node.hh.
| #define TEX_NODE_CURVE_RGB |
Definition at line 1145 of file BKE_node.hh.
| #define TEX_NODE_CURVE_TIME |
Definition at line 1148 of file BKE_node.hh.
| #define TEX_NODE_DECOMPOSE_LEGACY |
Definition at line 1155 of file BKE_node.hh.
| #define TEX_NODE_DISTANCE |
Definition at line 1153 of file BKE_node.hh.
| #define TEX_NODE_HUE_SAT |
Definition at line 1147 of file BKE_node.hh.
| #define TEX_NODE_IMAGE |
Definition at line 1144 of file BKE_node.hh.
| #define TEX_NODE_INVERT |
Definition at line 1146 of file BKE_node.hh.
| #define TEX_NODE_MATH |
Definition at line 1140 of file BKE_node.hh.
| #define TEX_NODE_MIX_RGB |
Definition at line 1141 of file BKE_node.hh.
| #define TEX_NODE_OUTPUT |
Definition at line 1136 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_PROC |
Definition at line 1163 of file BKE_node.hh.
| #define TEX_NODE_RGBTOBW |
Definition at line 1142 of file BKE_node.hh.
| #define TEX_NODE_ROTATE |
Definition at line 1149 of file BKE_node.hh.
| #define TEX_NODE_SCALE |
Definition at line 1157 of file BKE_node.hh.
| #define TEX_NODE_SEPARATE_COLOR |
Definition at line 1160 of file BKE_node.hh.
| #define TEX_NODE_TEXTURE |
Definition at line 1138 of file BKE_node.hh.
| #define TEX_NODE_TRANSLATE |
Definition at line 1151 of file BKE_node.hh.
| #define TEX_NODE_VALTONOR |
Definition at line 1156 of file BKE_node.hh.
| #define TEX_NODE_VALTORGB |
Definition at line 1143 of file BKE_node.hh.
| #define TEX_NODE_VIEWER |
Definition at line 1150 of file BKE_node.hh.
| #define XY | ( | _x, | |
| _y ) |
| #define XY | ( | _x, | |
| _y ) |
| #define Z |
Definition at line 206 of file GeomUtils.cpp.
| #define Z |
Definition at line 206 of file GeomUtils.cpp.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
| using Instance |
Definition at line 36 of file overlay_engine.cc.
Definition at line 289 of file btConvexHull.cpp.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
inlinestatic |
Definition at line 966 of file btSoftBodyInternals.h.
|
static |
|
static |
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
|
inlinestatic |
| ccl_device_inline float average | ( | const float2 | a | ) |
Definition at line 128 of file math_float2.h.
| ccl_device_inline int4 cast | ( | const float4 | a | ) |
Definition at line 29 of file math_float4.h.
| 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().
| 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 | ) |
| 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 | ) |
| 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 | ) |
| ccl_device_inline int clamp | ( | int | a, |
| int | mn, | ||
| int | mx ) |
Definition at line 379 of file util/math.h.
| bool btVoronoiSimplexSolver::closest | ( | btVector3 & | v | ) |
Definition at line 148 of file btVoronoiSimplexSolver.cpp.
References m_cachedBC, and m_cachedValidClosest.
| bool btVoronoiSimplexSolver::closest | ( | btVector3 & | v | ) |
Definition at line 148 of file btVoronoiSimplexSolver.cpp.
| bool btVoronoiSimplexSolver::closest | ( | btVector3 & | v | ) |
Definition at line 148 of file btVoronoiSimplexSolver.cpp.
References btVector3, m_cachedV, updateClosestVectorAndPoints(), and v.
Referenced by BKE_gpencil_stroke_trim(), bm_edgexvert_isect_impl(), blender::ed::sculpt_paint::calc_translations(), blender::ed::sculpt_paint::calc_translations_to_plane(), blender::ed::sculpt_paint::calc_translations_to_plane(), clip_to_ortho_planes(), Freestyle::GridHelpers::closestPointOnPolygon(), dist_squared_to_line_segment_v2(), dist_squared_to_line_segment_v3(), dist_squared_to_line_v2(), dist_squared_to_line_v3(), ed_curves_select_pick(), ed_grease_pencil_select_pick(), heat_source_distance(), marker_jump_exec(), paintcurve_point_get_closest(), snap_source_closest_fn(), and blender::ed::greasepencil::weight_sample_invoke().
