Photon 2.0.0-beta
A physically based renderer.
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Scene Description Reference

Geometry

  • Category: Geometry
  • Type: Geometry
  • Note: blueprint only

Defining the shape of scene elements.

*(no input)*

Spherical Geometry

  • Category: Geometry
  • Type: Sphere
  • Note: concrete, based on Geometry

A perfectly round shape centering around origin.

‍Creation: geometry(sphere)

Inputs Types Descriptions
radius real Size of the sphere.

Rectangular Geometry

  • Category: Geometry
  • Type: Rectangle
  • Note: concrete, based on Geometry

A rectangular shape on xy-plane. It is centered around origin.

‍Creation: geometry(rectangle)

Inputs Types Descriptions
width real Width of the rectangle.
height real Height of the rectangle.
texcoord-scale real A scaling factor that scales the default-generated texture coordinates.

Triangle Geometry

  • Category: Geometry
  • Type: Triangle
  • Note: concrete, based on Geometry

A single triangle-shaped surface. Please note that using this type of triangle for triangle mesh may induce significant overhead (in terms of memory usage). This is meant for very simple shapes or debug usages.

‍Creation: geometry(triangle)

Inputs Types Descriptions
v-A vector3 The first vertex coordinates of the triangle.
v-B vector3 The second vertex coordinates of the triangle, in CCW.
v-C vector3 The third vertex coordinates of the triangle, in CCW.
uvw-A vector3 Texture coordinates of the first vertex.
uvw-B vector3 Texture coordinates of the first vertex.
uvw-C vector3 Texture coordinates of the first vertex.
n-A vector3 Normal vector of the first vertex.
n-B vector3 Normal vector of the second vertex.
n-C vector3 Normal vector of the third vertex.

Triangle Mesh

  • Category: Geometry
  • Type: Triangle Mesh
  • Note: concrete, based on Geometry

A cluster of triangles forming a singe shape in 3-D space.

‍Creation: geometry(triangle-mesh)

Inputs Types Descriptions
positions vector3-array Vertex coordinates of all triangles. Every three vector3s in the array represents a single triangle. The vertices are expected to be given in counterclockwise order.
texture-coordinates vector3-array Similar to positions, except that the array stores texture coordinates for each triangle.
normals vector3-array Similar to positions, except that the array stores normal vectors for each triangle.

Cuboid Geometry

  • Category: Geometry
  • Type: Cuboid
  • Note: concrete, based on Geometry

A shape that is similar to cube but may contain rectangular faces. It is centered around origin.

‍Creation: geometry(cuboid)

Inputs Types Descriptions
size vector3 x, y, z dimensions of the cuboid.
offset vector3 x, y, z offsets of the cuboid, origin is at the centroid.
px-face-uv vector4 UV coordinates of the +x face (+y as upward), in (min-u, min-v, max-u, max-v).
nx-face-uv vector4 UV coordinates of the -x face (+y as upward), in (min-u, min-v, max-u, max-v).
py-face-uv vector4 UV coordinates of the +y face (-z as upward), in (min-u, min-v, max-u, max-v).
ny-face-uv vector4 UV coordinates of the -y face (+z as upward), in (min-u, min-v, max-u, max-v).
pz-face-uv vector4 UV coordinates of the +z face (+y as upward), in (min-u, min-v, max-u, max-v).
nz-face-uv vector4 UV coordinates of the -z face (+y as upward), in (min-u, min-v, max-u, max-v).

Menger Sponge Geometry

  • Category: Geometry
  • Type: Menger Sponge
  • Note: concrete, based on Geometry

A fractal geometry.

‍Creation: geometry(menger-sponge)

Inputs Types Descriptions
iterations integer Number of recursive iterations on the fractal surface detail.

Geometry Soup

  • Category: Geometry
  • Type: Geometry Soup
  • Note: concrete, based on Geometry

A collection of random geometries.

‍Creation: geometry(geometry-soup)

Inputs Types Descriptions
geometries geometry-array Array of references to the geometries in the soup.

