Introduction
This document describes the built-in Flow Graph modules of the following categories for compounds:
- 3D / Scene - Modules that build and control 3D scene hierarchies, scene graph routing, and scene-level switching and rendering behavior.
- 3D / Bodies - Modules that create and render 3D geometry, meshes, sprites, and text-extruded scene objects.
- 3D / Lights - Modules that create and configure 3D light sources and spotlight offset calculations for scene illumination.
- 3D / Transformation - Modules that create, combine, check, and apply 3D transformations for positioning, rotation, scale, projection, and camera movement.
- 3D / Instancing - Modules that build and manage instanced rendering content, instance sets, and per-instance data in 3D scenes.
- 3D / Postprocessing - Modules that apply 3D image postprocessing, depth-based effects, marker and lens calibration processing, and environment filtering.
- 3D / Mixing - Modules that mix 3D-rendered images using depth information.
3D / Scene
This section describes the built-in Flow Graph modules that build and control 3D scene hierarchies, scene graph routing, and scene-level switching and rendering behavior.
Camera
- Category: 3D / Scene
- Access: All editions.
- Function: Renders the attached 3D scene hierarchy from this camera.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Orthographic (logical) - When on, uses orthographic projection instead of perspective projection.
- ⏺ Ortho Size (vector) - Horizontal and vertical orthographic size used when Orthographic is on.
- ⏺ Near Plane (scalar) - Near clipping distance for camera rendering.
- ⏺ Far Plane (scalar) - Far clipping distance for camera rendering.
- ⏺ Zoom Factor (scalar) - Zoom factor that controls perspective magnification.
- ⏺ Aspect (scalar) - Output aspect ratio used for camera projection.
- ⏺ Clip Plane (vector) - Optional clipping plane used to cut rendered geometry.
- ⏺ Mirror (logical) - When on, renders with mirrored camera orientation.
- ⏺ Bg Color (color) - Background color used where no scene geometry is rendered.
- ⏺ Mask Bg Color (color) - Background color used in the mask output where nothing is rendered.
- ⏺ Highl Bg Color (color) - Background color used in the highlight map where no highlight is present.
- ⏺ Visibility Group (integer) - Visibility group index that selects which grouped objects are rendered.
- ⏺ Shader Index (integer) - Shader slot index used for scene rendering.
- ⏺ Cond Shader Index (integer) - Conditional shader slot index override; 0 keeps normal shader selection.
- ⏺ Subtree Only (logical) - When on, renders only the subtree below this camera node.
- ⏺ Out Size (vector) - Output resolution for rendered images.
- ⏺ Out Aspect (vector) - Explicit output aspect values; empty keeps aspect from OutSize.
- ⏺ Guard Band (scalar) - Extra border ratio rendered outside the target frame for safer post effects.
- ⏺ HDR Out (logical) - When on, renders high dynamic range output.
- ⏺ Mono Out (logical) - When on, outputs a monochrome color image.
- ⏺ Mono Mask Out (logical) - When on, outputs a monochrome mask image.
- ⏺ Antialias (integer, Antialias Type) - Anti-aliasing quality mode used for rendering.
- ⏺ Jitter (vector) - Subpixel jitter offset used by temporal sampling and anti-aliasing.
- ⏺ Transp Jitter (logical) - When on, applies jitter to transparent rendering passes as well.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Screen Transf (transformation) - Screen-space transformation derived from the current camera settings.
- ⏺ World Proj (transformation) - World-to-projection transformation matrix for this camera.
- ⏺ Out (video) - The rendered scene image.
- ⏺ Transp Out (video) - Transparent render layer output.
- ⏺ Mask (video) - Mask image output generated by the camera render.
- ⏺ Highlight Map (video) - Highlight map output for highlighted scene areas.
- ⏺ Normal Map (video) - Per-pixel normal map output from the render.
- ⏺ Velocity Map (video) - Per-pixel motion vector map output from the render.
Clip Check
- Category: 3D / Scene
- Access: All editions.
- Function: Checks whether scene geometry is inside the active clip bounds.
- Input pins:
- ⏺ Position (vector) - Position to test against the clip plane.
- ⏺ Clip Plane (vector) - Clip plane definition used for the clipping test.
- ⏺ Threshold (scalar) - Tolerance offset applied to the clipping test.
- Output pins:
- ⏺ Clipped (logical) - On when Position is clipped by the ClipPlane test.
Combiner Block
- Category: 3D / Scene
- Access: All editions.
- Function: Builds one switchable scene block for a CombinerNode.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- ⏺ Delay Time (scalar) - Delay before this block becomes active after selection.
- ⏺ Fade In Time (scalar) - Fade duration when this block becomes visible.
- ⏺ Fade Out Time (scalar) - Fade duration when this block is deselected.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
- ⏺ Index (integer) - Block index assigned by the connected CombinerNode.
- ⏺ Active (logical) - On while this block participates in combination.
- ⏺ Current (logical) - On while this block is the current primary block.
- ⏺ Fade (scalar) - Current fade factor of this block.
Combiner Node
- Category: 3D / Scene
- Access: All editions.
- Function: Switches and blends between CombinerBlock scene blocks.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Active Blocks (vector) - Indexes of blocks that should be active.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Main Active Block (integer) - Primary active block index.
- ⏺ Used Blocks (vector) - Vector listing currently used block indexes.
- ⏺ Block 1 (scene object child reference) - Scene-child reference output for block 1.
- ⏺ Block 2 (scene object child reference) - Scene-child reference output for block 2.
- ⏺ Block 3 (scene object child reference) - Scene-child reference output for block 3.
- ⏺ Block 4 (scene object child reference) - Scene-child reference output for block 4.
- ⏺ Block 5 (scene object child reference) - Scene-child reference output for block 5.
- ⏺ Block 6 (scene object child reference) - Scene-child reference output for block 6.
- ⏺ Block 7 (scene object child reference) - Scene-child reference output for block 7.
- ⏺ Block 8 (scene object child reference) - Scene-child reference output for block 8.
- ⏺ Block 9 (scene object child reference) - Scene-child reference output for block 9.
- ⏺ Block 10 (scene object child reference) - Scene-child reference output for block 10.
- ⏺ Block 11 (scene object child reference) - Scene-child reference output for block 11.
- ⏺ Block 12 (scene object child reference) - Scene-child reference output for block 12.
- ⏺ Block 13 (scene object child reference) - Scene-child reference output for block 13.
- ⏺ Block 14 (scene object child reference) - Scene-child reference output for block 14.
- ⏺ Block 15 (scene object child reference) - Scene-child reference output for block 15.
- ⏺ Block 16 (scene object child reference) - Scene-child reference output for block 16.
- ⏺ Block 17 (scene object child reference) - Scene-child reference output for block 17.
- ⏺ Block 18 (scene object child reference) - Scene-child reference output for block 18.
- ⏺ Block 19 (scene object child reference) - Scene-child reference output for block 19.
- ⏺ Block 20 (scene object child reference) - Scene-child reference output for block 20.
- ⏺ Block 21 (scene object child reference) - Scene-child reference output for block 21.
- ⏺ Block 22 (scene object child reference) - Scene-child reference output for block 22.
- ⏺ Block 23 (scene object child reference) - Scene-child reference output for block 23.
- ⏺ Block 24 (scene object child reference) - Scene-child reference output for block 24.
- ⏺ Block 25 (scene object child reference) - Scene-child reference output for block 25.
- ⏺ Block 26 (scene object child reference) - Scene-child reference output for block 26.
- ⏺ Block 27 (scene object child reference) - Scene-child reference output for block 27.
- ⏺ Block 28 (scene object child reference) - Scene-child reference output for block 28.
- ⏺ Block 29 (scene object child reference) - Scene-child reference output for block 29.
- ⏺ Block 30 (scene object child reference) - Scene-child reference output for block 30.
- ⏺ Block 31 (scene object child reference) - Scene-child reference output for block 31.
- ⏺ Block 32 (scene object child reference) - Scene-child reference output for block 32.
Copy Binding
- Category: 3D / Scene
- Access: All editions.
- Function: Copies binding values from one binding set to another.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Bound To (scene object binding reference) - Binding reference to copy from.
- Output pins:
- ⏺ Bindings (scene object binding reference) - Copied binding reference output.
FOV Calculator
- Category: 3D / Scene
- Access: All editions.
- Function: Calculates field-of-view values from camera and lens parameters.
- Input pins:
- ⏺ Param Mode (integer, FOV Calculator Input) - Selects which camera parameter is provided on Param.
- ⏺ Param (scalar) - Input value for the parameter selected by ParamMode.
- ⏺ Sensor Width (scalar) - Sensor width used for focal length and field-of-view conversion.
- ⏺ Aspect (vector) - Aspect values used to derive horizontal, vertical, and diagonal FOV.
- Output pins:
- ⏺ Zoom Factor (scalar) - Calculated zoom factor.
- ⏺ Throw Ratio (scalar) - Calculated throw ratio.
- ⏺ Horizontal FOV (scalar) - Calculated horizontal field of view.
- ⏺ Vertical FOV (scalar) - Calculated vertical field of view.
- ⏺ Diagonal FOV (scalar) - Calculated diagonal field of view.
- ⏺ Falloff Angle (scalar) - Calculated lens falloff angle.
- ⏺ Focal Length (scalar) - Calculated focal length.
Geo Location
- Category: 3D / Scene
- Access: Broadcast & Film Edition required.
- Function: Places a scene node from geographic location data.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- ⏺ Geo Transform (vector) - Geographic transform settings used to map latitude, longitude, and height into scene space.
- ⏺ Lat Long (vector) - Latitude and longitude values used for node placement.
- ⏺ Height (scalar) - Height offset used for node placement.
- ⏺ Sequenced (logical) - When on, reads location and transformation values from the assigned sequence tracks.
- ⏺ Seq Lat Long (sequence track reference) - Sequence track reference for latitude and longitude animation.
- ⏺ Seq Height (sequence track reference) - Sequence track reference for height animation.
- ⏺ Seq Rotation (sequence track reference) - Sequence track reference for rotation animation.
- ⏺ Seq Scale (sequence track reference) - Sequence track reference for scale animation.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
Graph Node
- Category: 3D / Scene
- Access: All editions.
- Function: Defines a routed scene-graph node used by MotionGraph pathfinding.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Route 1 (graph node route reference) - Route reference connected to neighboring graph node 1.
- ⏺ Route 2 (graph node route reference) - Route reference connected to neighboring graph node 2.
- ⏺ Route 3 (graph node route reference) - Route reference connected to neighboring graph node 3.
- ⏺ Route 4 (graph node route reference) - Route reference connected to neighboring graph node 4.
- ⏺ ID (integer) - Unique node identifier used by route selection.