Definition at line 851 of file btSoftBodyInternals.h.
Definition at line 851 of file btSoftBodyInternals.h.
|
static |
Definition at line 6380 of file rna_nodetree.cc.
|
static |
Definition at line 9255 of file rna_nodetree.cc.
|
static |
Definition at line 7718 of file rna_nodetree.cc.
|
static |
Definition at line 6399 of file rna_nodetree.cc.
|
static |
Definition at line 8426 of file rna_nodetree.cc.
|
static |
Definition at line 8462 of file rna_nodetree.cc.
|
static |
Definition at line 8331 of file rna_nodetree.cc.
|
static |
Definition at line 7277 of file rna_nodetree.cc.
|
static |
Definition at line 7329 of file rna_nodetree.cc.
|
static |
Definition at line 7287 of file rna_nodetree.cc.
|
static |
Definition at line 7092 of file rna_nodetree.cc.
|
static |
Definition at line 7177 of file rna_nodetree.cc.
|
static |
Definition at line 7965 of file rna_nodetree.cc.
|
static |
Definition at line 8516 of file rna_nodetree.cc.
|
static |
Definition at line 8154 of file rna_nodetree.cc.
|
static |
Definition at line 8154 of file rna_nodetree.cc.
|
static |
Definition at line 8708 of file rna_nodetree.cc.
|
static |
Definition at line 7151 of file rna_nodetree.cc.
|
static |
Definition at line 7604 of file rna_nodetree.cc.
|
static |
Definition at line 9086 of file rna_nodetree.cc.
|
static |
Definition at line 9080 of file rna_nodetree.cc.
|
static |
Definition at line 7669 of file rna_nodetree.cc.
|
static |
Definition at line 7494 of file rna_nodetree.cc.
|
static |
Definition at line 9158 of file rna_nodetree.cc.
|
static |
Definition at line 6997 of file rna_nodetree.cc.
|
static |
Definition at line 7070 of file rna_nodetree.cc.
|
static |
Definition at line 6932 of file rna_nodetree.cc.
|
static |
Definition at line 7117 of file rna_nodetree.cc.
|
static |
Definition at line 7436 of file rna_nodetree.cc.
|
static |
Definition at line 8379 of file rna_nodetree.cc.
|
static |
Definition at line 6497 of file rna_nodetree.cc.
|
static |
Definition at line 7392 of file rna_nodetree.cc.
|
static |
Definition at line 7761 of file rna_nodetree.cc.
|
static |
Definition at line 8113 of file rna_nodetree.cc.
|
static |
Definition at line 7420 of file rna_nodetree.cc.
|
static |
Definition at line 6721 of file rna_nodetree.cc.
|
static |
Definition at line 6977 of file rna_nodetree.cc.
|
static |
Definition at line 7589 of file rna_nodetree.cc.
|
static |
Definition at line 8747 of file rna_nodetree.cc.
|
static |
Definition at line 8721 of file rna_nodetree.cc.
|
static |
Definition at line 9197 of file rna_nodetree.cc.
|
static |
Definition at line 7936 of file rna_nodetree.cc.
|
static |
Definition at line 6633 of file rna_nodetree.cc.
|
static |
Definition at line 7256 of file rna_nodetree.cc.
|
static |
Definition at line 6553 of file rna_nodetree.cc.
|
static |
Definition at line 7470 of file rna_nodetree.cc.
|
static |
Definition at line 6508 of file rna_nodetree.cc.
|
static |
Definition at line 8245 of file rna_nodetree.cc.
|
static |
Definition at line 8180 of file rna_nodetree.cc.
|
static |
Definition at line 8220 of file rna_nodetree.cc.