PLY Polygon Mesh

  • Category: Geometry
  • Type: Ply
  • Note: concrete, based on Geometry

Polygon mesh stored as a .ply file.

‍Creation: geometry(ply)

Inputs Types Descriptions
ply-file PRI The .ply file that stores the polygon mesh.

Material

  • Category: Material
  • Type: Material
  • Note: blueprint only

Defines and models the appearance of scene elements.

*(no input)*

Surface Material

  • Category: Material
  • Type: Surface Material
  • Note: blueprint only, based on Material

*(no description)*

*(no input)*

Matte Opaque Material

  • Category: Material
  • Type: Matte Opaque
  • Note: concrete, based on Surface Material

A material model for surfaces with matte look, such as chalk and moon.

‍Creation: material(matte-opaque)

Inputs Types Descriptions
albedo image An image or constant color that will be used for describing albedo.
sigma-degrees image Roughness in standard deviation of surface orientation (unit: degrees).

Abraded Opaque Material

  • Category: Material
  • Type: Abraded Opaque
  • Note: concrete, based on Surface Material

Able to model surfaces ranging from nearly specular to extremely rough appearances.

‍Creation: material(abraded-opaque)

Inputs Types Descriptions
fresnel enum Type of the Fresnel for the conductive interface.
f0 spectrum Surface reflectance on normal incidence. This value is expected to be given in linear-sRGB space. When this parameter is used, the underlying Fresnel model will be an approximated one (schlick) which is pretty popular in real-time graphics. Also note that F0 already includes the information of ior-outer.
ior-outer real The index of refraction outside of this interface.
ior-inner-n spectrum The complex index of refraction (real part) inside of this interface.
ior-inner-k spectrum The complex index of refraction (imaginary part) inside of this interface.
microsurface enum Type of the microsurface of the material.
roughness real Isotropic surface roughness in [0, 1], the material will appear to be smoother with smaller roughness value.
roughness-v real Similar to the roughness parameter, but is used for anisotropic surface appearances. This value controls the V component of surface roughness. If this value is provided, the roughness parameter is interpreted as the U component of surface roughness.
roughness-to-alpha enum Type of the mapping to transform roughness into alpha value.
masking-shadowing enum Type of the masking and shadowing for a microsurface.

Abraded Translucent Material

  • Category: Material
  • Type: Abraded Translucent
  • Note: concrete, based on Surface Material

Able to model translucent surfaces with variable roughnesses. Such as frosted glass.

‍Creation: material(abraded-translucent)

Inputs Types Descriptions
fresnel enum Type of the Fresnel for the dielectric interface.
ior-outer real The index of refraction outside of this interface.
ior-inner real The index of refraction inside of this interface.
microsurface enum Type of the microsurface of the material.
roughness real Isotropic surface roughness in [0, 1], the material will appear to be smoother with smaller roughness value.
roughness-v real Similar to the roughness parameter, but is used for anisotropic surface appearances. This value controls the V component of surface roughness. If this value is provided, the roughness parameter is interpreted as the U component of surface roughness.
roughness-to-alpha enum Type of the mapping to transform roughness into alpha value.
masking-shadowing enum Type of the masking and shadowing for a microsurface.

Full Material

  • Category: Material
  • Type: Full
  • Note: concrete, based on Material

A material model that combines surface and volume properties.

‍Creation: material(full)

Inputs Types Descriptions
surface material A surface material.
interior material A volume material describing the inside of the surface.
exterior material A volume material describing the outside of the surface.

Ideal Substance Material

  • Category: Material
  • Type: Ideal Substance
  • Note: concrete, based on Surface Material

Models a perfectly smooth surface with various physical properties.