- ⏺ Aux Data (vector) - Auxiliary values carried with this node for motion logic.
- ⏺ Pass Smooth (scalar) - Smoothing factor applied when passing through this node.
- ⏺ Use Rotation (logical) - When on, applies node rotation while moving through routes.
- ⏺ Use Scale (logical) - When on, applies node scale while moving through routes.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Routes (graph node route reference) - Combined route references exported by this node.
- ⏺ Passed (trigger) - Fires when motion passes this node.
If Shader
- Category: 3D / Scene
- Access: All editions.
- Function: Selects between two shader inputs based on a logical condition.
- Input pins:
- ⏺ If (logical) - Condition that selects Then when on, or Else when off.
- ⏺ Then (shader) - Shader output when If is on.
- ⏺ Else (shader) - Shader output when If is off.
- ⏺ Force Both (logical) - When on, both inputs are pulled continuously; when off, only the selected input is pulled.
- Output pins:
- ⏺ Out (shader) - Selected shader output.
Indexer Node
- Category: 3D / Scene
- Access: All editions.
- Function: Defines multiple sets of object properties that child objects can select from via their Index pin.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- ⏺ Mesh Mode (logical) - When on, treats indexed data as mesh-instance data.
- ⏺ Cycle Mode (logical) - Wraps child-object index values to the available data range.
- ⏺ Item Transf Mode (integer, Indexer Transform Mode) - Selects how per-item transforms are applied.
- ⏺ Positions (vector) - Per-item position values.
- ⏺ Rotations (vector) - Per-item rotation values.
- ⏺ Scales (vector) - Per-item scale values.
- ⏺ Vertex Colors (vector) - Per-item vertex color values.
- ⏺ Shader Indices (vector) - Per-item shader index values.
- ⏺ Actives (vector) - Per-item active state values.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
Motion Graph
- Category: 3D / Scene
- Access: All editions.
- Function: Moves a scene node along shortest routes between connected GraphNode points.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Route 1 (graph node route reference) - Route reference connected to neighboring graph node 1.
- ⏺ Route 2 (graph node route reference) - Route reference connected to neighboring graph node 2.
- ⏺ Route 3 (graph node route reference) - Route reference connected to neighboring graph node 3.
- ⏺ Route 4 (graph node route reference) - Route reference connected to neighboring graph node 4.
- ⏺ ID (integer) - Unique node identifier used by route selection.
- ⏺ Aux Data (vector) - Auxiliary values carried with this node for motion logic.
- ⏺ Pass Smooth (scalar) - Smoothing factor applied when passing through this node.
- ⏺ Use Rotation (logical) - When on, applies node rotation while moving through routes.
- ⏺ Use Scale (logical) - When on, applies node scale while moving through routes.
- ⏺ Target ID (integer) - Target graph node ID to move toward.
- ⏺ Transit Time (scalar) - Base time used for movement between nodes.
- ⏺ Prop Tran Time (logical) - When on, scales transit time proportionally to route distance.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Routes (graph node route reference) - Combined route references exported by this node.
- ⏺ Passed (trigger) - Fires when motion passes this node.
- ⏺ Transformation (transformation) - Current transformation generated by graph motion.
- ⏺ Aux Data (vector) - Auxiliary values from the current graph node.
- ⏺ Moving (logical) - On while motion toward the target node is in progress.
Scene Node
- Category: 3D / Scene
- Access: All editions.
- Function: A node in the 3D scene hierarchy whose transformation is inherited by the child hierarchy attached beneath it.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
Sequence Node
- Category: 3D / Scene
- Access: All editions.
- Function: Drives a scene node transformation from sequencer tracks.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- ⏺ Sequenced (logical) - When on, reads transformation tracks from the sequencer.
- ⏺ Seq Position (sequence track reference) - Sequence track reference for position animation.
- ⏺ Seq Rotation (sequence track reference) - Sequence track reference for rotation animation.
- ⏺ Seq Scale (sequence track reference) - Sequence track reference for scale animation.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
Shader Array
- Category: 3D / Scene
- Access: All editions.
- Function: Aggregates multiple shader inputs into an indexed shader array output.
- Input pins:
- ⏺ Shader 1 (shader) - Shader value for slot 1.
- ⏺ Shader 2 (shader) - Shader value for slot 2.
- ⏺ Shader 3 (shader) - Shader value for slot 3.
- ⏺ Shader 4 (shader) - Shader value for slot 4.
- ⏺ Shader 5 (shader) - Shader value for slot 5.
- ⏺ Shader 6 (shader) - Shader value for slot 6.
- ⏺ Shader 7 (shader) - Shader value for slot 7.
- ⏺ Shader 8 (shader) - Shader value for slot 8.
- Output pins:
- ⏺ Out (shader) - Indexed shader array output built from Shader1-Shader8.
Switch Binding
- Category: 3D / Scene
- Access: All editions.
- Function: Selects one binding set from multiple binding inputs.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Selected (integer) - Selected binding input index.
- ⏺ Bound To 1 (scene object binding reference) - Binding reference input for slot 1.
- ⏺ Select 1 (trigger) - Trigger that selects slot 1.
- ⏺ Bound To 2 (scene object binding reference) - Binding reference input for slot 2.
- ⏺ Select 2 (trigger) - Trigger that selects slot 2.
- ⏺ Bound To 3 (scene object binding reference) - Binding reference input for slot 3.
- ⏺ Select 3 (trigger) - Trigger that selects slot 3.
- ⏺ Bound To 4 (scene object binding reference) - Binding reference input for slot 4.
- ⏺ Select 4 (trigger) - Trigger that selects slot 4.
- ⏺ Bound To 5 (scene object binding reference) - Binding reference input for slot 5.
- ⏺ Select 5 (trigger) - Trigger that selects slot 5.
- ⏺ Bound To 6 (scene object binding reference) - Binding reference input for slot 6.
- ⏺ Select 6 (trigger) - Trigger that selects slot 6.
- ⏺ Bound To 7 (scene object binding reference) - Binding reference input for slot 7.
- ⏺ Select 7 (trigger) - Trigger that selects slot 7.
- ⏺ Bound To 8 (scene object binding reference) - Binding reference input for slot 8.
- ⏺ Select 8 (trigger) - Trigger that selects slot 8.
- ⏺ Bound To 9 (scene object binding reference) - Binding reference input for slot 9.
- ⏺ Select 9 (trigger) - Trigger that selects slot 9.
- ⏺ Bound To 10 (scene object binding reference) - Binding reference input for slot 10.
- ⏺ Select 10 (trigger) - Trigger that selects slot 10.
- ⏺ Bound To 11 (scene object binding reference) - Binding reference input for slot 11.
- ⏺ Select 11 (trigger) - Trigger that selects slot 11.
- ⏺ Bound To 12 (scene object binding reference) - Binding reference input for slot 12.
- ⏺ Select 12 (trigger) - Trigger that selects slot 12.
- ⏺ Bound To 13 (scene object binding reference) - Binding reference input for slot 13.
- ⏺ Select 13 (trigger) - Trigger that selects slot 13.
- ⏺ Bound To 14 (scene object binding reference) - Binding reference input for slot 14.
- ⏺ Select 14 (trigger) - Trigger that selects slot 14.
- ⏺ Bound To 15 (scene object binding reference) - Binding reference input for slot 15.
- ⏺ Select 15 (trigger) - Trigger that selects slot 15.
- ⏺ Bound To 16 (scene object binding reference) - Binding reference input for slot 16.
- ⏺ Select 16 (trigger) - Trigger that selects slot 16.
- ⏺ Force All (logical) - When on, all inputs are pulled continuously; when off, only the selected input is pulled.
- Output pins:
- ⏺ Bindings (scene object binding reference) - Selected binding reference output.
- ⏺ Chain (integer) - Chain index of the active selection path.
- ⏺ Selected (integer) - Currently selected slot index.
- ⏺ Triggered (trigger) - Fires when selection changes through a Select trigger.
Switch Shader
- Category: 3D / Scene
- Access: All editions.
- Function: Selects one shader input from multiple shader branches.
- Input pins:
- ⏺ Selected (integer) - Selected shader input index.
- ⏺ Value 1 (shader) - Shader input value for slot 1.
- ⏺ Select 1 (trigger) - Trigger that selects slot 1.
- ⏺ Value 2 (shader) - Shader input value for slot 2.
- ⏺ Select 2 (trigger) - Trigger that selects slot 2.
- ⏺ Value 3 (shader) - Shader input value for slot 3.
- ⏺ Select 3 (trigger) - Trigger that selects slot 3.
- ⏺ Value 4 (shader) - Shader input value for slot 4.
- ⏺ Select 4 (trigger) - Trigger that selects slot 4.
- ⏺ Value 5 (shader) - Shader input value for slot 5.
- ⏺ Select 5 (trigger) - Trigger that selects slot 5.
- ⏺ Value 6 (shader) - Shader input value for slot 6.
- ⏺ Select 6 (trigger) - Trigger that selects slot 6.
- ⏺ Value 7 (shader) - Shader input value for slot 7.
- ⏺ Select 7 (trigger) - Trigger that selects slot 7.
- ⏺ Value 8 (shader) - Shader input value for slot 8.
- ⏺ Select 8 (trigger) - Trigger that selects slot 8.
- ⏺ Value 9 (shader) - Shader input value for slot 9.
- ⏺ Select 9 (trigger) - Trigger that selects slot 9.
- ⏺ Value 10 (shader) - Shader input value for slot 10.
- ⏺ Select 10 (trigger) - Trigger that selects slot 10.
- ⏺ Value 11 (shader) - Shader input value for slot 11.
- ⏺ Select 11 (trigger) - Trigger that selects slot 11.
- ⏺ Value 12 (shader) - Shader input value for slot 12.
- ⏺ Select 12 (trigger) - Trigger that selects slot 12.
- ⏺ Value 13 (shader) - Shader input value for slot 13.
- ⏺ Select 13 (trigger) - Trigger that selects slot 13.
- ⏺ Value 14 (shader) - Shader input value for slot 14.
- ⏺ Select 14 (trigger) - Trigger that selects slot 14.
- ⏺ Value 15 (shader) - Shader input value for slot 15.
- ⏺ Select 15 (trigger) - Trigger that selects slot 15.
- ⏺ Value 16 (shader) - Shader input value for slot 16.
- ⏺ Select 16 (trigger) - Trigger that selects slot 16.
- ⏺ Force All (logical) - When on, all inputs are pulled continuously; when off, only the selected input is pulled.
- Output pins:
- ⏺ Out (shader) - Selected shader output.
- ⏺ Chain (integer) - Chain index of the active selection path.
- ⏺ Selected (integer) - Currently selected slot index.