|
static |
Definition at line 8907 of file rna_nodetree.cc.
|
static |
Definition at line 8964 of file rna_nodetree.cc.
|
static |
Definition at line 7743 of file rna_nodetree.cc.
|
static |
Definition at line 6757 of file rna_nodetree.cc.
|
static |
Definition at line 7059 of file rna_nodetree.cc.
|
static |
Definition at line 7015 of file rna_nodetree.cc.
|
static |
Definition at line 6607 of file rna_nodetree.cc.
|
static |
Definition at line 7403 of file rna_nodetree.cc.
|
static |
Definition at line 8195 of file rna_nodetree.cc.
|
static |
Definition at line 9005 of file rna_nodetree.cc.
|
static |
Definition at line 8504 of file rna_nodetree.cc.
|
static |
Definition at line 8514 of file rna_nodetree.cc.
|
static |
Definition at line 7866 of file rna_nodetree.cc.
|
static |
Definition at line 8846 of file rna_nodetree.cc.
|
static |
Definition at line 8922 of file rna_nodetree.cc.
|
static |
Definition at line 6563 of file rna_nodetree.cc.
|
static |
Definition at line 8695 of file rna_nodetree.cc.
|
static |
Definition at line 8143 of file rna_nodetree.cc.
|
static |
Definition at line 8143 of file rna_nodetree.cc.
|
static |
Definition at line 8124 of file rna_nodetree.cc.
|
static |
Definition at line 4765 of file rna_nodetree.cc.
|
static |
Definition at line 4765 of file rna_nodetree.cc.
|
static |
Definition at line 4686 of file rna_nodetree.cc.
|
static |
Definition at line 4829 of file rna_nodetree.cc.
|
static |
Definition at line 4816 of file rna_nodetree.cc.
|
static |
Definition at line 4841 of file rna_nodetree.cc.
|
static |
Definition at line 4854 of file rna_nodetree.cc.
|
static |
Definition at line 4879 of file rna_nodetree.cc.
|
static |
Definition at line 4866 of file rna_nodetree.cc.
|
static |
Definition at line 9403 of file rna_nodetree.cc.
|
static |
Definition at line 10110 of file rna_nodetree.cc.
|
static |
Definition at line 10091 of file rna_nodetree.cc.
|
static |
Definition at line 9360 of file rna_nodetree.cc.
|
static |
Definition at line 9455 of file rna_nodetree.cc.
|
static |
Definition at line 9418 of file rna_nodetree.cc.
|
static |
Definition at line 9515 of file rna_nodetree.cc.
|
static |
Definition at line 9847 of file rna_nodetree.cc.
|
static |
Definition at line 10200 of file rna_nodetree.cc.
|
static |
Definition at line 5278 of file rna_nodetree.cc.
|
static |
Definition at line 10078 of file rna_nodetree.cc.
|
static |
Definition at line 10187 of file rna_nodetree.cc.
|
static |
Definition at line 10409 of file rna_nodetree.cc.
|
static |
Definition at line 9508 of file rna_nodetree.cc.
|
static |
Definition at line 9720 of file rna_nodetree.cc.
|
static |
Definition at line 10155 of file rna_nodetree.cc.
|
static |
Definition at line 9501 of file rna_nodetree.cc.
|
static |
Definition at line 9668 of file rna_nodetree.cc.
|
static |
Definition at line 10212 of file rna_nodetree.cc.
|
static |
Definition at line 5910 of file rna_nodetree.cc.
|
static |
Definition at line 5899 of file rna_nodetree.cc.
|
static |
Definition at line 5994 of file rna_nodetree.cc.
|
static |
Definition at line 6006 of file rna_nodetree.cc.
|
static |
Definition at line 4627 of file rna_nodetree.cc.
|
static |
Definition at line 4627 of file rna_nodetree.cc.
|
static |
Definition at line 5882 of file rna_nodetree.cc.
|
static |
Definition at line 5932 of file rna_nodetree.cc.
|
static |
Definition at line 5950 of file rna_nodetree.cc.
