16#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
22DefNode(
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")
33DefNode(
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")
52DefNode(
ShaderNode,
SH_NODE_EEVEE_SPECULAR, 0,
"EEVEE_SPECULAR",
EeveeSpecular,
"Specular BSDF",
"Similar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurate")
56DefNode(
ShaderNode,
SH_NODE_FRESNEL, 0,
"FRESNEL",
Fresnel,
"Fresnel",
"Produce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations.\nTypically used for mixing reflections at grazing angles")
57DefNode(
ShaderNode,
SH_NODE_LAYER_WEIGHT, 0,
"LAYER_WEIGHT", LayerWeight,
"Layer Weight",
"Produce a blending factor depending on the angle between the surface normal and the view direction.\nTypically used for layering shaders with the Mix Shader node")
63DefNode(
ShaderNode,
SH_NODE_HOLDOUT, 0,
"HOLDOUT", Holdout,
"Holdout",
"Create a \"hole\" in the image with zero alpha transparency, which is useful for compositing.\nNote: the holdout shader can only create alpha when transparency is enabled in the film settings")
71DefNode(
ShaderNode,
SH_NODE_BSDF_TRANSPARENT, 0,
"BSDF_TRANSPARENT", BsdfTransparent,
"Transparent BSDF",
"Transparency without refraction, passing straight through the surface as if there were no geometry")
73DefNode(
ShaderNode,
SH_NODE_BSDF_SHEEN,
def_sheen,
"BSDF_SHEEN", BsdfSheen,
"Sheen BSDF",
"Reflection for materials such as cloth.\nTypically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its own")
83DefNode(
ShaderNode,
SH_NODE_LIGHT_PATH, 0,
"LIGHT_PATH", LightPath,
"Light Path",
"Retrieve the type of incoming ray for which the shader is being executed.\nTypically used for non-physically-based tricks")
84DefNode(
ShaderNode,
SH_NODE_LIGHT_FALLOFF, 0,
"LIGHT_FALLOFF", LightFalloff,
"Light Falloff",
"Manipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadratically")
111DefNode(
ShaderNode,
SH_NODE_VECT_TRANSFORM,
def_sh_vect_transform,
"VECT_TRANSFORM",
VectorTransform,
"Vector Transform",
"Convert a vector, point, or normal between world, camera, and object coordinate space")
144DefNode(CompositorNode,
CMP_NODE_TIME,
def_time,
"TIME", Time,
"Time Curve",
"Generate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mapping")
149DefNode(CompositorNode,
CMP_NODE_HUE_SAT, 0,
"HUE_SAT", HueSat,
"Hue/Saturation/Value",
"Apply a color transformation in the HSV color model")
178DefNode(CompositorNode,
CMP_NODE_DISPLACE, 0,
"DISPLACE", Displace,
"Displace",
"Displace pixel position using an offset vector")
186DefNode(CompositorNode,
CMP_NODE_CROP,
def_cmp_crop,
"CROP", Crop,
"Crop",
"Crops image to a smaller region, either making the cropped area transparent or resizing the image")
205DefNode(CompositorNode,
CMP_NODE_BOKEHBLUR,
def_cmp_bokehblur,
"BOKEHBLUR", BokehBlur,
"Bokeh Blur",
"Generate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositor")
211DefNode(CompositorNode,
CMP_NODE_KEYING,
def_cmp_keying,
"KEYING", Keying,
"Keying",
"Perform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)")
213DefNode(CompositorNode,
CMP_NODE_PIXELATE,
def_cmp_pixelate,
"PIXELATE", Pixelate,
"Pixelate",
"Reduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearance")
215DefNode(CompositorNode,
CMP_NODE_CORNERPIN, 0,
"CORNERPIN", CornerPin,
"Corner Pin",
"Plane warp transformation using explicit corner values")
220DefNode(CompositorNode,
CMP_NODE_EXPOSURE, 0,
"EXPOSURE", Exposure,
"Exposure",
"Adjust brightness using a camera exposure parameter")
222DefNode(CompositorNode,
CMP_NODE_POSTERIZE, 0,
"POSTERIZE", Posterize,
"Posterize",
"Reduce number of colors in an image, converting smooth gradients into sharp transitions")
224DefNode(CompositorNode,