- ⏺ Triggered (trigger) - Fires when selection changes through a Select trigger.
3D / Bodies
This section describes the built-in Flow Graph modules that create and render 3D geometry, meshes, sprites, and text-extruded scene objects.
Box
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a box mesh with configurable side ranges and subdivisions.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ X Bottom (logical) - When on, builds the bottom face on the X axis side.
- ⏺ X Top (logical) - When on, builds the top face on the X axis side.
- ⏺ Y Bottom (logical) - When on, builds the bottom face on the Y axis side.
- ⏺ Y Top (logical) - When on, builds the top face on the Y axis side.
- ⏺ Z Bottom (logical) - When on, builds the bottom face on the Z axis side.
- ⏺ Z Top (logical) - When on, builds the top face on the Z axis side.
- ⏺ X Segments (integer) - Subdivision count along the X dimension.
- ⏺ Y Segments (integer) - Subdivision count along the Y dimension.
- ⏺ Z Segments (integer) - Subdivision count along the Z dimension.
- ⏺ X Start (scalar) - Start coordinate of the box range on the X axis.
- ⏺ X End (scalar) - End coordinate of the box range on the X axis.
- ⏺ Y Start (scalar) - Start coordinate of the box range on the Y axis.
- ⏺ Y End (scalar) - End coordinate of the box range on the Y axis.
- ⏺ Z Start (scalar) - Start coordinate of the box range on the Z axis.
- ⏺ Z End (scalar) - End coordinate of the box range on the Z axis.
- ⏺ TU Start (scalar) - Start U texture coordinate for generated faces.
- ⏺ TU End (scalar) - End U texture coordinate for generated faces.
- ⏺ TV Start (scalar) - Start V texture coordinate for generated faces.
- ⏺ TV End (scalar) - End V texture coordinate for generated faces.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Clip Plane
- Category: 3D / Bodies
- Access: All editions.
- Function: Defines a scene clip plane from its transformed frame.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Plane (vector) - Clip-plane equation vector derived from the module transformation.
Cylinder
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a cylindrical mesh with configurable caps, profile, and UV ranges.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Base plane orientation used for the cylinder axis setup.
- ⏺ Bottom (logical) - When on, builds the bottom cap.
- ⏺ Top (logical) - When on, builds the top cap.
- ⏺ Horiz Segments (integer) - Segment count around the cylinder perimeter.
- ⏺ Vert Segments (integer) - Segment count along cylinder height.
- ⏺ Vert Bottom (scalar) - Bottom position along the cylinder vertical axis.
- ⏺ Vert Top (scalar) - Top position along the cylinder vertical axis.
- ⏺ Vert Power (scalar) - Height distribution curve power along vertical segmentation.
- ⏺ Radii Bottom (vector) - Perimeter radii profile at the bottom ring.
- ⏺ Radii Top (vector) - Perimeter radii profile at the top ring.
- ⏺ Side TU Start (scalar) - Start U coordinate for side surface mapping.
- ⏺ Side TU End (scalar) - End U coordinate for side surface mapping.
- ⏺ Side TV Start (scalar) - Start V coordinate for side surface mapping.
- ⏺ Side TV End (scalar) - End V coordinate for side surface mapping.
- ⏺ Bottom TU Start (scalar) - Start U coordinate for bottom-cap mapping.
- ⏺ Bottom TU End (scalar) - End U coordinate for bottom-cap mapping.
- ⏺ Bottom TV Start (scalar) - Start V coordinate for bottom-cap mapping.
- ⏺ Bottom TV End (scalar) - End V coordinate for bottom-cap mapping.
- ⏺ Top TU Start (scalar) - Start U coordinate for top-cap mapping.
- ⏺ Top TU End (scalar) - End U coordinate for top-cap mapping.
- ⏺ Top TV Start (scalar) - Start V coordinate for top-cap mapping.
- ⏺ Top TV End (scalar) - End V coordinate for top-cap mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Cylinder Section
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a partial cylindrical mesh section with configurable inner and outer profiles.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Base plane orientation used for the section axis setup.
- ⏺ Bottom (logical) - When on, builds the bottom cap.
- ⏺ Top (logical) - When on, builds the top cap.
- ⏺ Horiz Segments (integer) - Segment count along the angular sweep.
- ⏺ Vert Segments (integer) - Segment count along section height.
- ⏺ Radial Segments (integer) - Segment count between inner and outer radii.
- ⏺ Angle Start (scalar) - Start angle of the cylindrical section.
- ⏺ Angle End (scalar) - End angle of the cylindrical section.
- ⏺ Vert Bottom (scalar) - Bottom position along the section vertical axis.
- ⏺ Vert Top (scalar) - Top position along the section vertical axis.
- ⏺ Vert Power (scalar) - Height distribution curve power along vertical segmentation.
- ⏺ Radii Bottom Inner (vector) - Inner radii profile at the bottom ring.
- ⏺ Radii Bottom Outer (vector) - Outer radii profile at the bottom ring.
- ⏺ Radii Top Inner (vector) - Inner radii profile at the top ring.
- ⏺ Radii Top Outer (vector) - Outer radii profile at the top ring.
- ⏺ Side TU Start (scalar) - Start U coordinate for curved side mapping.
- ⏺ Side TU End (scalar) - End U coordinate for curved side mapping.
- ⏺ Side TV Start (scalar) - Start V coordinate for curved side mapping.
- ⏺ Side TV End (scalar) - End V coordinate for curved side mapping.
- ⏺ Bottom Planar UV (logical) - When on, uses planar UV mapping on the bottom cap.
- ⏺ Bottom TU Start (scalar) - Start U coordinate for bottom-cap mapping.
- ⏺ Bottom TU End (scalar) - End U coordinate for bottom-cap mapping.
- ⏺ Bottom TV Start (scalar) - Start V coordinate for bottom-cap mapping.
- ⏺ Bottom TV End (scalar) - End V coordinate for bottom-cap mapping.
- ⏺ Top Planar UV (logical) - When on, uses planar UV mapping on the top cap.
- ⏺ Top TU Start (scalar) - Start U coordinate for top-cap mapping.
- ⏺ Top TU End (scalar) - End U coordinate for top-cap mapping.
- ⏺ Top TV Start (scalar) - Start V coordinate for top-cap mapping.
- ⏺ Top TV End (scalar) - End V coordinate for top-cap mapping.
- ⏺ Start Side TU Start (scalar) - Start U coordinate for the start-cut side surface.
- ⏺ Start Side TU End (scalar) - End U coordinate for the start-cut side surface.
- ⏺ Start Side TV Start (scalar) - Start V coordinate for the start-cut side surface.
- ⏺ Start Side TV End (scalar) - End V coordinate for the start-cut side surface.
- ⏺ End Side TU Start (scalar) - Start U coordinate for the end-cut side surface.
- ⏺ End Side TU End (scalar) - End U coordinate for the end-cut side surface.
- ⏺ End Side TV Start (scalar) - Start V coordinate for the end-cut side surface.
- ⏺ End Side TV End (scalar) - End V coordinate for the end-cut side surface.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Disc
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a flat disc mesh with configurable perimeter profile and UV range.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Plane orientation used for the disc surface.
- ⏺ Segments (integer) - Segment count around the disc perimeter.
- ⏺ Vert Position (scalar) - Position of the disc surface along its normal axis.
- ⏺ Radii (vector) - Perimeter radii profile of the disc.
- ⏺ TU Start (scalar) - Start U coordinate for disc UV mapping.
- ⏺ TU End (scalar) - End U coordinate for disc UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for disc UV mapping.
- ⏺ TV End (scalar) - End V coordinate for disc UV mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Disc Section
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a disc-sector mesh with configurable angular range and ring thickness.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Plane orientation used for the disc section surface.
- ⏺ Circum Segments (integer) - Segment count along the angular direction.
- ⏺ Radial Segments (integer) - Segment count from inner to outer radius.
- ⏺ Angle Start (scalar) - Start angle of the disc section.
- ⏺ Angle End (scalar) - End angle of the disc section.
- ⏺ Radii Inner (vector) - Inner radii profile of the section.
- ⏺ Radii Outer (vector) - Outer radii profile of the section.
- ⏺ Vert Pos Inner (scalar) - Vertical position offset at the inner radius.
- ⏺ Vert Pos Outer (scalar) - Vertical position offset at the outer radius.
- ⏺ Vert Pos Power (scalar) - Interpolation power between inner and outer vertical positions.
- ⏺ Planar UV (logical) - When on, uses planar UV mapping for the surface.
- ⏺ TU Start (scalar) - Start U coordinate for UV mapping.
- ⏺ TU End (scalar) - End U coordinate for UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for UV mapping.
- ⏺ TV End (scalar) - End V coordinate for UV mapping.
- ⏺ TV Power (scalar) - Interpolation power along the V direction.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Geo Layer
- Category: 3D / Bodies
- Access: Broadcast & Film Edition required.
- Function: Creates a geo-referenced layer mesh for mapped surface rendering.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Geo Transform (vector) - Geographic transform settings used to map coordinates into scene space.
- ⏺ Map Root Transform (transformation) - Root transformation of the mapped area in scene space.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ X Segments (integer) - Subdivision count along the local X direction.
- ⏺ Z Segments (integer) - Subdivision count along the local Z direction.
- ⏺ X Start (scalar) - Start coordinate of the layer range on X.
- ⏺ X End (scalar) - End coordinate of the layer range on X.
- ⏺ Z Start (scalar) - Start coordinate of the layer range on Z.
- ⏺ Z End (scalar) - End coordinate of the layer range on Z.
- ⏺ Vert Position (scalar) - Vertical position offset of the layer surface.
- ⏺ TU Start (scalar) - Start U coordinate for UV mapping.
- ⏺ TU End (scalar) - End U coordinate for UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for UV mapping.
- ⏺ TV End (scalar) - End V coordinate for UV mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
- ⏺ Geo Grid Transf (vector) - Calculated geo-grid transform parameters for connected weather grid modules.
Occlusion Detector
- Category: 3D / Bodies
- Access: All editions.
- Function: Measures image-based occlusion against scene geometry.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Image File (text) - Image file used as reference pattern for occlusion measurement.
- ⏺ Size (scalar) - Size of the detector geometry in scene space.
- ⏺ Ref Value (scalar) - Reference normalization value for the reported occlusion result.
- ⏺ Display (logical) - When on, shows detector geometry in the rendered scene.
- ⏺ Shader Index (integer) - Shader slot index used for detector rendering.
- Output pins:
- ⏺ Value (scalar) - Measured occlusion value.
Path Extrusion
- Category: 3D / Bodies
- Access: All editions.
- Function: Builds an extruded mesh from pen path data.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Outline (logical) - When on, extrudes only the path outline.
- ⏺ Closed (logical) - When on, treats the path as closed.