|
static |
Definition at line 4711 of file rna_nodetree.cc.
|
static |
Definition at line 4711 of file rna_nodetree.cc.
|
static |
Definition at line 5961 of file rna_nodetree.cc.
|
static |
Definition at line 6207 of file rna_nodetree.cc.
|
static |
Definition at line 4944 of file rna_nodetree.cc.
|
static |
Definition at line 4644 of file rna_nodetree.cc.
|
static |
Definition at line 6229 of file rna_nodetree.cc.
|
static |
Definition at line 5921 of file rna_nodetree.cc.
|
static |
Definition at line 9324 of file rna_nodetree.cc.
|
static |
Definition at line 5267 of file rna_nodetree.cc.
|
static |
Definition at line 5267 of file rna_nodetree.cc.
|
static |
Definition at line 9304 of file rna_nodetree.cc.
|
static |
Definition at line 9292 of file rna_nodetree.cc.
|
static |
Definition at line 4797 of file rna_nodetree.cc.
|
static |
Definition at line 4797 of file rna_nodetree.cc.
|
static |
Definition at line 4744 of file rna_nodetree.cc.
|
static |
Definition at line 4744 of file rna_nodetree.cc.
|
static |
Definition at line 5972 of file rna_nodetree.cc.
| 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 | ( | 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" | ) |
References def_group_input(), DefNode, and NODE_GROUP_INPUT.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_combsep_color, DefNode, and SH_NODE_COMBINE_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 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.
| 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" | ) |
References def_rgb_curve(), DefNode, and SH_NODE_CURVE_RGB.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_displacement(), DefNode, Displacement, and SH_NODE_DISPLACEMENT.
| 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.
| in reality light always falls 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.
| 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" | ) |
References def_map_range(), DefNode, and SH_NODE_MAP_RANGE.
| 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" | ) |
References def_sh_mapping(), DefNode, and SH_NODE_MAPPING.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_output_aov(), DefNode, and SH_NODE_OUTPUT_AOV.
| 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" | ) |
References def_sh_output, DefNode, and SH_NODE_OUTPUT_LIGHT.
| 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" | , | ||
| "" | ) |
References def_sh_output_linestyle(), DefNode, and SH_NODE_OUTPUT_LINESTYLE.
| 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" | ) |
References def_sh_output, DefNode, and SH_NODE_OUTPUT_MATERIAL.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a 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" | ) |
References def_sh_tangent(), DefNode, and SH_NODE_TANGENT.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_tex_checker(), DefNode, and SH_NODE_TEX_CHECKER.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used 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" | ) |
References def_sh_tex_environment(), DefNode, and SH_NODE_TEX_ENVIRONMENT.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_tex_ies(), DefNode, and SH_NODE_TEX_IES.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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" | ) |
References def_sh_tex_noise(), DefNode, and SH_NODE_TEX_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 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" | ) |
References def_sh_tex_pointdensity(), DefNode, and SH_NODE_TEX_POINTDENSITY.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed 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" | ) |
References def_sh_tex_sky(), DefNode, and SH_NODE_TEX_SKY.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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" | ) |
References def_sh_tex_wave(), DefNode, and SH_NODE_TEX_WAVE.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | , | ||
| "" | ) |
References def_sh_uvalongstroke(), DefNode, and SH_NODE_UVALONGSTROKE.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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" | ) |
References def_sh_uvmap(), DefNode, and SH_NODE_UVMAP.
| 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" | ) |
References def_colorramp(), DefNode, and SH_NODE_VALTORGB.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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)" | ) |
References def_sh_vector_rotate(), DefNode, and SH_NODE_VECTOR_ROTATE.
| in reality light always falls off quadratically Particle Retrieve the data of the particle 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point 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.
|
static |
Definition at line 8310 of file rna_nodetree.cc.
Definition at line 34 of file node_voronoi.h.
Definition at line 34 of file node_voronoi.h.
Definition at line 34 of file node_voronoi.h.
Definition at line 34 of file node_voronoi.h.
Definition at line 34 of file node_voronoi.h.