CMP_NODE_SCENE_TIME, 0,
"SCENE_TIME", SceneTime,
"Scene Time",
"Input the current scene time in seconds or frames")
225DefNode(CompositorNode,
CMP_NODE_COMBINE_XYZ, 0,
"COMBINE_XYZ", CombineXYZ,
"Combine XYZ",
"Combine a vector from its individual components")
270DefNode(FunctionNode,
FN_NODE_AXES_TO_ROTATION, 0,
"AXES_TO_ROTATION", AxesToRotation,
"Axes to Rotation",
"Create a rotation from a primary and (ideally orthogonal) secondary axis")
274DefNode(FunctionNode,
FN_NODE_COMBINE_MATRIX, 0,
"COMBINE_MATRIX", CombineMatrix,
"Combine Matrix",
"Construct a 4x4 matrix from its individual values")
292DefNode(FunctionNode,
FN_NODE_PROJECT_POINT, 0,
"PROJECT_POINT", ProjectPoint,
"Project Point",
"Project a point using a matrix, using location, rotation, scale, and perspective divide")
301DefNode(FunctionNode,
FN_NODE_SEPARATE_MATRIX, 0,
"SEPARATE_MATRIX", SeparateMatrix,
"Separate Matrix",
"Split a 4x4 matrix into its individual values")
352DefNode(
GeometryNode,
GEO_NODE_EXTRUDE_MESH, 0,
"EXTRUDE_MESH", ExtrudeMesh,
"Extrude Mesh",
"Generate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundary")
358DefNode(
GeometryNode,
GEO_NODE_GEOMETRY_TO_INSTANCE, 0,
"GEOMETRY_TO_INSTANCE", GeometryToInstance,
"Geometry to Instance",
"Convert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are large")
378DefNode(
GeometryNode,
GEO_NODE_INPUT_ID, 0,
"INPUT_ID", InputID,
"ID",
"Retrieve a stable random identifier value from the \"id\" attribute on the point domain, or the index if the attribute does not exist")
444DefNode(
GeometryNode,
GEO_NODE_RAYCAST, 0,
"RAYCAST", Raycast,
"Raycast",
"Cast rays from the context geometry onto a target geometry, and retrieve information from each hit point")
490DefNode(
GeometryNode,
GEO_NODE_SUBDIVIDE_MESH, 0,
"SUBDIVIDE_MESH", SubdivideMesh,
"Subdivide Mesh",
"Divide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new vertices")
508DefNode(
GeometryNode,
GEO_NODE_VOLUME_CUBE, 0,
"VOLUME_CUBE", VolumeCube,
"Volume Cube",
"Generate a dense volume with a field that controls the density at each grid voxel based on its position")
#define GEO_NODE_SET_POSITION
#define GEO_NODE_MERGE_BY_DISTANCE
#define GEO_NODE_TRIANGULATE
#define SH_NODE_TEX_NOISE
#define SH_NODE_MIX_SHADER
#define CMP_NODE_PREMULKEY
#define CMP_NODE_VALTORGB
#define GEO_NODE_EDGE_PATHS_TO_SELECTION
#define SH_NODE_COMBINE_COLOR
#define GEO_NODE_SET_CURVE_HANDLES
#define SH_NODE_BSDF_METALLIC
#define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE
#define FN_NODE_VALUE_TO_STRING
#define GEO_NODE_OBJECT_INFO
#define GEO_NODE_SUBDIVISION_SURFACE
#define CMP_NODE_EXPOSURE
#define SH_NODE_MIX_RGB_LEGACY
#define GEO_NODE_TOOL_FACE_SET
#define SH_NODE_TEX_GRADIENT
#define SH_NODE_COMBRGB_LEGACY
#define GEO_NODE_TOOL_3D_CURSOR
#define TEX_NODE_DISTANCE
#define CMP_NODE_COMBINE_XYZ
#define SH_NODE_VOLUME_INFO
#define CMP_NODE_COMPOSITE
#define GEO_NODE_STRING_JOIN
#define GEO_NODE_DELETE_GEOMETRY
#define FN_NODE_ROTATE_VECTOR
#define SH_NODE_CURVE_FLOAT
#define GEO_NODE_CURVE_SPLINE_PARAMETER
#define CMP_NODE_MAP_RANGE
#define GEO_NODE_IMPORT_PLY
#define CMP_NODE_SEPHSVA_LEGACY
#define GEO_NODE_SELF_OBJECT
#define GEO_NODE_INPUT_MESH_EDGE_VERTICES
#define GEO_NODE_CURVE_ENDPOINT_SELECTION
#define GEO_NODE_MESH_FACE_GROUP_BOUNDARIES
#define FN_NODE_SEPARATE_TRANSFORM
#define GEO_NODE_STORE_NAMED_ATTRIBUTE
#define GEO_NODE_TOOL_MOUSE_POSITION
#define FN_NODE_REPLACE_STRING
#define CMP_NODE_COLOR_SPILL
#define SH_NODE_TEX_MAGIC
#define GEO_NODE_SPLIT_TO_INSTANCES
#define SH_NODE_OUTPUT_WORLD
#define SH_NODE_BRIGHTCONTRAST
#define CMP_NODE_DESPECKLE
#define GEO_NODE_MENU_SWITCH
#define GEO_NODE_CURVE_PRIMITIVE_STAR
#define GEO_NODE_INPUT_RADIUS