- ⏺ Pen (pen) - Pen path source used for extrusion.
- ⏺ Depth (scalar) - Extrusion depth of the generated mesh.
- ⏺ Tesselation Factor (scalar) - Curve tessellation density for path sampling.
- ⏺ Start (vector) - Start position offset for path placement.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Front (logical) - When on, builds front polygons.
- ⏺ Back (logical) - When on, builds back polygons.
- ⏺ Side (logical) - When on, builds side polygons.
- ⏺ Front TU Start (scalar) - Start U coordinate for front-face mapping.
- ⏺ Front TU Scale (scalar) - U scale for front-face mapping.
- ⏺ Front TV Start (scalar) - Start V coordinate for front-face mapping.
- ⏺ Front TV Scale (scalar) - V scale for front-face mapping.
- ⏺ Back TU Start (scalar) - Start U coordinate for back-face mapping.
- ⏺ Back TU Scale (scalar) - U scale for back-face mapping.
- ⏺ Back TV Start (scalar) - Start V coordinate for back-face mapping.
- ⏺ Back TV Scale (scalar) - V scale for back-face mapping.
- ⏺ Side TU Start (scalar) - Start U coordinate for side-face mapping.
- ⏺ Side TU Scale (scalar) - U scale for side-face mapping.
- ⏺ Side TV Start (scalar) - Start V coordinate for side-face mapping.
- ⏺ Side TV End (scalar) - End V coordinate for side-face mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
- ⏺ First (path element reference) - Reference to the first generated path element.
Polyhedron
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a regular polyhedron mesh with selectable shape and texture mapping.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Polyhedron Type (integer, Polyhedron Type) - Selects which regular polyhedron shape to generate.
- ⏺ Texture Mapping Mode (integer, Texture Mapping Mode) - Selects how UV coordinates are generated for faces.
- ⏺ TU Start (scalar) - Start U coordinate for generated UV mapping.
- ⏺ TU End (scalar) - End U coordinate for generated UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for generated UV mapping.
- ⏺ TV End (scalar) - End V coordinate for generated UV mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Rectangle
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a rectangular mesh in a selected plane with configurable ranges and subdivisions.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Plane orientation used for the rectangle surface.
- ⏺ X Segments (integer) - Subdivision count along the X direction.
- ⏺ Y Segments (integer) - Subdivision count along the Y direction.
- ⏺ X Start (scalar) - Start coordinate along the local X direction.
- ⏺ X End (scalar) - End coordinate along the local X direction.
- ⏺ Y Start (scalar) - Start coordinate along the local Y direction.
- ⏺ Y End (scalar) - End coordinate along the local Y direction.
- ⏺ Vert Position (scalar) - Position of the plane along its normal axis.
- ⏺ TU Start (scalar) - Start U coordinate for UV mapping.
- ⏺ TU End (scalar) - End U coordinate for UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for UV mapping.
- ⏺ TV End (scalar) - End V coordinate for UV mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Sphere
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a sphere mesh with configurable tessellation and radius.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Tesselation (integer) - Subdivision level of the sphere geometry.
- ⏺ Radius (scalar) - Radius of the generated sphere.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Sphere Section
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a spherical section mesh with configurable angular spans and UV range.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Horiz Segments (integer) - Segment count around the horizontal direction.
- ⏺ Vert Segments (integer) - Segment count along the vertical direction.
- ⏺ Radii (vector) - Radius profile values of the spherical section.
- ⏺ Horiz Start (scalar) - Start horizontal angle of the section.
- ⏺ Horiz End (scalar) - End horizontal angle of the section.
- ⏺ Vert Start (scalar) - Start vertical angle of the section.
- ⏺ Vert End (scalar) - End vertical angle of the section.
- ⏺ TU Start (scalar) - Start U coordinate for UV mapping.
- ⏺ TU End (scalar) - End U coordinate for UV mapping.
- ⏺ TV Start (scalar) - Start V coordinate for UV mapping.
- ⏺ TV End (scalar) - End V coordinate for UV mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Sprite
- Category: 3D / Bodies
- Access: All editions.
- Function: Renders an image sprite in 3D space with animation and shading controls.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Layer (integer, Sprite Layer) - Sprite layer used for draw ordering.
- ⏺ Blending Mode (integer, Atlas Blending Mode) - Blending mode used to composite the sprite.
- ⏺ Image File (text) - Image or image-sequence file used by the sprite.
- ⏺ Size (scalar) - Overall sprite size in scene space.
- ⏺ Rotation (scalar) - Sprite rotation angle around its facing axis.
- ⏺ Color (color) - Color tint applied to the sprite image.
- ⏺ Opacity (scalar) - Opacity multiplier of the sprite.
- ⏺ Highlight (scalar) - Highlight intensity contribution of the sprite.
- ⏺ Occlusion (scalar) - Occlusion contribution factor of the sprite.
- ⏺ Refl Position (scalar) - Reflection position factor used in sprite reflections.
- ⏺ Refl Size (scalar) - Reflection size scale of the sprite.
- ⏺ Anim Start Time (scalar) - Start time of sprite-sequence playback.
- ⏺ Anim End Time (scalar) - End time of sprite-sequence playback.
- ⏺ Anim Looping (logical) - When on, loops sprite-sequence playback.
- ⏺ Anim FPS (scalar) - Frame rate used for sprite-sequence playback.
- ⏺ Anim Speed (scalar) - Playback speed multiplier of sprite animation.
- ⏺ Blend Frames (logical) - When on, blends neighboring animation frames.
- ⏺ Blend Width (scalar) - Blend range used when frame blending is on.
- ⏺ Shader Index (integer) - Shader slot index used for sprite rendering.
- Output pins:
Text Extrusion
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates an extruded 3D mesh from formatted text.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Text Format (text format) - Text-format settings used for glyph layout.
- ⏺ Text (text) - Text content to extrude.
- ⏺ Auto Bounds (logical) - When on, bounds are derived automatically from text layout.
- ⏺ Bounds (vector) - Manual text layout bounds when AutoBounds is off.
- ⏺ Depth (scalar) - Extrusion depth of generated text geometry.
- ⏺ Tesselation Factor (scalar) - Curve tessellation density for glyph outlines.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Front (logical) - When on, builds front polygons.
- ⏺ Back (logical) - When on, builds back polygons.
- ⏺ Side (logical) - When on, builds side polygons.
- ⏺ Front TU Start (scalar) - Start U coordinate for front-face mapping.
- ⏺ Front TU Scale (scalar) - U scale for front-face mapping.
- ⏺ Front TV Start (scalar) - Start V coordinate for front-face mapping.
- ⏺ Front TV Scale (scalar) - V scale for front-face mapping.
- ⏺ Back TU Start (scalar) - Start U coordinate for back-face mapping.
- ⏺ Back TU Scale (scalar) - U scale for back-face mapping.
- ⏺ Back TV Start (scalar) - Start V coordinate for back-face mapping.
- ⏺ Back TV Scale (scalar) - V scale for back-face mapping.
- ⏺ Side TU Start (scalar) - Start U coordinate for side-face mapping.
- ⏺ Side TU Scale (scalar) - U scale for side-face mapping.
- ⏺ Side TV Start (scalar) - Start V coordinate for side-face mapping.
- ⏺ Side TV End (scalar) - End V coordinate for side-face mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
Torus Section
- Category: 3D / Bodies
- Access: All editions.
- Function: Creates a torus-section mesh with configurable sweep, tube profile, and caps.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Shader (shader) - Shader used to render this mesh.
- ⏺ Index (integer) - When this object is a child of an IndexerNode, selects which property set from that IndexerNode is used.
- ⏺ Force Visible (logical) - When on, keeps the mesh visible regardless of normal visibility checks.
- ⏺ Force Distance (scalar) - Distance value used by forced visibility handling.
- ⏺ Build Factor (scalar) - Determines what percentage of the mesh is rendered (0 to 1), enabling a build-up effect when animated.
- ⏺ Vertex Color (color) - Per-mesh vertex color multiplier.
- ⏺ Shader Index (integer) - Shader-material slot index used for rendering when a Shader Array is used.
- ⏺ Two Sided (logical) - When on, renders both front and back faces.
- ⏺ Flip (logical) - When on, flips polygon winding to invert face orientation.
- ⏺ Plane (integer, Surface Plane) - Base plane orientation of the torus section.
- ⏺ Bottom (logical) - When on, builds the start cap.
- ⏺ Top (logical) - When on, builds the end cap.
- ⏺ Circum Segments (integer) - Segment count along the main torus sweep.
- ⏺ Pipe Perim Segments (integer) - Segment count around the tube perimeter.
- ⏺ Angle Start (scalar) - Start angle of the main torus sweep.
- ⏺ Angle End (scalar) - End angle of the main torus sweep.
- ⏺ Radius Start (scalar) - Main sweep radius at the start side.
- ⏺ Radius End (scalar) - Main sweep radius at the end side.
- ⏺ Vert Pos Start (scalar) - Vertical offset of the sweep center at the start side.
- ⏺ Vert Pos End (scalar) - Vertical offset of the sweep center at the end side.
- ⏺ Pipe Perim Angle Start (scalar) - Start angle around the tube perimeter.
- ⏺ Pipe Perim Angle End (scalar) - End angle around the tube perimeter.
- ⏺ Pipe Radius Start (scalar) - Tube radius at the start side.
- ⏺ Pipe Radius End (scalar) - Tube radius at the end side.
- ⏺ Pipe Roll (scalar) - Roll angle of the tube profile along the sweep.
- ⏺ TU Start (scalar) - Start U coordinate for side mapping.
- ⏺ TU End (scalar) - End U coordinate for side mapping.
- ⏺ TV Use Angle (logical) - When on, derives V from angular position.
- ⏺ TV Start (scalar) - Start V coordinate for side mapping.
- ⏺ TV Scale (scalar) - V scale for side mapping.
- ⏺ Bottom TU Start (scalar) - Start U coordinate for start-cap mapping.
- ⏺ Bottom TU End (scalar) - End U coordinate for start-cap mapping.
- ⏺ Bottom TV Start (scalar) - Start V coordinate for start-cap mapping.
- ⏺ Bottom TV End (scalar) - End V coordinate for start-cap mapping.
- ⏺ Top TU Start (scalar) - Start U coordinate for end-cap mapping.
- ⏺ Top TU End (scalar) - End U coordinate for end-cap mapping.
- ⏺ Top TV Start (scalar) - Start V coordinate for end-cap mapping.
- ⏺ Top TV End (scalar) - End V coordinate for end-cap mapping.
- Output pins:
- ⏺ Bounds Min (vector) - Minimum corner of the mesh bounds.
- ⏺ Bounds Max (vector) - Maximum corner of the mesh bounds.