Definition at line 34 of file node_voronoi.h.
| 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 | ) |
Referenced by blender::draw::command::RecordingState::front_facing_set(), and NODE_DEFINE().
| smooth(Type::FLOAT, "radius") .smooth(Type flat | ( | Type::INT | , |
| "id" | ) |
Referenced by do_kink(), image(), and offset_child().
|
static |
| if | ( | data | ) |
Definition at line 160 of file bmesh_operator_api_inline.hh.
| if | ( | data | ) |
Definition at line 160 of file bmesh_operator_api_inline.hh.
|
static |
Callback for INPUT_VECTOR.
Definition at line 41 of file transform_input.cc.
| SIMD_FORCE_INLINE btScalar length | ( | const btQuaternion & | q | ) |
Return the length of a quaternion.
Definition at line 895 of file btQuaternion.h.
| SIMD_FORCE_INLINE btScalar length | ( | const btQuaternion & | q | ) |
Return the length of a quaternion.
Definition at line 895 of file btQuaternion.h.
| SIMD_FORCE_INLINE btScalar length | ( | const btQuaternion & | q | ) |
Return the length of a quaternion.
Definition at line 895 of file btQuaternion.h.
|
static |
| DBVT_INLINE void Merge | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b, | ||
| btDbvtAabbMm & | r ) |
| DBVT_INLINE void Merge | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b, | ||
| btDbvtAabbMm & | r ) |
| DBVT_INLINE void Merge | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b, | ||
| btDbvtAabbMm & | r ) |
| DBVT_INLINE void Merge | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b, | ||
| btDbvtAabbMm & | r ) |
| KDTree *BLI_kdtree_nd_ new | ( | unsigned int | nodes_len_capacity | ) |
| nodes_len_capacity | The maximum length this KD-tree may hold. |
Definition at line 33 of file kdtree_impl.h.
| KDTree *BLI_kdtree_nd_ new | ( | unsigned int | nodes_len_capacity | ) |
| nodes_len_capacity | The maximum length this KD-tree may hold. |
Definition at line 33 of file kdtree_impl.h.
| KDTree *BLI_kdtree_nd_ new | ( | unsigned int | nodes_len_capacity | ) |
| nodes_len_capacity | The maximum length this KD-tree may hold. |
Definition at line 33 of file kdtree_impl.h.
| KDTree *BLI_kdtree_nd_ new | ( | unsigned int | nodes_len_capacity | ) |
| nodes_len_capacity | The maximum length this KD-tree may hold. |
Definition at line 33 of file kdtree_impl.h.
| KDTree *BLI_kdtree_nd_ new | ( | unsigned int | nodes_len_capacity | ) |
| nodes_len_capacity | The maximum length this KD-tree may hold. |
Definition at line 33 of file kdtree_impl.h.
References KD_NODE_ROOT_IS_INIT, KDTree, MEM_mallocN, and tree.
Referenced by blender::gpu::MSLGeneratorInterface::bake_shader_interface(), GHOST_SystemWayland::GHOST_SystemWayland(), GHOST_Window::GHOST_Window(), GHOST_WindowWayland::GHOST_WindowWayland(), blender::gpu::GLShader::post_finalize(), and pygpu_interface_info__tp_new().
| BLI_INLINE void Normalize | ( | float | no[3] | ) |
Definition at line 190 of file CCGSubSurf_inline.h.
| BLI_INLINE void Normalize | ( | float | no[3] | ) |
Definition at line 190 of file CCGSubSurf_inline.h.
| DBVT_INLINE btScalar Proximity | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b ) |
| DBVT_INLINE btScalar Proximity | ( | const btDbvtAabbMm & | a, |
| const btDbvtAabbMm & | b ) |
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().
| a | : displacement rotational velocity |
| da | : rotational velocity |
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().
| a | : displacement twist |
| da | : 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.
|
static |
Definition at line 10011 of file rna_nodetree.cc.
|
static |
Definition at line 9933 of file rna_nodetree.cc.
|
static |
Definition at line 5304 of file rna_nodetree.cc.