#define GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER
#define GEO_NODE_MESH_TO_POINTS
#define FN_NODE_INVERT_ROTATION
#define FN_NODE_ROTATE_ROTATION
#define GEO_NODE_MESH_PRIMITIVE_CIRCLE
#define GEO_NODE_SAMPLE_NEAREST_SURFACE
#define GEO_NODE_INPUT_SPLINE_LENGTH
#define CMP_NODE_LUMA_MATTE
#define FN_NODE_COMBINE_MATRIX
#define GEO_NODE_DEFORM_CURVES_ON_SURFACE
#define GEO_NODE_SEPARATE_COMPONENTS
#define CMP_NODE_CORNERPIN
#define GEO_NODE_EVALUATE_AT_INDEX
#define GEO_NODE_MESH_TO_VOLUME
#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_INPUT
#define SH_NODE_TEX_GABOR
#define CMP_NODE_KEYINGSCREEN
#define CMP_NODE_MASK_ELLIPSE
#define GEO_NODE_POINTS_TO_VERTICES
#define CMP_NODE_DISPLACE
#define GEO_NODE_GET_NAMED_GRID
#define SH_NODE_TEX_IMAGE
#define GEO_NODE_INPUT_FACE_SMOOTH
#define GEO_NODE_BOUNDING_BOX
#define GEO_NODE_GIZMO_LINEAR
#define GEO_NODE_SUBDIVIDE_MESH
#define CMP_NODE_COMBYCCA_LEGACY
#define SH_NODE_BSDF_PRINCIPLED
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE
#define CMP_NODE_SEPRGBA_LEGACY
#define GEO_NODE_SET_SHADE_SMOOTH
#define CMP_NODE_SEPARATE_COLOR
#define CMP_NODE_CRYPTOMATTE
#define GEO_NODE_INPUT_ACTIVE_CAMERA
#define GEO_NODE_STORE_NAMED_GRID
#define SH_NODE_VECTOR_ROTATE
#define CMP_NODE_BILATERALBLUR
#define CMP_NODE_MAP_VALUE
#define GEO_NODE_ATTRIBUTE_STATISTIC
#define GEO_NODE_INPUT_MATERIAL_INDEX
#define GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER
#define GEO_NODE_TOOL_SELECTION
#define CMP_NODE_TRANSLATE
#define GEO_NODE_SET_POINT_RADIUS
#define GEO_NODE_UV_PACK_ISLANDS
#define GEO_NODE_GRID_TO_MESH
#define GEO_NODE_MERGE_LAYERS
#define CMP_NODE_MOVIEDISTORTION
#define SH_NODE_BSDF_SHEEN
#define GEO_NODE_EXTRUDE_MESH
#define GEO_NODE_INPUT_SCENE_TIME
#define GEO_NODE_INPUT_EDGE_SMOOTH
#define GEO_NODE_SET_CURVE_TILT
#define GEO_NODE_CURVE_PRIMITIVE_CIRCLE
#define SH_NODE_ADD_SHADER
#define FN_NODE_RANDOM_VALUE
#define SH_NODE_SEPARATE_COLOR
#define GEO_NODE_TOOL_VIEWPORT_TRANSFORM
#define GEO_NODE_GIZMO_DIAL
#define SH_NODE_LAYER_WEIGHT
#define SH_NODE_SUBSURFACE_SCATTERING
#define FN_NODE_TRANSFORM_DIRECTION
#define GEO_NODE_OFFSET_POINT_IN_CURVE
#define CMP_NODE_COLORBALANCE
#define GEO_NODE_CURVE_PRIMITIVE_LINE
#define SH_NODE_MAP_RANGE
#define GEO_NODE_REMOVE_ATTRIBUTE
#define TEX_NODE_DECOMPOSE_LEGACY
#define GEO_NODE_INPUT_MESH_ISLAND
#define SH_NODE_UVALONGSTROKE
#define GEO_NODE_UV_UNWRAP
#define GEO_NODE_MESH_PRIMITIVE_CUBE
#define FN_NODE_HASH_VALUE
#define SH_NODE_VOLUME_ABSORPTION
#define CMP_NODE_BOKEHIMAGE
#define FN_NODE_INTEGER_MATH
#define SH_NODE_TEX_BRICK
#define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES
#define GEO_NODE_POINTS_TO_CURVES
#define SH_NODE_SEPRGB_LEGACY
#define FN_NODE_INPUT_COLOR
#define CMP_NODE_COMBYUVA_LEGACY
#define SH_NODE_TEX_COORD
#define GEO_NODE_MESH_PRIMITIVE_CONE
#define CMP_NODE_KUWAHARA
#define CMP_NODE_DIFF_MATTE
#define SH_NODE_VECTOR_MATH
#define GEO_NODE_TOOL_ACTIVE_ELEMENT
#define GEO_NODE_IS_VIEWPORT
#define FN_NODE_INPUT_VECTOR
#define SH_NODE_TEX_ENVIRONMENT
#define GEO_NODE_REPLACE_MATERIAL
#define SH_NODE_NORMAL_MAP
#define GEO_NODE_REVERSE_CURVE
#define SH_NODE_CURVE_VEC
#define CMP_NODE_ALPHAOVER
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER
#define GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT
#define TEX_NODE_TRANSLATE
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX
#define CMP_NODE_HUECORRECT
#define GEO_NODE_MESH_BOOLEAN
#define CMP_NODE_SEPYUVA_LEGACY
#define GEO_NODE_INPUT_NORMAL
#define TEX_NODE_VALTONOR
#define TEX_NODE_COMBINE_COLOR
#define GEO_NODE_VOLUME_CUBE
#define CMP_NODE_COMBHSVA_LEGACY
#define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION
#define GEO_NODE_INPUT_CURVE_TILT
#define GEO_NODE_SET_INSTANCE_TRANSFORM
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX
#define GEO_NODE_TRANSFORM_GEOMETRY
#define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE
#define GEO_NODE_PROXIMITY
#define GEO_NODE_INPUT_NAMED_ATTRIBUTE
#define FN_NODE_INPUT_STRING
#define FN_NODE_COMBINE_COLOR
#define CMP_NODE_CHROMA_MATTE
#define GEO_NODE_GREASE_PENCIL_TO_CURVES
#define SH_NODE_VERTEX_COLOR
#define SH_NODE_BSDF_TOON
#define FN_NODE_ROTATION_TO_EULER
#define GEO_NODE_INPUT_POSITION
#define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR
#define SH_NODE_WIREFRAME
#define GEO_NODE_TRANSLATE_INSTANCES
#define FN_NODE_BOOLEAN_MATH
#define TEX_NODE_SEPARATE_COLOR
#define CMP_NODE_PLANETRACKDEFORM
#define SH_NODE_BSDF_TRANSPARENT
#define CMP_NODE_MOVIECLIP
#define FN_NODE_AXIS_ANGLE_TO_ROTATION
#define CMP_NODE_TRANSFORM
#define GEO_NODE_MESH_PRIMITIVE_LINE
#define CMP_NODE_DILATEERODE
#define SH_NODE_BSDF_DIFFUSE
#define GEO_NODE_INPUT_INSTANCE_ROTATION
#define NODE_GROUP_OUTPUT
#define GEO_NODE_TRIM_CURVE
#define CMP_NODE_SCENE_TIME
#define GEO_NODE_TOOL_SET_SELECTION
#define SH_NODE_HAIR_INFO
#define SH_NODE_AMBIENT_OCCLUSION
#define GEO_NODE_SET_GEOMETRY_NAME
#define GEO_NODE_IMAGE_TEXTURE
#define SH_NODE_VECT_TRANSFORM
#define GEO_NODE_SIMULATION_OUTPUT
#define GEO_NODE_SET_SPLINE_CYCLIC
#define CMP_NODE_BOKEHBLUR
#define SH_NODE_SEPHSV_LEGACY
#define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER
#define TEX_NODE_COMPOSE_LEGACY
#define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS
#define CMP_NODE_LENSDIST
#define GEO_NODE_SAMPLE_GRID
#define FN_NODE_INPUT_INT
#define GEO_NODE_FILLET_CURVE
#define CMP_NODE_NORMALIZE
#define GEO_NODE_MESH_PRIMITIVE_CYLINDER
#define GEO_NODE_SAMPLE_GRID_INDEX
#define GEO_NODE_IMPORT_OBJ
#define GEO_NODE_CURVE_SPLINE_TYPE
#define GEO_NODE_EVALUATE_ON_DOMAIN
#define CMP_NODE_ZCOMBINE
#define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE
#define FN_NODE_INVERT_MATRIX
#define SH_NODE_SHADERTORGB
#define GEO_NODE_SUBDIVIDE_CURVE
#define FN_NODE_INPUT_BOOL
#define CMP_NODE_CRYPTOMATTE_LEGACY
#define CMP_NODE_TRACKPOS
#define SH_NODE_OUTPUT_MATERIAL
#define GEO_NODE_SET_MATERIAL_INDEX
#define GEO_NODE_MESH_PRIMITIVE_GRID
#define CMP_NODE_SWITCH_VIEW
#define GEO_NODE_IMAGE_INFO
#define GEO_NODE_SPLIT_EDGES
#define GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE
#define CMP_NODE_OUTPUT_FILE
#define GEO_NODE_MESH_TO_SDF_GRID
#define CMP_NODE_COLORCORRECTION
#define SH_NODE_BSDF_TRANSLUCENT
#define GEO_NODE_TOOL_SET_FACE_SET
#define CMP_NODE_SETALPHA
#define SH_NODE_BSDF_HAIR_PRINCIPLED
#define GEO_NODE_DUPLICATE_ELEMENTS
#define SH_NODE_BSDF_HAIR
#define SH_NODE_BACKGROUND
#define FN_NODE_MATRIX_DETERMINANT
#define GEO_NODE_DISTRIBUTE_POINTS_IN_GRID
#define SH_NODE_BSDF_RAY_PORTAL
#define GEO_NODE_ROTATE_INSTANCES
#define GEO_NODE_INPUT_MESH_EDGE_ANGLE
#define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS
#define GEO_NODE_REALIZE_INSTANCES
#define CMP_NODE_CURVE_RGB
#define CMP_NODE_DOUBLEEDGEMASK
#define GEO_NODE_SDF_GRID_BOOLEAN
#define SH_NODE_TEX_CHECKER
#define GEO_NODE_RESAMPLE_CURVE
#define SH_NODE_TEX_VORONOI
#define FN_NODE_TRANSFORM_POINT
#define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL
#define CMP_NODE_STABILIZE2D
#define SH_NODE_BSDF_GLOSSY
#define SH_NODE_OBJECT_INFO
#define GEO_NODE_ACCUMULATE_FIELD
#define GEO_NODE_INPUT_INDEX
#define GEO_NODE_SAMPLE_CURVE
#define CMP_NODE_PIXELATE
#define CMP_NODE_COMBINE_COLOR
#define SH_NODE_VECTOR_DISPLACEMENT
#define FN_NODE_COMBINE_TRANSFORM
#define GEO_NODE_MESH_TO_CURVE
#define GEO_NODE_EDGES_TO_FACE_GROUPS