‍Creation: material(ideal-substance)

Inputs Types Descriptions
substance enum Specifying the physical property/behavior of the surface.
fresnel enum Type of the Fresnel for the interface.
ior-outer real The index of refraction outside the surface.
ior-inner real The index of refraction inside the surface.
f0 spectrum Surface reflectance on normal incidence. This value is expected to be given in linear-sRGB space. When this parameter is used, the underlying Fresnel model will be an approximated one (schlick) which is pretty popular in real-time graphics.
reflection-scale spectrum A scaling factor for reflected energy. Note that this property is only for artistic control and is not physically correct.
transmission-scale spectrum A scaling factor for transmitted energy. Note that this property is only for artistic control and is not physically correct.
ior-inner-n spectrum The complex index of refraction (real part) inside the metallic interface.
ior-inner-k spectrum The complex index of refraction (imaginary part) inside the metallic interface.

Layered Surface

  • Category: Material
  • Type: Layered Surface
  • Note: concrete, based on Surface Material

Model a surface as having multiple coating layers.

‍Creation: material(layered-surface)

Inputs Types Descriptions
layers struct-array Physical properties of each layer.

Binary Mixed Surface

  • Category: Material
  • Type: Binary Mixed Surface
  • Note: concrete, based on Surface Material

Mixing two surface materials in various ways.

‍Creation: material(binary-mixed-surface)

Inputs Types Descriptions
mode enum Specify how two materials are mixed.
material-0 material The first material that participates the mixing process.
material-1 material The second material that participates the mixing process.
factor image Factor that controls the contribution from each material. Basically, the final material would be "material-0 * factor + material-1 * (1 - factor)".

Image

  • Category: Image
  • Type: Image
  • Note: blueprint only

A block of data.

*(no input)*

Constant Image

  • Category: Image
  • Type: Constant
  • Note: concrete, based on Image

An image that stores constant values. It can be a single scalar, a vector or a color. By default, all values are treated as raw data (bypass any color space conversion).

‍Creation: image(constant)

Inputs Types Descriptions
values real-array A series of values to initialize the constant.
color-space enum Associated color space of the constant. By default, values are raw data. If a color space is specified, then values will be treated as if in the specified color space. When the engine is in spectral mode, raw data may be treated as linear sRGB if a direct conversion is impossible.

Base of Raster Image

  • Category: Image
  • Type: Raster Base
  • Note: blueprint only, based on Image

Common information for raster-based images.

Inputs Types Descriptions
sample-mode enum Sample mode of the raster image.
wrap-mode enum Wrap mode of the raster image.
vertical-wrap-mode enum Wrap mode of the raster image in the vertical direction. If this field is specified, the <wrap-mode> field is treated as the horizontal wrap mode.

Raster File Image

  • Category: Image
  • Type: Raster File
  • Note: concrete, based on Base of Raster Image

Raster-based image file (most common image file formats belongs to this category).

‍Creation: image(raster-file)

Inputs Types Descriptions
image-file PRI The image file.
color-space enum Color space of the raster image. By default, color space is retrieved from the file, and if such information is not available, the engine will make an educated guess. If user has specified a non-default color space, then the engine will use it instead (even if the file said otherwise). Note that when the image is used in numeric mode, the engine still follow the same convention–color space is dropped and raw values are used.
is-color bool If this flag is set to false, then the raster image will be treated as raw data even if the image is used in color mode. This is useful for situations where color-related numeric values are used (e.g., math operations involving other color data). When the engine is in spectral mode, raw data may be treated as linear sRGB if a direct conversion is impossible.

Math Image

  • Category: Image
  • Type: Math
  • Note: concrete, based on Image

This image applies mathematical modifications on other images, such as addition and multiplication.

‍Creation: image(math)

Inputs Types Descriptions
math-image-op enum The mathematical operation used.
operand image The target image that is going to be operated on.
scalar-input-0 real First scalar input for the specified mathematical operation. This will only be used if no image input is provided. Using scalar input is also more efficient than specifying the scalar as a constant image input.
scalar-input-1 real Second scalar input for the specified mathematical operation. This will only be used if no image input is provided. Using scalar input is also more efficient than specifying the scalar as a constant image input.
input-0 image First input for the specified mathematical operation.
input-1 image Second input for the specified mathematical operation.