Definition at line 27 of file node_texture_rotate.cc.
Definition at line 27 of file node_texture_rotate.cc.
Definition at line 27 of file node_texture_rotate.cc.
| DBVT_INLINE int Select | ( | const btDbvtAabbMm & | o, |
| const btDbvtAabbMm & | a, | ||
| const btDbvtAabbMm & | b ) |
|
static |
Definition at line 52 of file btDbvt.cpp.
|
static |
Definition at line 52 of file btDbvt.cpp.
|
static |
Definition at line 2471 of file GHOST_SystemX11.cc.
| void warp | ( | const btVector3 & | origin | ) |
References btVector3.
Referenced by libmv::TemplatedTrackRegion().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point 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 |
Definition at line 274 of file node_texture_proc.cc.
| Blend |
Definition at line 274 of file node_texture_proc.cc.
| 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.
| 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.
| 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().
| 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.
| 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.
Referenced by 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(), and svm_node_closure_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 |
Definition at line 52 of file NOD_static_types.h.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
Referenced by blender::nodes::node_shader_map_range_cc::build_float_linear(), blender::nodes::node_shader_map_range_cc::build_float_stepped(), blender::nodes::node_shader_map_range_cc::build_vector_linear(), blender::nodes::node_shader_map_range_cc::build_vector_stepped(), btSoftBody::AJoint::Prepare(), btSoftBody::LJoint::Prepare(), ProjectOrigin(), IK_QElbowSegment::SetLimit(), IK_QRevoluteSegment::SetLimit(), IK_QSphericalSegment::SetLimit(), IK_QSwingSegment::SetLimit(), blender::tests::TEST(), and btSoftBody::updatePose().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 46 of file NOD_static_types.h.
Referenced by bc_get_ambient(), bc_get_base_color(), bc_get_cot(), bc_get_cot_from_shader(), bc_get_emission(), bc_get_reflective(), bc_get_specular(), blender::color::BLI_mix_colors(), calculate_average_color(), blender::render::Context::Context(), do_vpaint_brush_blur_loops(), do_vpaint_brush_blur_verts(), do_vpaint_brush_smear(), libmv::DrawCircle(), libmv::DrawEllipse(), libmv::DrawLine(), float(), fromFloat(), 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(), paint_and_tex_color_alpha(), libmv::safePutPixel(), libmv::safePutPixel(), toFloat(), vpaint_blend(), and vpaint_do_draw().
| 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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().
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 |
Definition at line 23 of file NOD_static_types.h.
Referenced by def_custom_group(), blender::bke::greasepencil::convert::find_used_vertex_groups(), and blender::ed::object::vgroup_select_verts().
| def_group_output |
Definition at line 25 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Referenced by def_sh_output_linestyle().
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud 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.
| 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| 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.
| 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.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| ATTR_WARN_UNUSED_RESULT const void * element |
Definition at line 140 of file bmesh_operator_api_inline.hh.
| bool enabled |
Definition at line 1057 of file interface_widgets.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
|
static |
Definition at line 527 of file mball_tessellate.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| 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.
Referenced by btAdjustInternalEdgeContacts(), blender::nodes::node_fn_separate_color_cc::SeparateRGBAFunction::call(), ED_image_draw_info(), GHOST_SystemCocoa::getPixelAtCursor(), GPU_clear_color(), and StrokeAttribute_init().
| 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 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 |
Definition at line 23 of file NOD_static_types.h.
| Group |
Definition at line 23 of file NOD_static_types.h.
| GROUP_OUTPUT |
Definition at line 25 of file NOD_static_types.h.
| GroupOutput |
Definition at line 25 of file NOD_static_types.h.
| ParamHandle** handles |
Definition at line 2059 of file uvedit_unwrap_ops.cc.
| ParamHandle** handles |
Definition at line 2059 of file uvedit_unwrap_ops.cc.