#define SH_NODE_TEX_POINTDENSITY
#define GEO_NODE_SCALE_ELEMENTS
#define GEO_NODE_SAMPLE_UV_SURFACE
#define SH_NODE_CURVE_RGB
#define GEO_NODE_INSTANCE_ON_POINTS
#define CMP_NODE_COMBRGBA_LEGACY
#define GEO_NODE_SET_SPLINE_RESOLUTION
#define GEO_NODE_INPUT_CURVE_HANDLES
#define GEO_NODE_DUAL_MESH
#define GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT
#define SH_NODE_EEVEE_SPECULAR
#define FN_NODE_EULER_TO_ROTATION
#define FN_NODE_INPUT_SPECIAL_CHARACTERS
#define GEO_NODE_INDEX_OF_NEAREST
#define GEO_NODE_CAPTURE_ATTRIBUTE
#define CMP_NODE_MASK_BOX
#define FN_NODE_SEPARATE_COLOR
#define FN_NODE_ALIGN_ROTATION_TO_VECTOR
#define GEO_NODE_FILL_CURVE
#define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS
#define FN_NODE_ALIGN_EULER_TO_VECTOR
#define TEX_NODE_CURVE_TIME
#define CMP_NODE_SEPARATE_XYZ
#define GEO_NODE_INTERPOLATE_CURVES
#define GEO_NODE_SORT_ELEMENTS
#define GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE
#define SH_NODE_LIGHT_FALLOFF
#define GEO_NODE_INPUT_SPLINE_CYCLIC
#define GEO_NODE_IMPORT_STL
#define SH_NODE_BSDF_GLASS
#define GEO_NODE_CURVE_LENGTH
#define CMP_NODE_POSTERIZE
#define GEO_NODE_INPUT_MESH_FACE_AREA
#define GEO_NODE_GIZMO_TRANSFORM
#define GEO_NODE_CURVE_TO_MESH
#define GEO_NODE_REPEAT_OUTPUT
#define GEO_NODE_INPUT_INSTANCE_TRANSFORM
#define FN_NODE_QUATERNION_TO_ROTATION
#define GEO_NODE_INPUT_NAMED_LAYER_SELECTION
#define GEO_NODE_CURVE_SET_HANDLE_TYPE
#define CMP_NODE_CONVERT_COLOR_SPACE
#define GEO_NODE_INSTANCES_TO_POINTS
#define GEO_NODE_BLUR_ATTRIBUTE
#define GEO_NODE_STRING_TO_CURVES
#define GEO_NODE_CURVES_TO_GREASE_PENCIL
#define CMP_NODE_ANTIALIASING
#define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT
#define GEO_NODE_FLIP_FACES
#define GEO_NODE_POINTS_TO_VOLUME
#define SH_NODE_BLACKBODY
#define CMP_NODE_R_LAYERS
#define GEO_NODE_REPEAT_INPUT
#define SH_NODE_NEW_GEOMETRY
#define GEO_NODE_CURVE_PRIMITIVE_SPIRAL
#define GEO_NODE_SAMPLE_INDEX
#define CMP_NODE_CURVE_VEC
#define SH_NODE_DISPLACEMENT
#define SH_NODE_WAVELENGTH
#define CMP_NODE_SEPYCCA_LEGACY
#define GEO_NODE_INPUT_MATERIAL
#define SH_NODE_PARTICLE_INFO
#define GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME
#define SH_NODE_VOLUME_PRINCIPLED
#define CMP_NODE_COLOR_MATTE
#define GEO_NODE_SIMULATION_INPUT
#define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS
#define CMP_NODE_DIST_MATTE
#define SH_NODE_POINT_INFO
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE
#define FN_NODE_PROJECT_POINT
#define SH_NODE_BSDF_REFRACTION
#define GEO_NODE_INPUT_TANGENT
#define CMP_NODE_SUNBEAMS
#define GEO_NODE_COLLECTION_INFO
#define FN_NODE_AXES_TO_ROTATION
#define SH_NODE_TEX_WHITE_NOISE
#define GEO_NODE_EDGE_PATHS_TO_CURVES
#define CMP_NODE_VIEW_LEVELS
#define SH_NODE_COMBHSV_LEGACY
#define FN_NODE_SEPARATE_MATRIX
#define GEO_NODE_CURVE_TO_POINTS
#define SH_NODE_OUTPUT_LIGHT
#define GEO_NODE_SET_MATERIAL
#define FN_NODE_ROTATE_EULER
#define SH_NODE_VOLUME_SCATTER
#define GEO_NODE_SEPARATE_GEOMETRY
#define GEO_NODE_SCALE_INSTANCES
#define GEO_NODE_MESH_TO_DENSITY_GRID
#define GEO_NODE_CURVE_PRIMITIVE_ARC
#define GEO_NODE_INPUT_ID
#define FN_NODE_INPUT_ROTATION
#define FN_NODE_TRANSPOSE_MATRIX
#define SH_NODE_OUTPUT_AOV
#define FN_NODE_STRING_LENGTH
#define FN_NODE_MATRIX_MULTIPLY
#define TEX_NODE_VALTORGB
#define SH_NODE_OUTPUT_LINESTYLE
#define GEO_NODE_SET_CURVE_RADIUS
#define GEO_NODE_INPUT_INSTANCE_SCALE
#define FN_NODE_ROTATION_TO_AXIS_ANGLE
#define GEO_NODE_CONVEX_HULL
#define GEO_NODE_POINTS_TO_SDF_GRID
#define GEO_NODE_VOLUME_TO_MESH
#define GEO_NODE_JOIN_GEOMETRY
#define GEO_NODE_SAMPLE_NEAREST
#define CMP_NODE_BRIGHTCONTRAST
#define GEO_NODE_INPUT_SPLINE_RESOLUTION
#define FN_NODE_FLOAT_TO_INT