Swizzled Image

  • Category: Image
  • Type: Swizzled Image
  • Note: concrete, based on Image

An image whose primary purpose is to swizzle the output of a source image.

‍Creation: image(swizzled-image)

Inputs Types Descriptions
input image Reference to an input image that will be swizzled.
swizzle-subscripts string Subscripts for imge value swizzling. Supported subscript sets: 1. Cartesian coordinates "xyzw", 2. Colors "rgba", 3. Image/texture coordinates "stpq", 4. Hex-based subscripts (for wide vector types) "0123456789ABCDEF".

Black-body Radiation Image

  • Category: Image
  • Type: Black Body
  • Note: concrete, based on Image

An image outputs the value of black-body radiation.

‍Creation: image(black-body)

Inputs Types Descriptions
temperature-k real Temperature (in Kelvin) that the black-body radiates on.
is-spectral-radiance bool false (default): The energy unit is in radiance; true: The energy unit is in spectral radiance. If "energy" value is specified, this option will have no effect (the user is then responsible for specifying "energy" value in their desired unit).
energy real If specified, the resulting radiation will be adjusted (scaled) to the target energy level; otherwise, the true energy level at the temperature will be used.
color-space enum The tristimulus color space to use when using the image as a numeric texture. The default is to use the current tristimulus space, and linear-sRGB when the engine is in spectral mode.

Observer

  • Category: Observer
  • Type: Observer
  • Note: blueprint only

A tool for observing the incoming energy of the scene.

*(no input)*

Oriented Raster Observer

  • Category: Observer
  • Type: Oriented Raster
  • Note: blueprint only, based on Observer

Observers that work by projecting incoming energy in certain ways. Projective observers face the -z axis (+y up) and reside on (0, 0, 0) by default.

Inputs Types Descriptions
pos vector3 Position of the observer.
yaw-pitch-row-degrees vector3 Direction that this observer is looking at in yaw pitch form. yaw: Rotation around +y axis in [-180, 180]; pitch: Declination from the horizon in [-90, 90]; row: Rotation around +z axis in [-180, 180].
dir vector3 Direction vector that this observer is looking at. No need to be normalized.
up-axis vector3 The direction vector that this observer consider as upward. No need to be normalized.

Single-Lens Observer

  • Category: Observer
  • Type: Single Lens
  • Note: concrete, based on Oriented Raster Observer

As its name suggests, the lens system in this observer is assumed to have just a single lens. The biggest advantage of it is that depth of field effects are possible under this model. In case of the lens radius is zero, the lens system will be reduced to a pinhole. Images captured by this observer is similar to how a normal human perceives the world but with several simplifications.

‍Creation: observer(single-lens)

Inputs Types Descriptions
lens-radius-mm real Radius of the lens in millimeters.
focal-distance-mm real The distance in millimeters that the observer is focusing on.
sensor-width-mm real Width of the sensor used by this observer in millimeters.
sensor-offset-mm real Distance between sensor and light entry (more commonly known as focal length). Will be overridden if FoV is provided.
fov-degrees real Field of view of this observer in degrees. If provided, it will be used to adjust sensor offset such that the desired FoV is reached.

Sample Source

  • Category: Sample Source
  • Type: Sample Source
  • Note: blueprint only

Engine component for generating sample values.

*(no input)*

Runtime Sample Source

  • Category: Sample Source
  • Type: Runtime
  • Note: blueprint only, based on Sample Source

Sample sources that generate samples during render engine execution time.

Inputs Types Descriptions
samples integer Number of samples that will be generated. This is the number of samples that each data unit (such as a single pixel) will receive, on average.

Uniform Random Sample Source

  • Category: Sample Source
  • Type: Uniform Random
  • Note: concrete, based on Runtime Sample Source

Generating samples in a completely random fashion.

‍Creation: sample-source(uniform-random)

*(no input)*

Stratified Sample Source

  • Category: Sample Source
  • Type: Stratified
  • Note: concrete, based on Runtime Sample Source

Generating samples based on engine provided dimensional hints.