| ParamHandle** handles |
Definition at line 2059 of file uvedit_unwrap_ops.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
Referenced by blender::nodes::node_fn_separate_color_cc::SeparateHSLAFunction::call(), blender::nodes::node_fn_separate_color_cc::SeparateHSVAFunction::call(), blender::ed::sculpt_paint::color::color_filter_task(), colorfn(), do_hue_sat_fac(), do_version_hue_sat_node(), ED_image_draw_info(), gpencil_layer_random_color_get(), grease_pencil_layer_random_color_get(), blender::ed::greasepencil::grease_pencil_vertex_paint_hsv_exec(), NODE_DEFINE(), blender::dot::Cluster::set_random_cluster_bgcolors(), svm_node_combine_hsv(), svm_node_hsv(), blender::compositor::ChangeHSVOperation::update_memory_buffer_partial(), blender::compositor::ColorMatteOperation::update_memory_buffer_partial(), and vertex_color_hsv_exec().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| 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.
| 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.
|
static |
Definition at line 45 of file geom_arrow_gizmo.cc.
|
static |
Definition at line 45 of file geom_arrow_gizmo.cc.
| in reality light always falls off 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.
|
static |
Definition at line 11 of file node_texture_at.cc.
|
static |
Definition at line 11 of file node_texture_at.cc.
|
static |
Definition at line 11 of file node_texture_at.cc.
|
static |
Definition at line 11 of file node_texture_at.cc.
|
static |
Definition at line 11 of file node_texture_at.cc.
| 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().
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
|
static |
Definition at line 57 of file mathutils_noise.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve 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.
Referenced by BKE_grease_pencil_point_coords_apply(), BKE_grease_pencil_point_coords_apply_with_mat4(), BKE_grease_pencil_point_coords_get(), BKE_grease_pencil_stroke_point_count(), BKE_main_mesh_legacy_convert_auto_smooth(), BKE_mesh_validate_arrays(), blender::Map< PropIdentifier, AnimatedProperty >::clear_and_shrink(), blender::deg::ComponentNode::ComponentNode(), EIG_invert_m4_m4(), EIG_self_adjoint_eigen_solve(), EIG_svd_square_matrix(), libmv::EightPointSolver(), libmv::FundamentalFrom7CorrespondencesLinear(), blender::math::polar_decompose(), libmv::ProjectiveReconstructTwoFrames(), libmv::ProjectiveResect(), reorder_layer_data(), version_geometry_nodes_extrude_smooth_propagation(), and version_geometry_nodes_replace_transfer_attribute_node().
| Marble |
Definition at line 275 of file node_texture_proc.cc.
| marble |
Definition at line 275 of file node_texture_proc.cc.
| 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().
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
Referenced by blender::workbench::Material::Material(), NODE_DEFINE(), blender::workbench::Material::pack_data(), paste_material_exec(), blender::io::obj::set_bsdf_socket_values(), blender::io::obj::store_bsdf_properties(), svm_node_closure_bsdf(), and version_principled_bsdf_specular_tint().
| 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.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 |
Definition at line 23 of file NOD_static_types.h.
| NODE_GROUP_OUTPUT |
Definition at line 25 of file NOD_static_types.h.
| 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.
Referenced by blender::eevee::enabled_passes(), film_write_data_passes(), passtype_from_name(), RE_pass_find_by_type(), and blender::eevee::Instance::update_passes().
| 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.
| 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.
Referenced by btPolyhedralContactClipping::clipFaceAgainstHull(), btPolyhedralContactClipping::clipHullAgainstHull(), btPolyhedralContactClipping::findSeparatingAxis(), initialize2(), and testContainment().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud 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.
|
static |
Definition at line 29 of file geom_arrow_gizmo.cc.
|
static |
Definition at line 29 of file geom_arrow_gizmo.cc.
|
static |
Definition at line 29 of file geom_arrow_gizmo.cc.
|
static |
Definition at line 29 of file geom_arrow_gizmo.cc.
|
static |
Definition at line 29 of file geom_arrow_gizmo.cc.
| 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.
| 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.
|
static |
Definition at line 16 of file node_texture_at.cc.
| 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.
| in reality light always falls off quadratically PARTICLE_INFO |
Definition at line 86 of file NOD_static_types.h.
| in reality light always falls off quadratically ParticleInfo |
Definition at line 86 of file NOD_static_types.h.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off 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.
| in reality light always falls 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.
| 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 |
Definition at line 48 of file NOD_static_types.h.