#define GEO_NODE_GEOMETRY_TO_INSTANCE
#define GEO_NODE_SET_CURVE_NORMAL
#define TEX_NODE_CURVE_RGB
#define FN_NODE_SLICE_STRING
#define CMP_NODE_CHANNEL_MATTE
#define GEO_NODE_MATERIAL_SELECTION
#define GEO_NODE_INDEX_SWITCH
#define FN_NODE_ROTATION_TO_QUATERNION
#define SH_NODE_ATTRIBUTE
#define SH_NODE_LIGHT_PATH
BLI_INLINE void Normalize(float no[3])
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate 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 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 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 Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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 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 Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells TexBrick
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color 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 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 Map input vector components with curves Camera Retrieve information about the camera and how 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color 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 RGBToBW
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise 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 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 def_sh_script
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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 Displace the surface along an arbitrary direction White Noise Return a random value or color based on an input seed def_float_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 Vector Map input vector components with curves Camera Retrieve information about the camera and how 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 ParticleInfo
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise 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
Group Output data from inside of a node group A color 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud 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 Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve 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 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks 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
Group Output data from inside of a node group A color picker def_mix_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 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 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 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 Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block 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
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 RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how 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 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 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 Texture
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how 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 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 Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a 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 Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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 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 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 Wireframe
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as 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 Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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 TexVoronoi