3D / Lights
This section describes the built-in Flow Graph modules that create and configure 3D light sources and spotlight offset calculations for scene illumination.
Ambient Light
- Category: 3D / Lights
- Access: All editions.
- Function: Provides uniform scene illumination that affects surfaces independent of direction or position.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Directional Light
- Category: 3D / Lights
- Access: All editions.
- Function: Emits parallel light from a fixed direction.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- ⏺ Affected Volume (light volume reference) - The light contributes to the connected Light Volume.
- ⏺ Diffuse Color (color) - Diffuse lighting color contribution.
- ⏺ Specular Color (color) - Specular highlight color contribution.
- ⏺ Mask (video) - Mask applied to the light.
- ⏺ Cast Shadows (logical) - When on, this light renders shadow maps and casts shadows.
- ⏺ Shadow Map Size (vector) - Shadow-map resolution setting.
- ⏺ Shadow Near Plane (scalar) - Near-plane distance used for shadow rendering.
- ⏺ Shadow Far Plane (scalar) - Far-plane distance used for shadow rendering.
- ⏺ Shadow Antialias (integer, Antialias Type) - Shadow-map antialiasing mode.
- ⏺ Shadow Softness (scalar) - Softness amount of shadow edges.
- ⏺ Shadow Soft Quality (integer, Shadow Soft Quality) - Quality preset for soft-shadow filtering.
- ⏺ Shadow Bleed Reduc (scalar) - Reduction amount for light-bleeding artifacts in shadows.
- ⏺ Shadow Customized BB (logical) - When on, uses custom shadow bounding-box limits.
- ⏺ Shadow BB Min (vector) - Minimum corner of the custom shadow bounding box.
- ⏺ Shadow BB Max (vector) - Maximum corner of the custom shadow bounding box.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Directional Light GW
- Category: 3D / Lights
- Access: All editions.
- Function: Emits parallel light from a fixed direction with cascaded shadow controls. Implemented using the NVIDIA GameWorks library.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- ⏺ Affected Volume (light volume reference) - The light contributes to the connected Light Volume.
- ⏺ Diffuse Color (color) - Diffuse lighting color contribution.
- ⏺ Specular Color (color) - Specular highlight color contribution.
- ⏺ Mask (video) - Mask applied to the light.
- ⏺ Cast Shadows (logical) - When on, this light renders shadow maps and casts shadows.
- ⏺ Shadow Map Size (vector) - Shadow-map resolution setting.
- ⏺ Shadow Near Plane (scalar) - Near-plane distance used for shadow rendering.
- ⏺ GW Shadow Technique Type (integer, GW Shadow Technique Type) - GameWorks shadowing technique used for this light.
- ⏺ Shadow Customized BB (logical) - When on, uses the custom shadow bounding box values.
- ⏺ Shadow BB Min (vector) - Minimum corner of the custom shadow bounding box.
- ⏺ Shadow BB Max (vector) - Maximum corner of the custom shadow bounding box.
- ⏺ Shadow Light Size (scalar) - Effective light size used for soft-shadow penumbra calculation.
- ⏺ Shadow Distance Bias Min (scalar) - Minimum distance-based shadow bias.
- ⏺ Shadow Distance Bias Factor (scalar) - Scale factor of distance-based shadow bias.
- ⏺ Shadow Distance Bias Threshold (scalar) - Distance threshold where distance-based bias scaling starts.
- ⏺ Shadow Penumbra Max Treshold (scalar) - Maximum penumbra threshold used by shadow filtering.
- ⏺ Shadow Penumbra Min Size Percent (scalar) - Minimum penumbra size percentage used by shadow filtering.
- ⏺ Shadow Penumbra Min Weight Threshold Percent (scalar) - Minimum penumbra weight threshold percentage.
- ⏺ GW Shadow View Type (integer, GW Shadow View Type) - Selects single-map or cascaded GameWorks shadow view mode.
- ⏺ Shadow Cascade ZL Scale 0 (scalar) - Depth-scale factor of cascade level 0.
- ⏺ Shadow Cascade ZL Scale 1 (scalar) - Depth-scale factor of cascade level 1.
- ⏺ Shadow Cascade ZL Scale 2 (scalar) - Depth-scale factor of cascade level 2.
- ⏺ Shadow Cascade ZL Scale 3 (scalar) - Depth-scale factor of cascade level 3.
- ⏺ Shadow Cascade Max Distance Percent (scalar) - Maximum cascade coverage distance as a percentage of view range.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Point Light
- Category: 3D / Lights
- Access: All editions.
- Function: Emits light from one point in all directions with distance attenuation.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- ⏺ Affected Volume (light volume reference) - The light contributes to the connected Light Volume.
- ⏺ Diffuse Color (color) - Diffuse lighting color contribution.
- ⏺ Specular Color (color) - Specular highlight color contribution.
- ⏺ Attenuation Const (scalar) - Constant attenuation factor.
- ⏺ Attenuation Lin (scalar) - Linear attenuation factor by distance.
- ⏺ Attenuation Quad (scalar) - Quadratic attenuation factor by distance.
- ⏺ Body (logical) - When on, renders a visible light body mesh.
- ⏺ Body Radius (scalar) - Radius of the rendered light body mesh.
- ⏺ Body Shader (shader) - Shader used to render the light body mesh.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Spot Light
- Category: 3D / Lights
- Access: All editions.
- Function: Emits a shaped spotlight beam with configurable falloff and attenuation.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- ⏺ Affected Volume (light volume reference) - The light contributes to the connected Light Volume.
- ⏺ Diffuse Color (color) - Diffuse lighting color contribution.
- ⏺ Specular Color (color) - Specular highlight color contribution.
- ⏺ Mask (video) - Mask applied to the light.
- ⏺ Cast Shadows (logical) - When on, this light renders shadow maps and casts shadows.
- ⏺ Shadow Map Size (vector) - Shadow-map resolution setting.
- ⏺ Shadow Near Plane (scalar) - Near-plane distance used for shadow rendering.
- ⏺ Shadow Far Plane (scalar) - Far-plane distance used for shadow rendering.
- ⏺ Shadow Antialias (integer, Antialias Type) - Shadow-map antialiasing mode.
- ⏺ Shadow Softness (scalar) - Softness amount of shadow edges.
- ⏺ Shadow Soft Quality (integer, Shadow Soft Quality) - Quality preset for soft-shadow filtering.
- ⏺ Shadow Bleed Reduc (scalar) - Reduction amount for light-bleeding artifacts in shadows.
- ⏺ Attenuation Const (scalar) - Constant attenuation factor.
- ⏺ Attenuation Lin (scalar) - Linear attenuation factor by distance.
- ⏺ Attenuation Quad (scalar) - Quadratic attenuation factor by distance.
- ⏺ Shape (integer, Spot Light Shape) - Selects spotlight beam shape.
- ⏺ Custom Aspect (vector) - Custom beam aspect ratio used when Shape is set to custom aspect.
- ⏺ Falloff Angle (scalar) - Outer falloff angle of the spotlight beam.
- ⏺ Falloff Power (scalar) - Softness power of light falloff inside the beam.
- ⏺ Offset (vector) - Horizontal and vertical beam offset from light direction.
- ⏺ Body (logical) - When on, renders a visible spotlight body mesh.
- ⏺ Body Force Cone (logical) - When on, forces cone rendering for the spotlight body.
- ⏺ Body Length (scalar) - Length of the rendered spotlight body.
- ⏺ Body Shader (shader) - Shader used to render the spotlight body mesh.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Spot Light GW
- Category: 3D / Lights
- Access: All editions.
- Function: Emits a shaped spotlight beam with configurable falloff and attenuation. Implemented using the NVIDIA GameWorks library.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Affected Object (affecting light reference) - Child objects under the connected Scene Node are affected by this light.
- ⏺ Intensity (scalar) - Overall brightness of the light.
- ⏺ Color (color) - Base emitted light color.
- ⏺ Affected Volume (light volume reference) - The light contributes to the connected Light Volume.
- ⏺ Diffuse Color (color) - Diffuse lighting color contribution.
- ⏺ Specular Color (color) - Specular highlight color contribution.
- ⏺ Mask (video) - Mask applied to the light.
- ⏺ Cast Shadows (logical) - When on, this light renders shadow maps and casts shadows.
- ⏺ Shadow Map Size (vector) - Shadow-map resolution setting.
- ⏺ Shadow Near Plane (scalar) - Near-plane distance used for shadow rendering.
- ⏺ GW Shadow Technique Type (integer, GW Shadow Technique Type) - GameWorks shadowing technique used for this light.
- ⏺ Shadow Customized BB (logical) - When on, uses the custom shadow bounding box values.
- ⏺ Shadow BB Min (vector) - Minimum corner of the custom shadow bounding box.
- ⏺ Shadow BB Max (vector) - Maximum corner of the custom shadow bounding box.
- ⏺ Shadow Light Size (scalar) - Effective light size used for soft-shadow penumbra calculation.
- ⏺ Shadow Distance Bias Min (scalar) - Minimum distance-based shadow bias.
- ⏺ Shadow Distance Bias Factor (scalar) - Scale factor of distance-based shadow bias.
- ⏺ Shadow Distance Bias Threshold (scalar) - Distance threshold where distance-based bias scaling starts.
- ⏺ Shadow Penumbra Max Treshold (scalar) - Maximum penumbra threshold used by shadow filtering.
- ⏺ Shadow Penumbra Min Size Percent (scalar) - Minimum penumbra size percentage used by shadow filtering.
- ⏺ Shadow Penumbra Min Weight Threshold Percent (scalar) - Minimum penumbra weight threshold percentage.
- ⏺ Attenuation Const (scalar) - Constant attenuation factor.
- ⏺ Attenuation Lin (scalar) - Linear attenuation factor by distance.
- ⏺ Attenuation Quad (scalar) - Quadratic attenuation factor by distance.
- ⏺ Shape (integer, Spot Light Shape) - Selects spotlight beam shape.
- ⏺ Custom Aspect (vector) - Custom beam aspect ratio used when Shape is set to custom aspect.
- ⏺ Falloff Angle (scalar) - Outer falloff angle of the spotlight beam.
- ⏺ Falloff Power (scalar) - Softness power of light falloff inside the beam.
- ⏺ Offset (vector) - Horizontal and vertical beam offset from light direction.
- ⏺ Body (logical) - When on, renders a visible spotlight body mesh.
- ⏺ Body Force Cone (logical) - When on, forces cone rendering for the spotlight body.
- ⏺ Body Length (scalar) - Length of the rendered spotlight body.
- ⏺ Body Shader (shader) - Shader used to render the spotlight body mesh.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Spot Offset Calc
- Category: 3D / Lights
- Access: All editions.