Referenced by btAdjustInternalEdgeContacts(), blender::nodes::node_fn_separate_color_cc::SeparateRGBAFunction::call(), colorfn(), draw_filled_lasso(), DRW_cache_cursor_get(), ED_image_draw_info(), GHOST_SystemCocoa::getPixelAtCursor(), GPU_clear_color(), blender::ed::sculpt_paint::paint_cursor_cursor_draw_3d_view_brush_cursor_active(), StrokeAttribute_init(), UI_ThemeGetColorPtr(), widget_state(), and widget_state_label().
| double result |
Definition at line 351 of file BLI_expr_pylike_eval_test.cc.
| double result |
Definition at line 351 of file BLI_expr_pylike_eval_test.cc.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
Referenced by blender::nodes::node_fn_separate_color_cc::SeparateHSLAFunction::call(), blender::nodes::node_fn_separate_color_cc::SeparateHSVAFunction::call(), do_version_hue_sat_node(), NODE_DEFINE(), svm_node_combine_hsv(), blender::compositor::ChangeHSVOperation::update_memory_buffer_partial(), blender::compositor::KeyingOperation::update_memory_buffer_partial(), and blender::compositor::ColorCorrectionOperation::update_memory_buffer_row().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point 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.
| 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.
| 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| 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.
| 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.
| 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.
| 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.
Definition at line 30 of file NOD_static_types.h.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud 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.
| 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.
| in reality light always falls off quadratically SH_NODE_PARTICLE_INFO |
Definition at line 86 of file NOD_static_types.h.
| in reality light always falls 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.
Definition at line 28 of file NOD_static_types.h.
Definition at line 32 of file NOD_static_types.h.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle 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.
| ListBase splines |
Definition at line 212 of file blenkernel/intern/mask.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| local_group_size(16, 16) .push_constant(Type texture |
Definition at line 15 of file compositor_realize_on_domain_info.hh.
| local_group_size(16, 16) .push_constant(Type texture |
Definition at line 15 of file compositor_realize_on_domain_info.hh.
| local_group_size(16, 16) .push_constant(Type texture |
Definition at line 15 of file compositor_realize_on_domain_info.hh.
| local_group_size(16, 16) .push_constant(Type texture |
Definition at line 15 of file compositor_realize_on_domain_info.hh.
| local_group_size(16, 16) .push_constant(Type texture |
Definition at line 15 of file compositor_realize_on_domain_info.hh.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| uint top |
Definition at line 641 of file gpu_framebuffer.cc.
| uint top |
Definition at line 641 of file gpu_framebuffer.cc.
| uint top |
Definition at line 641 of file gpu_framebuffer.cc.
| ListBase tracks |
Definition at line 70 of file tracking.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
|
static |
At address types[a] is string a.
Definition at line 71 of file makesdna.cc.
| 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().
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 |
Definition at line 111 of file NOD_static_types.h.
Referenced by blender::nodes::node_fn_input_vector_cc::node_build_multi_function(), project(), safe_divide(), blender::io::ply::FileBufferBinary::write_edge(), blender::io::ply::FileBufferBinary::write_UV(), blender::io::ply::FileBufferBinary::write_vertex(), blender::io::ply::FileBufferBinary::write_vertex_color(), and blender::io::ply::FileBufferBinary::write_vertex_normal().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
|
static |
Definition at line 65 of file FRS_freestyle.cpp.
|
static |
Definition at line 65 of file FRS_freestyle.cpp.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle 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 |
Definition at line 276 of file node_texture_proc.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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().
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| uint x |
Definition at line 345 of file BLI_expr_pylike_eval_test.cc.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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.
| uint y |
Definition at line 15 of file compositor_morphological_blur_info.hh.