Miscellaneous
[Scene elements]
Description
Miscellaneous scene graph elements, for example, textures, light profiles, BSDF measurements, or decals.
Classes
- class
- Example implementation of the abstract interface mi::neuraylib::IBsdf_buffer. More...
- class
- Example implementation of the abstract interface mi::neuraylib::IBsdf_isotropic_data. More...
- class
- An attribute container is a database element that stores attributes and no other data. More...
- class
- Abstract interface for a buffer of BSDF values. More...
- class
- Abstract interface for isotropic BSDF data. More...
- class
- A scene element that stores measured BSDF data. More...
- class
- Abstract interface for a canvas represented by a rectangular array of tiles. More...
- class
- Abstract interface for a canvas (base class). More...
- class
- Decals are sticker-like objects that can be applied to other geometry objects. More...
- class
- This interface represents a pixel image file. More...
- class
- Irradiance probes are used to render the irradiance at certain locations in the scene. More...
- class
- This interface represents light profiles. More...
- class
- Textures add image processing options to images. More...
- class
- Abstract interface for a tile. More...
Enumerations
- enum mi::neuraylib::Bsdf_type{ BSDF_SCALAR = 0, BSDF_RGB = 1, BSDF_TYPES_FORCE_32_BIT = 0xffffffffU}
- The BSDF type.
- enum mi::neuraylib::Decal_face_mode{ DECAL_ON_FRONT_FACE, DECAL_ON_BACK_FACE, DECAL_ON_FRONT_AND_BACK_FACE, DECAL_FACE_MODE_FORCE_32_BIT = 0xffffffffU}
- This enum controls whether the decal is applied on the front face, back face, or both faces of the object. More...
- enum mi::neuraylib::Filter_type{ FILTER_BOX = 0, FILTER_TRIANGLE = 1, FILTER_GAUSS = 2, FILTER_CMITCHELL = 3, FILTER_CLANCZOS = 4, FILTER_FAST = 5, FILTER_FORCE_32_BIT = 0xffffffffU}
- Supported filter types. More...
- enum mi::neuraylib::Lightprofile_degree{ LIGHTPROFILE_HERMITE_BASE_1 = 1, LIGHTPROFILE_HERMITE_BASE_3 = 3, LIGHTPROFILE_DEGREE_FORCE_32_BIT = 0xffffffffU}
- Degree of hermite interpolation. More...
- enum mi::neuraylib::Lightprofile_flags{ LIGHTPROFILE_CLOCKWISE = 1, LIGHTPROFILE_COUNTER_CLOCKWISE = 2, LIGHTPROFILE_ROTATE_TYPE_B = 4, LIGHTPROFILE_ROTATE_TYPE_C_90_270 = 8, LIGHTPROFILE_FLAGS_FORCE_32_BIT = 0xffffffffU}
- Ordering of horizontal angles in a light profile. More...
- enum mi::neuraylib::Texture_compression{ TEXTURE_NO_COMPRESSION = 0, TEXTURE_MEDIUM_COMPRESSION = 1, TEXTURE_HIGH_COMPRESSION = 2, TEXTURE_COMPRESSION_FORCE_32_BIT = 0xffffffffU}
- Texture compression method.
- enum mi::neuraylib::Texture_flag{ TEXTURE_DO_TRANSFORM = 4, TEXTURE_DO_REPEAT = 8, TEXTURE_DO_CROP = 16, TEXTURE_TORUS_X = 32, TEXTURE_TORUS_Y = 64, TEXTURE_TORUS_Z = 128, TEXTURE_ALT_X = 256, TEXTURE_ALT_Y = 512, TEXTURE_ALT_Z = 1024, TEXTURE_FLAG_FORCE_32_BIT = 0xffffffffU}
- Various texture flags. More...
Enums
- enum mi::neuraylib::Bsdf_type
-
The BSDF type.
- enum mi::neuraylib::Decal_face_mode
-
This enum controls whether the decal is applied on the front face, back face, or both faces of the object. The front face of an object is the face whose angle between the implied face normal and the projector direction is larger than 90 degrees. The other face is the back face. If there is no projector then the front face is defined by the orientation of the object primitives.
Note that for materials that are not thin-walled the decal is never shown on the face with the higher density (in addition to the restrictions imposed by the value of this enum).
See also:
mi::neuraylib::IDecal::get_face_mode(), mi::neuraylib::IDecal::set_face_mode()
Enumerator:
- enum mi::neuraylib::Filter_type
-
Supported filter types. The filter type (or filter kernel) specifies how multiple samples are to be combined into a single pixel value.
See also:
mi::neuraylib::ITexture::get_flags()
mi::neuraylib::ITexture::set_flags()
- enum mi::neuraylib::Lightprofile_degree
-
Degree of hermite interpolation. Currently only linear (hermite 1) and cubic (hermite 3) degree are supported (see also [DH05]).
See also:
mi::neuraylib::ILightprofile::reset_file(), mi::neuraylib::ILightprofile::get_degree()
- enum mi::neuraylib::Lightprofile_flags
-
Ordering of horizontal angles in a light profile. The flags can be used to override the horizontal sample order in an IES file [IES02]. There are two IES file types in common use, type B and type C. The IES standard defines that samples are stored in counter-clockwise order. Type C files conform to this standard, but about 30% of the type B files deviate from the standard and store samples in clockwise order, without giving any indication in the IES file that could be used to switch the order. (Sometimes there is an informal comment.) Type A IES files are not supported.
See also:
mi::neuraylib::ILightprofile::reset_file(), mi::neuraylib::ILightprofile::get_flags()
Enumerator:
- LIGHTPROFILE_CLOCKWISE = 1
- Clockwise order, contrary to the IES standard for these (incorrect) type B files.
- LIGHTPROFILE_COUNTER_CLOCKWISE = 2
- Counter-clockwise, standard-conforming order (default).
- LIGHTPROFILE_ROTATE_TYPE_B = 4
- For 3dsmax.
- LIGHTPROFILE_ROTATE_TYPE_C_90_270 = 8
- For 3dsmax.
- LIGHTPROFILE_FLAGS_FORCE_32_BIT = 0xffffffffU
- enum mi::neuraylib::Texture_compression
-
Texture compression method.
- enum mi::neuraylib::Texture_flag
-
Various texture flags. The values of these flags are powers of two. That is, the flags can be combined into a bitmask of flags, e.g., TEXTURE_DO_TRANSFORM | TEXTURE_DO_REPEAT.
Note that some flags cannot be set without setting others, too. For example, setting TEXTURE_ALT_X will set TEXTURE_TORUS_X as well. Likewise for TEXTURE_ALT_Y and TEXTURE_ALT_Z.
See also:
mi::neuraylib::ITexture::get_flags()
mi::neuraylib::ITexture::set_flags()
Enumerator:
- TEXTURE_DO_TRANSFORM = 4
- enable transform, not ident
- TEXTURE_DO_REPEAT = 8
- enable repetition
- TEXTURE_DO_CROP = 16
- enable cropping
- TEXTURE_TORUS_X = 32
- enable X torus
- TEXTURE_TORUS_Y = 64
- enable Y torus
- TEXTURE_TORUS_Z = 128
- enable Z torus
- TEXTURE_ALT_X = 256
- enable X flipping
- TEXTURE_ALT_Y = 512
- enable Y flipping
- TEXTURE_ALT_Z = 1024
- enable Z flipping
- TEXTURE_FLAG_FORCE_32_BIT = 0xffffffffU