‍Creation: sample-source(stratified)

*(no input)*

Halton Sample Source

  • Category: Sample Source
  • Type: Halton
  • Note: concrete, based on Runtime Sample Source

Generating samples based on the Halton sequence. The samples generated are somewhat deterministic and can lead to visible patterns if the number of samples is too low. Also, when Halton sequence is used with a low sample count generator, this often results in visible artifact along edges even after a large number of iterations. This is partially due to low sample index being repeatedly used. When this happens, try more advanced permutation scheme or use back-to-back sample indices.

‍Creation: sample-source(halton)

Inputs Types Descriptions
permutation enum Permutation scheme of Halton sequence.
sequence enum Generated sequence of Halton sample generator.

Visualizer

  • Category: Visualizer
  • Type: Visualizer
  • Note: blueprint only

The main engine component for producing visual content.

*(no input)*

Frame Visualizer

  • Category: Visualizer
  • Type: Frame
  • Note: blueprint only, based on Visualizer

A visualizer that produces frames, a typical example is an image.

Inputs Types Descriptions
rect-x integer X coordinate of the lower-left corner of the film cropping window.
rect-y integer Y coordinate of the lower-left corner of the film cropping window.
rect-w integer Width of the film cropping window.
rect-h integer Height of the film cropping window.

Path Tracing Visualizer

  • Category: Visualizer
  • Type: Path Tracing
  • Note: concrete, based on Frame Visualizer

Render frames with common path tracing methods.

‍Creation: visualizer(path-tracing)

Inputs Types Descriptions
scheduler enum Scheduler for rendering, affect the order of rendered regions.
estimator enum The energy estimating component used by the visualizer.
sample-filter enum Sample filter for the film sampling process.

Photon Mapping Visualizer

  • Category: Visualizer
  • Type: Photon Mapping
  • Note: concrete, based on Frame Visualizer

Render frames with common photon mapping methods.

‍Creation: visualizer(photon-mapping)

Inputs Types Descriptions
mode enum The photon mapping technique used by the visualizer.
sample-filter enum Sample filter for the film sampling process.
num-photons integer Number of photons used. For progressive techniques, this value is for a single pass.
num-passes integer Number of passes performed by progressive techniques.
num-samples-per-pixel integer Number of samples per pixel. Higher values can resolve image aliasing, but can consume large amounts of memory for some algorithms. This value can also mean the number of statistics gathered in a single pixel for some techniques. If the value is not a power-of-2 number, it may be adjusted.
photon-radius real Energy contribution radius for each photon. For progressive techniques, this value is for setting up the initial radius.
glossy-merge-begin-length integer Hint for the minimum path length to start estimating energy using photons on glossy surface.If the scene contains diffuse surface and is easily reachable by photons, it is recommended to set this to a lower value.
stochastic-view-sample-begin-length integer Hint for the view path length to start random path sampling. If this value differ too much from the mean specular path length from the scene, the energy estimation result may contain higher variance or bias. Beware when using higher values as non-stochastic path may be branched, which can result in exponential growth of number of rays.

Option

  • Category: Option
  • Type: Option
  • Note: concrete

Options that control engine runtime behavior.

‍Creation: option(option)

*(no input)*

Render Session

  • Category: Option
  • Type: Render Session
  • Note: blueprint only, based on Option

Settings for how to perform a render operation.

Inputs Types Descriptions
session-name string Name of this render session.
num-workers integer Number of worker threads for the rendering operation.

Single Frame Render Session

  • Category: Option
  • Type: Single Frame Render Session
  • Note: concrete, based on Render Session

Information regarding the rendering process of a single frame.

‍Creation: option(single-frame-render-session)

Inputs Types Descriptions
frame-size vector2 Width and height of the frame in pixels.
visualizer string Name of the visualizer resource to use.
observer string Name of the observer resource to use.
sample-source string Name of the sample source resource to use.
top-level-accelerator enum Acceleration structure used on the top level geometries.

Object

  • Category: Object
  • Type: Object
  • Note: blueprint only

General object that may refer to any type.