- Function: Calculates spotlight offset values from lens-shift or image-offset parameters.
- Input pins:
- ⏺ V Param Mode (integer, Spot Offset Calc Param Mode) - Selects whether VParam is interpreted as image offset or lens shift.
- ⏺ V Param (scalar) - Vertical offset parameter interpreted by VParamMode.
- ⏺ H Lens Shift (scalar) - Horizontal lens-shift value used in offset calculation.
- Output pins:
- ⏺ Offset (vector) - Calculated horizontal and vertical spotlight offset.
3D / Transformation
This section describes the built-in Flow Graph modules that create, combine, check, and apply 3D transformations for positioning, rotation, scale, projection, and camera movement.
Camera Mover
- Category: 3D / Transformation
- Access: All editions.
- Function: Drives an interactive camera transformation with input controls and sequencing.
- Input pins:
- ⏺ On Channel (integer) - Video channel index this camera mover controls.
- ⏺ System (integer, Camera Mover System) - Coordinate system used by camera controls.
- ⏺ Allow Rotation (logical) - When on, allows rotational camera control.
- ⏺ Motion Rate (scalar) - Overall motion speed multiplier.
- ⏺ Rotation Rate (scalar) - Rotation speed multiplier.
- ⏺ Zoom Rate (scalar) - Zoom speed multiplier.
- ⏺ Zoom Depend Rates (logical) - When on, scales movement and rotation rates with zoom factor.
- ⏺ Travel Rate (scalar) - Travel movement speed multiplier.
- ⏺ Control Rate (scalar) - External control input sensitivity.
- ⏺ Control Threshold (scalar) - Dead-zone threshold for external control input.
- ⏺ Control Move (vector) - External move-control vector.
- ⏺ Control Rotate (vector) - External rotate-control vector.
- ⏺ Control Zoom (scalar) - External zoom-control value.
- ⏺ Camera Index (integer) - Camera preset slot index.
- ⏺ Reset (trigger) - Resets camera state to current defaults.
- ⏺ Copy State (trigger) - Copies current camera state into internal clipboard.
- ⏺ Paste State (trigger) - Restores camera state from internal clipboard.
- ⏺ Auto Snapshot (logical) - When on, automatically snapshots camera state changes.
- ⏺ Sequenced (logical) - When on, evaluates sequencer tracks for camera parameters.
- ⏺ Allow Numeric Edit (logical) - When on, allows numeric editing on camera controls.
- ⏺ Position (transformation) - Current camera transformation value.
- ⏺ Zoom Factor (scalar) - Current camera zoom factor.
- ⏺ Focus Distance (scalar) - Current camera focus distance.
- ⏺ Aperture (scalar) - Current camera aperture value.
- ⏺ Capture Default (trigger) - Captures current camera values into default pins.
- ⏺ Default Position (transformation) - Default camera transformation.
- ⏺ Default Zoom Factor (scalar) - Default zoom factor.
- ⏺ Default Focus Distance (scalar) - Default focus distance.
- ⏺ Default Aperture (scalar) - Default aperture value.
- ⏺ Seq Position (sequence track reference) - Sequence track reference for camera position.
- ⏺ Seq Rotation (sequence track reference) - Sequence track reference for camera rotation.
- ⏺ Seq Zoom Factor (sequence track reference) - Sequence track reference for camera zoom factor.
- ⏺ Seq Focus Distance (sequence track reference) - Sequence track reference for camera focus distance.
- ⏺ Seq Aperture (sequence track reference) - Sequence track reference for camera aperture.
- Output pins:
- ⏺ Out (transformation) - Camera transformation output.
- ⏺ Zoom Factor (scalar) - Camera zoom-factor output.
- ⏺ Focus Distance (scalar) - Camera focus-distance output.
- ⏺ Aperture (scalar) - Camera aperture output.
Geo Transformation
- Category: 3D / Transformation
- Access: Broadcast & Film Edition required.
- Function: Determines the transformation between geographic coordinates and world space from three reference-point pairs.
- Input pins:
- ⏺ World Transform (transformation) - Transformation of the model plane where ModelXZ reference coordinates are defined.
- ⏺ Projection (integer, Geo Projection) - Geographic projection mode used for conversion.
- ⏺ Model XZ 1 (vector) - First model-space XZ reference point.
- ⏺ Lat Long 1 (vector) - Latitude-longitude pair corresponding to ModelXZ1.
- ⏺ Model XZ 2 (vector) - Second model-space XZ reference point.
- ⏺ Lat Long 2 (vector) - Latitude-longitude pair corresponding to ModelXZ2.
- ⏺ Model XZ 3 (vector) - Third model-space XZ reference point.
- ⏺ Lat Long 3 (vector) - Latitude-longitude pair corresponding to ModelXZ3.
- Output pins:
- ⏺ Out (vector) - Converted geographic transformation parameters.
Perspective Projection
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a perspective projection transformation from camera projection parameters.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Near Plane (scalar) - Near clipping distance of the projection.
- ⏺ Far Plane (scalar) - Far clipping distance of the projection.
- ⏺ Zoom Factor (scalar) - Projection zoom factor.
- ⏺ Aspect (vector) - Projection aspect values.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Perspective Transformation
- Category: 3D / Transformation
- Access: All editions.
- Function: Builds a perspective warp transformation from source and destination corner sets.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Source (vector) - Source quadrilateral points used to build the perspective mapping.
- ⏺ Destination (vector) - Destination quadrilateral points used to build the perspective mapping.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Reflection
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a reflection transformation from a mirror plane.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Mirror Plane (vector) - Mirror plane used for reflection.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation from Euler angles or a quaternion.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Rotation (vector) - Euler rotation values.
- ⏺ Quaternion (vector) - Optional quaternion override for rotation.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation All
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation from separate X, Y, and Z angles.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ X (scalar) - Rotation around the X axis.
- ⏺ Y (scalar) - Rotation around the Y axis.
- ⏺ Z (scalar) - Rotation around the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation Axis
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation around a custom axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Axis (vector) - Rotation axis vector.
- ⏺ Angle (scalar) - Rotation angle around Axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation X
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation around the X axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Angle (scalar) - Rotation angle around the X axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation Y
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation around the Y axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Angle (scalar) - Rotation angle around the Y axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Rotation Z
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a rotation transformation around the Z axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Angle (scalar) - Rotation angle around the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Scale
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a non-uniform scale transformation from a scale vector.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Scale (vector) - Scale factors on X, Y, and Z axes.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Scale All
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a scale transformation from separate X, Y, and Z factors.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ X (scalar) - Scale factor on the X axis.
- ⏺ Y (scalar) - Scale factor on the Y axis.
- ⏺ Z (scalar) - Scale factor on the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Scale X
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a scale transformation on the X axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Scale (scalar) - Scale factor on the X axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Scale Y
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a scale transformation on the Y axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Scale (scalar) - Scale factor on the Y axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Scale Z
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a scale transformation on the Z axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Scale (scalar) - Scale factor on the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Space Warper
- Category: 3D / Transformation
- Access: All editions.
- Function: Estimates and applies a corrective space-warp transformation from captured measurements.
- Input pins:
- ⏺ Transformation (transformation) - Input transformation to warp.
- ⏺ Measurement (transformation) - Measurement transformation used to estimate warp correction.
- ⏺ Capture (trigger) - Captures a new warp measurement sample.
- ⏺ Reset (trigger) - Resets captured warp state.
- ⏺ Density (scalar) - Sampling density used for warp estimation.
- Output pins:
- ⏺ Estimation (transformation) - Estimated corrected transformation.
Stretch
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a stretch transformation between two reference points.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ From (vector) - Start point of the stretch range.
- ⏺ To (vector) - End point of the stretch range.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Touch Camera Mover
- Category: 3D / Transformation
- Access: All editions.
- Function: Generates camera transformation and zoom from touch gestures.
- Input pins:
- ⏺ Parent (paint object child reference) - Connects this paint object to a parent paint node in the scene hierarchy.
- ⏺ Active (logical) - Turns this paint object on or off.
- ⏺ Grouping (vector) - Per-group visibility control values: negative ignores a group, 0 hides it, and positive keeps it visible.
- ⏺ Z Order (scalar) - Sets this object's drawing order relative to sibling paint objects.
- ⏺ Enabled (logical) - Turns this touch client on or off.
- ⏺ Area (vector) - Interactive area rectangle; zero width or height expands to the receiver output size.
- ⏺ Init Rotation (vector) - Initial camera rotation when interaction starts.
- ⏺ Init Zoom Factor (scalar) - Initial zoom factor when interaction starts.
- ⏺ Min Rotation (vector) - Minimum allowed camera rotation.
- ⏺ Max Rotation (vector) - Maximum allowed camera rotation.
- ⏺ Min Zoom Factor (scalar) - Minimum allowed zoom factor.
- ⏺ Max Zoom Factor (scalar) - Maximum allowed zoom factor.
- ⏺ Rotation Rate (scalar) - Touch rotation sensitivity.
- ⏺ Touch Min Dist (scalar) - Minimum touch distance used for gesture zoom.
- ⏺ Reset (trigger) - Resets camera position and zoom.
- ⏺ Area Brush (brush) - Touch area brush that receives interaction.
- Output pins:
- ⏺ Out (transformation) - Camera transformation from touch interaction.
- ⏺ Zoom Factor (scalar) - Current zoom factor from touch interaction.
Transform
- Category: 3D / Transformation
- Access: All editions.
- Function: Transforms an input vector with the given transformation.
- Input pins:
- ⏺ In (vector) - Input vector to transform.
- ⏺ Transformation (transformation) - Transformation applied to In.
- Output pins:
- ⏺ Out (vector) - Transformed vector.
- ⏺ Homog W (scalar) - Homogeneous W component after transformation.
Transformation Compose
- Category: 3D / Transformation
- Access: All editions.
- Function: Composes a transformation from position, rotation, and scale components.
- Input pins:
- ⏺ Position (vector) - Position component used for composition.
- ⏺ Rotation (vector) - Euler rotation component used for composition.
- ⏺ Scale (vector) - Scale component used for composition.
- ⏺ Quaternion (vector) - Optional quaternion rotation component.
- Output pins:
- ⏺ Transformation (transformation) - Composed transformation output.
Transformation Concat
- Category: 3D / Transformation
- Access: All editions.
- Function: Appends one more transformation to the incoming transformation chain.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Transformation (transformation) - Additional transformation concatenated after the base chain.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Transformation Coord System
- Category: 3D / Transformation
- Access: All editions.
- Function: Converts a transformation between unit, up-axis, and handedness conventions.
- Input pins:
- ⏺ In (transformation) - Input transformation to convert.