Group Output data from inside of a node group 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 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 Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used 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
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information 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
in reality light always falls 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
DBVT_INLINE btScalar Proximity(const btDbvtAabbMm &a, const btDbvtAabbMm &b)
smooth(Type::VEC3, "prev") .smooth(Type CameraData
#define Split(a, ahi, alo)
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
static void def_geo_string_to_curves(StructRNA *srna)
static void def_tex_output(StructRNA *srna)
static void def_cmp_filter(StructRNA *srna)
static void def_principled(StructRNA *srna)
static void def_refraction(StructRNA *srna)
static void def_cmp_dblur(StructRNA *srna)
static void def_cmp_double_edge_mask(StructRNA *srna)
static void def_sh_mix(StructRNA *srna)
static void def_cmp_flip(StructRNA *srna)
static void def_fn_input_int(StructRNA *srna)
static void def_rgb_curve(StructRNA *srna)
static void def_scatter(StructRNA *srna)
static void def_cmp_rotate(StructRNA *srna)
static void def_sh_tex_checker(StructRNA *srna)
static void def_cmp_alpha_over(StructRNA *srna)
static void def_geo_curve_set_handle_type(StructRNA *srna)
static void def_cmp_switch_view(StructRNA *)
static void def_sh_uvalongstroke(StructRNA *srna)
static void def_cmp_bilateral_blur(StructRNA *srna)
static void def_cmp_zcombine(StructRNA *srna)
static void def_cmp_boxmask(StructRNA *srna)
static void def_cmp_ycc(StructRNA *srna)
static void def_geo_curve_handle_type_selection(StructRNA *srna)
static void def_geo_image(StructRNA *srna)
static void def_time(StructRNA *srna)
static void def_cmp_brightcontrast(StructRNA *srna)
static void dev_cmd_transform(StructRNA *srna)
static void def_cmp_id_mask(StructRNA *srna)
static void def_cmp_denoise(StructRNA *srna)
static void def_fn_input_color(StructRNA *srna)
static void def_cmp_viewer(StructRNA *srna)
static void def_cmp_map_uv(StructRNA *srna)
static void def_geo_foreach_geometry_element_input(StructRNA *srna)
static void def_cmp_premul_key(StructRNA *srna)
static void def_sh_bump(StructRNA *srna)
static void def_sh_uvmap(StructRNA *srna)
static void def_math(StructRNA *srna)
static void def_sh_tangent(StructRNA *srna)
static void def_geo_distribute_points_on_faces(StructRNA *srna)
static void def_cmp_set_alpha(StructRNA *srna)
static void def_fn_input_vector(StructRNA *srna)
static void def_cmp_colorcorrection(StructRNA *srna)
static void def_geo_sample_index(StructRNA *srna)
static void def_cmp_sunbeams(StructRNA *srna)
static void def_cmp_levels(StructRNA *srna)
static void def_frame(StructRNA *srna)
static void def_sh_attribute(StructRNA *srna)
static void def_fn_input_rotation(StructRNA *srna)
static void def_cmp_blur(StructRNA *srna)
static void def_geo_index_switch(StructRNA *srna)
static void def_geo_menu_switch(StructRNA *srna)
static void def_cmp_composite(StructRNA *srna)
static void def_geo_curve_sample(StructRNA *srna)
static void def_fn_input_string(StructRNA *srna)
static void def_geo_simulation_input(StructRNA *srna)
static void def_cmp_combsep_color(StructRNA *srna)
static void rna_def_geo_bake(StructRNA *srna)
static void def_cmp_lensdist(StructRNA *srna)
static void def_cmp_color_matte(StructRNA *srna)
static void def_geo_foreach_geometry_element_output(StructRNA *srna)
static void def_toon(StructRNA *srna)
static void def_sh_subsurface(StructRNA *srna)
static void def_cmp_map_range(StructRNA *srna)