*(no input)*

Actor

  • Category: Actor
  • Type: Actor
  • Note: blueprint only

Represents an entity in the scene. Every entity that participates in a scene is an actor.

*(no input)*

Physical Actor

  • Category: Actor
  • Type: Physical
  • Note: blueprint only, based on Actor

An actor that is visible and can be transformed.

Inputs Types Descriptions
pos vector3 Position of the entity.
rot quaternion Rotation of the entity
scale vector3 Scale of the entity.

‍Operation: translate, callable on actor(physical) and its derivations

Moves the actor away from the original location with a specified amount.

Inputs Types Descriptions
amount vector3 The amount to move on each axis.

‍Operation: rotate, callable on actor(physical) and its derivations

Rotates the actor along an axis with a specified amount.

Inputs Types Descriptions
axis vector3 The axis for rotation.
degrees real The amount of the rotation, in degrees.
rotation quaternion Specify the rotation with a quaternion directly.

‍Operation: scale, callable on actor(physical) and its derivations

Enlarges or shrinks the actor with some specified amount.

Inputs Types Descriptions
amount vector3 The amount to scale on each axis.

Model Actor

  • Category: Actor
  • Type: Model
  • Note: concrete, based on Physical Actor

An actor that has a certain 3-D shape in the scene.

‍Creation: actor(model)

Inputs Types Descriptions
geometry geometry A geometry that represent this actor's shape.
material material A material that describes this actor's surface appearance.
motion motion Movement of this actor.

Dome Actor

  • Category: Actor
  • Type: Dome
  • Note: blueprint only, based on Physical Actor

A large energy emitting source encompassing the whole scene.

Inputs Types Descriptions
energy-scale real A non-physical scale factor for artistic purpose.

Image Dome Actor

  • Category: Actor
  • Type: Image Dome
  • Note: concrete, based on Dome Actor

Using a background image to represent the energy emitted from far away.

‍Creation: actor(image-dome)

Inputs Types Descriptions
image-file PRI An image describing the energy distribution.

Preetham Dome Actor

  • Category: Actor
  • Type: Preetham Dome
  • Note: concrete, based on Dome Actor

Using Preetham model to generate absolute energy from sky.

‍Creation: actor(preetham-dome)

Inputs Types Descriptions
turbidity real Turbidity of the atmosphere.
standard-time-24h real Standard time in 24H.
standard-meridian-degrees real Standard meridian in degrees.
site-latitude-degrees real Site latitude in [-90, 90] degrees ("+" implies N and "-" implies S).
site-longitude-degrees real Site longitude in [0, 360] degrees (with prime meridian being 0)
julian-date integer The day of the year as an integer in the range [1, 366].
sun-phi-theta-degrees vector2 Directly specify sun position in the sky in spherical coordinates. Note that this option may not be physically correct since not every position in the sky is possible for the sun given a location on Earth.

Light Actor

  • Category: Actor
  • Type: Light
  • Note: blueprint only, based on Physical Actor

The source of all energy emitting entity in the scene.

*(no input)*

Geometric Light Actor

  • Category: Actor
  • Type: Geometric Light
  • Note: blueprint only, based on Light Actor

Energy emitters that come with a physical geometry. Please be aware that changing sampling techniques to non-default values may cause the rendered image to lose energy. For example, disabling BSDF sampling may cause some/all caustics to disappear on specular surfaces.

Inputs Types Descriptions
directly-visible bool Whether the light is directly visible. For example, you can see a bright sphere for a directly visible spherical area light.
bsdf-sample bool Whether to use BSDF sampling technique for rendering the light, i.e., choosing a direction based on BSDF and relying on randomly hitting a light.
direct-sample bool Whether to use direct sampling technique for rendering the light, i.e., directly establish a connection from a light to the illuminated location.
emission-sample bool Whether to use emission sampling technique for rendering the light, i.e., start rendering the light from the light source itself.