- ⏺ Root (logical) - When on, applies root-level coordinate-system conversion.
- ⏺ Unit (scalar) - Unit scale used during conversion.
- ⏺ Up Axis (integer, Model Coord Sys Up) - Target up-axis mode of the converted transformation.
- ⏺ Right Handed (logical) - When on, converts to a right-handed coordinate system.
- Output pins:
- ⏺ Out (transformation) - Converted transformation output.
Transformation Decompose
- Category: 3D / Transformation
- Access: All editions.
- Function: Decomposes a transformation into position, rotation, scale, and quaternion outputs.
- Input pins:
- ⏺ Transformation (transformation) - Transformation to decompose.
- Output pins:
- ⏺ Position (vector) - Decomposed position component.
- ⏺ Rotation (vector) - Decomposed Euler rotation component.
- ⏺ Scale (vector) - Decomposed scale component.
- ⏺ Quaternion (vector) - Decomposed quaternion rotation component.
Transformation Identity
- Category: 3D / Transformation
- Access: All editions.
- Function: Checks whether a transformation is identity.
- Input pins:
- ⏺ Transformation (transformation) - Transformation to test.
- ⏺ Circular (logical) - When on, treats rotation channels as circular while testing identity.
- Output pins:
- ⏺ Out (logical) - On when Transformation is identity.
Transformation Invert
- Category: 3D / Transformation
- Access: All editions.
- Function: Outputs the inverse of the input transformation.
- Input pins:
- ⏺ Transformation (transformation) - Transformation to invert.
- Output pins:
- ⏺ Out (transformation) - Inverse of Transformation.
Transformation Merge
- Category: 3D / Transformation
- Access: All editions.
- Function: Builds a transformation from position and basis-direction vectors.
- Input pins:
- ⏺ Position (vector) - Position vector used in merged transformation.
- ⏺ Forward (vector) - Forward direction vector used in merged orientation.
- ⏺ Up (vector) - Up direction vector used in merged orientation.
- ⏺ Right (vector) - Right direction vector used in merged orientation.
- Output pins:
- ⏺ Transformation (transformation) - Merged transformation output.
Transformation Not Identity
- Category: 3D / Transformation
- Access: All editions.
- Function: Checks whether a transformation differs from identity.
- Input pins:
- ⏺ Transformation (transformation) - Transformation to test.
- ⏺ Circular (logical) - When on, treats rotation channels as circular while testing identity.
- Output pins:
- ⏺ Out (logical) - On when Transformation differs from identity.
Transformation Split
- Category: 3D / Transformation
- Access: All editions.
- Function: Splits a transformation into position and basis-direction vectors.
- Input pins:
- ⏺ Transformation (transformation) - Transformation to split into basis vectors.
- Output pins:
- ⏺ Position (vector) - Position component extracted from Transformation.
- ⏺ Forward (vector) - Forward basis vector extracted from Transformation.
- ⏺ Up (vector) - Up basis vector extracted from Transformation.
- ⏺ Right (vector) - Right basis vector extracted from Transformation.
Translation
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a translation transformation from a 3D delta vector.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Delta (vector) - Translation delta vector.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Translation All
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a translation transformation from separate X, Y, and Z deltas.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ X (scalar) - Translation amount on the X axis.
- ⏺ Y (scalar) - Translation amount on the Y axis.
- ⏺ Z (scalar) - Translation amount on the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Translation X
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a translation transformation on the X axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Delta (scalar) - Translation delta on the X axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Translation Y
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a translation transformation on the Y axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Delta (scalar) - Translation delta on the Y axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
Translation Z
- Category: 3D / Transformation
- Access: All editions.
- Function: Creates a translation transformation on the Z axis.
- Input pins:
- ⏺ After (transformation) - This module's specified transformation is concatenated after the one connected here.
- ⏺ Before (transformation) - This module's specified transformation is concatenated before the one connected here.
- ⏺ Delta (scalar) - Translation delta on the Z axis.
- Output pins:
- ⏺ Out (transformation) - Resulting transformation value.
3D / Instancing
This section describes the built-in Flow Graph modules that build and manage instanced rendering content, instance sets, and per-instance data in 3D scenes.
Instance Item
- Category: 3D / Instancing
- Access: All editions.
- Function: Defines one instance item with per-item color and shader selection.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Vertex Color (color) - Per-instance vertex color multiplier.
- ⏺ Shader Index (integer) - Per-instance shader slot index override.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
Instanced Node
- Category: 3D / Instancing
- Access: All editions.
- Function: Hosts instanced rendering content in the scene hierarchy.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Inherit Lights (logical) - When on, child hierarchy inherits affecting lights from parent nodes.
- ⏺ Shader (shader) - Shader applied on this scene node.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
- ⏺ Affecting Lights (affecting light reference) - Reference list of lights affecting this node.
- ⏺ Transmitters (transmitter reference) - Reference list of transmitters associated with this node.
Manual Instancer
- Category: 3D / Instancing
- Access: All editions.
- Function: Builds an instance set from connected InstanceItem children.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
Serial Instancer
- Category: 3D / Instancing
- Access: All editions.
- Function: Builds an instance set from serial input arrays.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Count Mode (integer, Serial Instancer Count Mode) - Selects how instance count is derived from input array lengths.
- ⏺ Positions (vector) - Per-instance position values.
- ⏺ Rotations (vector) - Per-instance rotation values.
- ⏺ Scales (vector) - Per-instance scale values.
- ⏺ Vertex Colors (vector) - Per-instance vertex color values.
- ⏺ Shader Indices (vector) - Per-instance shader index values.
- ⏺ Actives (vector) - Per-instance active-state values.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
Surface Instancer
- Category: 3D / Instancing
- Access: All editions.
- Function: Scatters instances across a surface using texture-driven sampling.
- Input pins:
- ⏺ Parent (scene object child reference) - Connects parent node to this object.
- ⏺ Active (logical) - When off, this scene object and its subtree remain invisible.
- ⏺ Grouping (vector) - Grouping identifier used for object selection and filtering.
- ⏺ Transformation (transformation) - Local transformation of this frame.
- ⏺ Pivot (vector) - Pivot offset used when applying the transformation.
- ⏺ Bound To (scene object binding reference) - Binding target reference used for frame constraints.
- ⏺ Binding Type (integer, Binding Type) - Binding mode applied to the selected binding target.
- ⏺ Add Transform (transformation) - Extra transformation applied according to AddTransfType.
- ⏺ Add Transf Type (integer, Add Transform Type) - Space and mode used to apply AddTransform.
- ⏺ Index (integer) - Index inherited by child objects that do not specify their own.
- ⏺ Commands (vector) - Scene-command input used to control node behavior.
- ⏺ Generate (trigger) - Regenerates instance placement from current settings.
- ⏺ Tex Coord Transf (transformation) - Transformation applied to sampling texture coordinates.
- ⏺ Color Map (video) - Color texture used to drive per-instance color and density sampling.
- ⏺ Displace Map (video) - Displacement texture used to offset sampled instance positions.
- ⏺ Displace Scale (scalar) - Scale factor of displacement from DisplaceMap.
- ⏺ Displace Center (scalar) - Center value treated as zero displacement in DisplaceMap.
- ⏺ Density (scalar) - Target instance density on the sampled surface.
- ⏺ Item Rotation (vector) - Random rotation ranges applied per generated instance.
- ⏺ Item Scale (vector) - Random scale ranges applied per generated instance.
- ⏺ Item Vertex Color (color) - Base per-instance vertex color.
- ⏺ Item Vertex Color Range (color curve) - Additional randomized color variation per instance.
- Output pins:
- ⏺ World Transf (transformation) - Resulting world transformation of this frame.
- ⏺ World Pos (vector) - World-space position of this frame.
- ⏺ Bindings (scene object binding reference) - Output binding reference of this frame.
- ⏺ Children (scene object child reference) - Connects child objects to this node.
3D / Postprocessing
This section describes the built-in Flow Graph modules that apply 3D image postprocessing, depth-based effects, marker and lens calibration processing, and environment filtering.
Ambient Occlusion
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Computes ambient-occlusion shading from depth and normal data.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Quality (integer, Ambient Occlusion Quality) - Quality preset of ambient-occlusion sampling.
- ⏺ Strength (scalar) - Overall strength of ambient-occlusion darkening.
- ⏺ Radius (scalar) - Sampling radius of ambient-occlusion effect.
- ⏺ Angle Bias (scalar) - Angular bias used to reduce self-occlusion artifacts.
- ⏺ Blur Radius (scalar) - Blur radius applied to ambient-occlusion result.
- ⏺ Blur Sharpness (scalar) - Edge sharpness of ambient-occlusion blur.
- ⏺ Gamma (scalar) - Gamma response of ambient-occlusion intensity.
- Output pins:
- ⏺ Out (video) - Ambient-occlusion processed image output.
Ambient Occlusion GW
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Computes ambient-occlusion shading from depth and normal data. Implemented using the NVIDIA GameWorks library.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Normal Map (video) - Normal map input used for ambient-occlusion sampling.
- ⏺ Mask Only (logical) - When on, outputs only the ambient-occlusion mask.
- ⏺ Radius (scalar) - Sampling radius of ambient-occlusion effect.
- ⏺ Bias (scalar) - Depth bias used to reduce self-occlusion artifacts.
- ⏺ Large Scale AO (scalar) - Strength of large-scale ambient occlusion.
- ⏺ Small Scale AO (scalar) - Strength of fine-detail ambient occlusion.
- ⏺ Gamma (scalar) - Gamma response of ambient-occlusion intensity.
- ⏺ FGAO (logical) - When on, enables foreground ambient-occlusion contribution.
- ⏺ FGAO View Depth (scalar) - View-depth threshold for foreground ambient occlusion.
- ⏺ BGAO (logical) - When on, enables background ambient-occlusion contribution.
- ⏺ BGAO View Depth (scalar) - View-depth threshold for background ambient occlusion.
- ⏺ Precision (logical) - When on, enables higher precision AO calculation mode.
- ⏺ Edge Mode (integer, AO Edge Mode) - Edge handling mode at image borders.
- ⏺ Blur (logical) - When on, blurs ambient-occlusion result.
- ⏺ Blur Radius (integer, AO Blur Radius) - Radius preset of ambient-occlusion blur.
- ⏺ Blur Sharpness (scalar) - Edge sharpness of ambient-occlusion blur.
- Output pins:
- ⏺ Out (video) - Ambient-occlusion processed image output.
Antialiaser
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies anti-aliasing to reduce jagged edges in the source image.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Mode (integer, M Antialias Mode) - Anti-aliasing algorithm mode.
- ⏺ Quality (integer, Antialias Quality) - Quality level of anti-aliasing pass.