static void def_cmp_cryptomatte(StructRNA *srna)
static void def_texture(StructRNA *srna)
static void def_cmp_defocus(StructRNA *srna)
static void def_cmp_invert(StructRNA *srna)
static void def_cmp_scale(StructRNA *srna)
static void def_colorramp(StructRNA *srna)
static void def_sh_tex_noise(StructRNA *srna)
static void def_cmp_split(StructRNA *srna)
static void def_sh_ambient_occlusion(StructRNA *srna)
static void def_fn_random_value(StructRNA *srna)
static void def_geo_repeat_output(StructRNA *srna)
static void def_cmp_render_layers(StructRNA *srna)
static void def_glossy(StructRNA *srna)
static void def_cmp_inpaint(StructRNA *srna)
static void def_sh_tex_ies(StructRNA *srna)
static void def_cmp_image(StructRNA *srna)
static void def_group_input(StructRNA *)
static void def_cmp_keying(StructRNA *srna)
static void def_sh_output_aov(StructRNA *srna)
static void def_sh_output_linestyle(StructRNA *srna)
static void def_tex_combsep_color(StructRNA *srna)
static void def_cmp_vector_blur(StructRNA *srna)
static void def_geo_image_texture(StructRNA *srna)
static void def_cmp_pixelate(StructRNA *srna)
static void def_cmp_huecorrect(StructRNA *srna)
static void def_geo_simulation_output(StructRNA *srna)
static void def_sheen(StructRNA *srna)
static void def_cmp_channel_matte(StructRNA *srna)
static void def_cmp_convert_color_space(StructRNA *srna)
static void def_reroute(StructRNA *srna)
static void def_sh_displacement(StructRNA *srna)
static void def_cmp_glare(StructRNA *srna)
static void def_sh_tex_sky(StructRNA *srna)
static void def_cmp_kuwahara(StructRNA *srna)
static void def_cmp_crop(StructRNA *srna)
static void def_map_range(StructRNA *srna)
static void def_float_to_int(StructRNA *srna)
static void def_hair(StructRNA *srna)
static void def_cmp_distance_matte(StructRNA *srna)
static void def_cmp_antialiasing(StructRNA *srna)
static void def_sh_vector_rotate(StructRNA *srna)
static void def_cmp_stabilize2d(StructRNA *srna)
static void def_cmp_tonemap(StructRNA *srna)
static void def_cmp_trackpos(StructRNA *srna)
static void def_cmp_switch(StructRNA *srna)
static void def_cmp_luma_matte(StructRNA *srna)
static void def_sh_mapping(StructRNA *srna)
static void def_fn_rotate_euler(StructRNA *srna)
static void def_geo_input_material(StructRNA *srna)
static void def_cmp_bokehimage(StructRNA *srna)
static void def_cmp_moviedistortion(StructRNA *srna)
static void def_cmp_dilate_erode(StructRNA *srna)
static void def_cmp_planetrackdeform(StructRNA *srna)
static void def_cmp_movieclip(StructRNA *srna)
static void def_hair_principled(StructRNA *srna)
static void def_cmp_despeckle(StructRNA *srna)
static void rna_def_geo_gizmo_transform(StructRNA *srna)
static void def_cmp_ellipsemask(StructRNA *srna)
static void def_cmp_bokehblur(StructRNA *srna)
static void def_cmp_map_value(StructRNA *srna)
static void def_tex_bricks(StructRNA *srna)
static void def_cmp_diff_matte(StructRNA *srna)
static void def_cmp_keyingscreen(StructRNA *srna)
static void rna_def_geo_capture_attribute(StructRNA *srna)
static void def_cmp_cryptomatte_legacy(StructRNA *srna)
static void def_cmp_colorbalance(StructRNA *srna)
static void def_cmp_mask(StructRNA *srna)
static void def_fn_input_bool(StructRNA *srna)
static void def_tex_image(StructRNA *srna)
static void def_metallic(StructRNA *srna)
static void def_cmp_chroma_matte(StructRNA *srna)
static void def_cmp_color_spill(StructRNA *srna)
static void def_sh_tex_wave(StructRNA *srna)
static void def_sh_tex_pointdensity(StructRNA *srna)
static void def_geo_repeat_input(StructRNA *srna)
static void def_glass(StructRNA *srna)
static void def_cmp_translate(StructRNA *srna)
static void def_sh_tex_environment(StructRNA *srna)