Area Light Actor

  • Category: Actor
  • Type: Area Light
  • Note: blueprint only, based on Geometric Light Actor

This type of light source has a finite area, with various simplifications on the characteristics of the emission profile. Energy is allowed to emit diffusively and uniformally within the area. By default, the energy emitting surface absorbs all incoming energy (which is effectively a pure absorber).

Inputs Types Descriptions
color spectrum The color of this light source.
watts real Energy emitted by this light source, in watts.

Model Light Actor

  • Category: Actor
  • Type: Model Light
  • Note: concrete, based on Geometric Light Actor

A light source that emits energy from the surface of a geometry. A surface material model can also be given to describe its surface appearance.

‍Creation: actor(model-light)

Inputs Types Descriptions
geometry geometry A geometry that defines the surface energy is going to emit from.
material material A material that describes this source's surface appearance.
emitted-energy image An image that describes the emitted energy (e.g., radiance) across the surface.
back-face-emit bool Whether the energy should emit from the back face of the geometry.

Point Light Actor

  • Category: Actor
  • Type: Point Light
  • Note: concrete, based on Area Light Actor

Power emitting source from a small but not infinitesimal region. Resembling a small light bulb.

‍Creation: actor(point-light)

*(no input)*

Rectangular Light Actor

  • Category: Actor
  • Type: Rectangle Light
  • Note: concrete, based on Area Light Actor

This type of light emits energy from a rectangular shape. Note that energy is only allowed to emit from one side of the rectangle, not both sides.

‍Creation: actor(rectangle-light)

Inputs Types Descriptions
width real The width of the rectangle.
height real The height of the rectangle.

Spherical Light Actor

  • Category: Actor
  • Type: Sphere Light
  • Note: concrete, based on Area Light Actor

This type of light emits energy from a spherical shape.

‍Creation: actor(sphere-light)

Inputs Types Descriptions
radius real The radius of the sphere.

IES-Attenuated Light Actor

  • Category: Actor
  • Type: Ies Attenuated Light
  • Note: concrete, based on Light Actor

Attenuating energy emitting strength of a light with an IES profile.

‍Creation: actor(ies-attenuated-light)

Inputs Types Descriptions
source actor The light source that will be attenuated.
ies-file PRI The IES file.

Halton Permutation

Different permutation schemes for Halton sample generator.

Entries Descriptions
*(empty)* *(no description)*
none No permutation. This can exhibit great deal of aliasing since raw Halton sequence is actually fully deterministic.
fixed Using the same permutation for all digits in a dimension. This is great for breaking up patterns while maintaining good performance. However, this scheme is not so uniformly random, see PBRT-v4, section 6 in Chapter 8.6.2.
per-digit Using different permutation for each digit in a dimension. Consumes more memory but better in breaking up patterns.
owen In addition to per-digit permutation, this scheme considers all previous digits when permuting each digit.

Halton Sequence

Different generated sequence of Halton sample generator.

Entries Descriptions
*(empty)* *(no description)*
original The original sequence starting from sample index 0.
leap Skipping a pre-defined amount of samples between each sample. The skip amount is carefully chosen to not introduce degenerated samples.
random-leap Similar to leap, except that a random leap amount is used for each sample generator life cycle.
random-start Choosing a starting point for each dimension randomly (for each sample generator life cycle). In practice (where we only have finite precision), this is actually skipping a certain amount of samples for each dimension.

Accelerator

Denotes acceleration structure types.

Entries Descriptions
*(empty)* *(no description)*
brute-force *(no description)*
bvh *(no description)*
kd-tree *(no description)*
indexed-kd-tree *(no description)*

Estimator

Type of energy estimation algorithms.

Entries Descriptions
*(empty)* *(no description)*
bvpt Backward path tracing.
bneept Backward path tracing with next event estimation.
bvptdl Backward path tracing, evaluate direct lighting only (single bounce)

Sample Filter

The type of filter used during the sampling process.

Entries Descriptions
*(empty)* *(no description)*
box The box filter. Fairly sharp, fast to evaluate, but can have obvious aliasing around edges.
gaussian The Gaussian filter. Gives smooth results, slower to evaluate and can sometimes result in blurry images.
mn The Mitchell-Netravali filter. Smooth but remains sharp around edges.
bh The Blackman-Harris filter. A good compromise between smoothness and sharpness.

Scheduler

Denotes work distribution types.

Entries Descriptions
*(empty)* *(no description)*
bulk *(no description)*
stripe *(no description)*
grid *(no description)*
tile *(no description)*
spiral *(no description)*
spiral-grid *(no description)*

Photon Mapping Mode

Type of the photon mapping method.

Entries Descriptions
vanilla Directly compute energy values from photon map, no fancy tricks applied.
progressive Progressively refine the rendered results.
stochastic-progressive Stochastic sampling technique is utilized for energy value computation.
probabilistic-progressive Probabilistic approach to progressive photon mapping. Consumes more memory, but is easily parallelizable to multiple workers.

Sample Mode

Controls how the image will be sampled.

Entries Descriptions
*(empty)* *(no description)*
nearest *(no description)*
bilinear *(no description)*
trilinear *(no description)*

Wrap Mode

Controls how the image will be sampled when texture coordinates is not within the range [0, 1].

Entries Descriptions
*(empty)* *(no description)*
repeat *(no description)*
clamp-to-edge *(no description)*
flipped-clamp-to-edge *(no description)*

Color Space

Marks color space information of input values.

Entries Descriptions
*(empty)* *(no description)*
XYZ *(no description)*
xyY *(no description)*
LSRGB *(no description)*
SRGB *(no description)*
ACEScg *(no description)*
SPD *(no description)*

Color Usage

Marks color usage information of input values.

Entries Descriptions
*(empty)* *(no description)*
RAW *(no description)*
EMR *(no description)*
ECF *(no description)*

Math Image Op

The mathematical operation used on images.

Entries Descriptions
add *(no description)*
sub *(no description)*
mul *(no description)*
div *(no description)*
pow *(no description)*
abs *(no description)*
clamp *(no description)*

Interface Fresnel

Controls the Fresnel model used.

Entries Descriptions
*(empty)* *(no description)*
schlick An approximative model developed by Schlick.
exact The full-form Fresnel formula.

Roughness To Alpha

How roughness value will be mapped to alpha, a value that controls surface normal distribution function.

Entries Descriptions
*(empty)* *(no description)*
equaled Directly assign roughness value as-is to alpha.
squared Mapping for a perceptually linear roughness. According to a course note in SIGGRAPH 2014: Moving Frostbite to Physically Based Rendering 3.0, P.68, they concluded that a squared mapping gives slightly better distribution of the profiles (blur amount) among all mip levels in the case of pre-integrated diffuse IBL maps.
pbrt-v3 The mapping used in PBRT-v3.

Masking Shadowing

The type of masking and shadowing term for a microfacet distribution.

Entries Descriptions
*(empty)* *(no description)*
height-correlated Modeling the correlation between masking and shadowing due to the height of the microsurface.
separable Statistically independent masking and shadowing.
dir-correlated Modeling the correlation between masking and shadowing due to the differences between incident and outgoing directions.
height-dir-correlated Modeling the correlation between masking and shadowing due to both height and direction differences.

Ideal Substance

Type of the physical behavior of a perfectly smooth surface.

Entries Descriptions
absorber *(no description)*
dielectric-reflector *(no description)*
metallic-reflector *(no description)*
transmitter *(no description)*
dielectric *(no description)*

Surface Material Mix Mode

Specify how surface materials are mixed.

Entries Descriptions
lerp *(no description)*

Picture File

File format of picture files.

Entries Descriptions
*(empty)* *(no description)*
PNG *(no description)*
JPG *(no description)*
BMP *(no description)*
TGA *(no description)*
HDR *(no description)*
EXR *(no description)*
EXR-high-precision *(no description)*
PFM *(no description)*
png *(no description)*
jpg *(no description)*
bmp *(no description)*
tga *(no description)*
hdr *(no description)*
exr *(no description)*
exr-high-precision *(no description)*
pfm *(no description)*