- ⏺ Base (integer, Antialias Base) - Base signal used for edge detection in anti-aliasing.
- ⏺ Predication (logical) - When on, enables predicated edge detection.
- Output pins:
- ⏺ Out (video) - Anti-aliased image output.
Depth Of Field
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies depth-of-field blur based on near and far focus ranges.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Fore Near (scalar) - Near boundary of foreground focus transition.
- ⏺ Fore Far (scalar) - Far boundary of foreground focus transition.
- ⏺ Back Near (scalar) - Near boundary of background focus transition.
- ⏺ Back Far (scalar) - Far boundary of background focus transition.
- ⏺ Amount (scalar) - Overall amount of depth-of-field blur.
- ⏺ Blur Quality (integer, D Blur Quality) - Quality preset of depth-of-field blur.
- Output pins:
- ⏺ Out (video) - Depth-of-field processed image output.
Depth Of Field GW
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies depth-of-field blur with optional bokeh controls. Implemented using the NVIDIA GameWorks library.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Focus Plane (scalar) - Focus-plane distance of depth-of-field effect.
- ⏺ Sharp Radius (scalar) - Radius around focus plane kept sharp.
- ⏺ Focal Radius (scalar) - Transition radius from sharp to blurred regions.
- ⏺ Min Blur (scalar) - Minimum blur amount outside sharp region.
- ⏺ Near Max Blur (scalar) - Maximum blur amount in near field.
- ⏺ Far Max Blur (scalar) - Maximum blur amount in far field.
- ⏺ Blur Fall Exp (scalar) - Exponent controlling blur falloff curve.
- ⏺ Bokeh (logical) - When on, enables bokeh rendering.
- ⏺ Bokeh Shape (integer, Bokeh Shape) - Shape preset of rendered bokeh highlights.
- ⏺ Bokeh Size (scalar) - Size of bokeh highlights.
- ⏺ Bokeh Start Blur (scalar) - Blur threshold where bokeh highlights begin.
- ⏺ Bokeh Fade Radius (scalar) - Fade radius of bokeh contribution.
- ⏺ Bokeh Fall Exp (scalar) - Exponent controlling bokeh falloff curve.
- ⏺ Bokeh Energy Sub Fact (scalar) - Energy subtraction factor used to normalize bokeh brightness.
- ⏺ Bokeh Intensity (scalar) - Intensity multiplier of bokeh highlights.
- ⏺ Bokeh Lum Min (scalar) - Minimum luminance threshold for bokeh extraction.
- ⏺ Bokeh Lum Max (scalar) - Maximum luminance clamp for bokeh extraction.
- ⏺ Bokeh Out Satur (scalar) - Saturation multiplier of bokeh output.
- ⏺ Bokeh Out Max Lum (scalar) - Maximum luminance clamp of bokeh output.
- ⏺ Bokeh Reduce Energy Fact (scalar) - Energy reduction factor after bokeh compositing.
- Output pins:
- ⏺ Out (video) - Depth-of-field processed image output.
Depth Scaler
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Remaps depth image values between near and far ranges.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ From Plane (vector) - Reference depth plane used by remapping.
- ⏺ Mode (integer, Depth Scaler Mode) - Depth remapping mode.
- ⏺ Near (scalar) - Near depth value of remapping range.
- ⏺ Far (scalar) - Far depth value of remapping range.
- ⏺ Density (scalar) - Density parameter for exponential remapping modes.
- ⏺ Clamp (logical) - When on, clamps remapped depth into valid range.
- Output pins:
- ⏺ Out (video) - Depth-remapped image output.
Fog
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies distance- and height-based fog to the source image.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Fixed Center (logical) - When on, uses FixedCenterPos as fog center reference.
- ⏺ Fixed Center Pos (vector) - Fixed center position used when FixedCenter is on.
- ⏺ Mode (integer, Fog Mode) - Fog falloff mode.
- ⏺ Near (scalar) - Near distance where fog starts.
- ⏺ Far (scalar) - Far distance where fog reaches full effect.
- ⏺ Density (scalar) - Fog density parameter.
- ⏺ Ground Plane (vector) - Ground plane used for height-fog calculations.
- ⏺ Height (logical) - When on, enables height-based fog component.
- ⏺ Height Near (scalar) - Near boundary of height-fog range.
- ⏺ Height Far (scalar) - Far boundary of height-fog range.
- ⏺ Height Gamma (scalar) - Gamma shaping of height-fog transition.
- ⏺ Color (color) - Main fog color.
- ⏺ Use Near Color (logical) - When on, blends NearColor at near fog distances.
- ⏺ Near Color (color) - Fog color used near the camera.
- ⏺ Use High Color (logical) - When on, blends HighColor at high fog regions.
- ⏺ High Color (color) - Fog color used in high regions.
- Output pins:
- ⏺ Out (video) - Fog-processed image output.
- ⏺ Mask (video) - Fog mask output showing fog amount per pixel.
Irradiance Env Filter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Filters an environment map into diffuse irradiance lookup data.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Environment Map (video) - Source environment map to filter.
- ⏺ Quality (scalar) - Quality level of irradiance filtering.
- Output pins:
- ⏺ Out (video) - Filtered irradiance environment map output.
Light Volume
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Builds volumetric light contribution from scene light volumes.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Max Distance (scalar) - Maximum ray-march distance of volumetric lighting.
- ⏺ Ray Steps (integer) - Number of ray-march steps for volume lighting.
- ⏺ Absorption (scalar) - Absorption factor of participating media.
- ⏺ Albedo (scalar) - Scattering albedo of participating media.
- ⏺ Blur Sharpness (scalar) - Edge sharpness of volumetric-light blur.
- Output pins:
- ⏺ Lights (light volume reference) - Generated volumetric light-volume reference output.
- ⏺ Out (video) - Image output with volumetric lighting applied.
Marker Detector
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Detects ArUco or QR markers and outputs their activity, values, and transforms.
- Input pins:
- ⏺ Video (video) - The source image
- ⏺ Mode (integer, Marker Detector Mode) - Marker-family mode used for detection.
- ⏺ Detect (logical) - When on, performs marker detection on incoming frames.
- ⏺ Decode QR (logical) - When on, decodes QR marker payload text.
- ⏺ Reset (trigger) - Clears current detection and calibration state.
- ⏺ Monitor Darken (scalar) - Darkening amount applied to monitor output background.
- ⏺ Auto Snapshot (logical) - When on, automatically stores marker snapshots.
- ⏺ Cam Transform (transformation) - Camera transformation used for marker pose output.
- ⏺ Zoom Factor (scalar) - Camera zoom factor used for detection geometry.
- ⏺ Lens Data (vector) - Lens-distortion data used during marker detection.
- ⏺ Marker Size (scalar) - Physical size of detected markers.
- ⏺ Aruco Bits (integer) - Bit resolution of ArUco markers.
- ⏺ Aruco ID 1 (integer) - Optional filter ID for marker slot 1.
- ⏺ Aruco ID 2 (integer) - Optional filter ID for marker slot 2.
- ⏺ Aruco ID 3 (integer) - Optional filter ID for marker slot 3.
- ⏺ Aruco ID 4 (integer) - Optional filter ID for marker slot 4.
- ⏺ Aruco ID 5 (integer) - Optional filter ID for marker slot 5.
- ⏺ Aruco ID 6 (integer) - Optional filter ID for marker slot 6.
- ⏺ Aruco ID 7 (integer) - Optional filter ID for marker slot 7.
- ⏺ Aruco ID 8 (integer) - Optional filter ID for marker slot 8.
- Output pins:
- ⏺ Monitor (video) - Debug monitor image from the OpenCV processing stage.
- ⏺ Active 1 (logical) - On when marker slot 1 is currently detected.
- ⏺ Value 1 (text) - Decoded payload text of marker slot 1.
- ⏺ Transform 1 (transformation) - Detected transformation of marker slot 1.
- ⏺ Active 2 (logical) - On when marker slot 2 is currently detected.
- ⏺ Value 2 (text) - Decoded payload text of marker slot 2.
- ⏺ Transform 2 (transformation) - Detected transformation of marker slot 2.
- ⏺ Active 3 (logical) - On when marker slot 3 is currently detected.
- ⏺ Value 3 (text) - Decoded payload text of marker slot 3.
- ⏺ Transform 3 (transformation) - Detected transformation of marker slot 3.
- ⏺ Active 4 (logical) - On when marker slot 4 is currently detected.
- ⏺ Value 4 (text) - Decoded payload text of marker slot 4.
- ⏺ Transform 4 (transformation) - Detected transformation of marker slot 4.
- ⏺ Active 5 (logical) - On when marker slot 5 is currently detected.
- ⏺ Value 5 (text) - Decoded payload text of marker slot 5.
- ⏺ Transform 5 (transformation) - Detected transformation of marker slot 5.
- ⏺ Active 6 (logical) - On when marker slot 6 is currently detected.
- ⏺ Value 6 (text) - Decoded payload text of marker slot 6.
- ⏺ Transform 6 (transformation) - Detected transformation of marker slot 6.
- ⏺ Active 7 (logical) - On when marker slot 7 is currently detected.
- ⏺ Value 7 (text) - Decoded payload text of marker slot 7.
- ⏺ Transform 7 (transformation) - Detected transformation of marker slot 7.
- ⏺ Active 8 (logical) - On when marker slot 8 is currently detected.
- ⏺ Value 8 (text) - Decoded payload text of marker slot 8.
- ⏺ Transform 8 (transformation) - Detected transformation of marker slot 8.
Mirror Image Filter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Creates a mipmapped reflection environment image with multiple blur levels from the input image for variable glossiness.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- Output pins:
- ⏺ Out (video) - Mirrored image output.
Motion Blurrer
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies velocity-map based motion blur to the source image.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Velocity Map (video) - Per-pixel motion vector map used for blur direction and amount.
- ⏺ Max Blur (scalar) - Maximum blur length in normalized image space.
- ⏺ Quality (integer, D Blur Quality) - Quality preset of motion-blur sampling.
- ⏺ Dither (logical) - When on, enables dithering during blur sampling.
- ⏺ Exposure (scalar) - Exposure factor scaling motion-blur intensity.
- Output pins:
- ⏺ Out (video) - Motion-blurred image output.
Radial Converter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Converts between point pairs and radial distortion coefficients.
- Input pins:
- ⏺ D 1 (scalar) - First distortion parameter input.
- ⏺ D 2 (scalar) - Second distortion parameter input.
- ⏺ Undist Points (vector) - Undistorted reference points.
- Output pins:
- ⏺ K 1 (scalar) - Computed first radial distortion coefficient.
- ⏺ K 2 (scalar) - Computed second radial distortion coefficient.
Sheen Env Filter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Filters an environment map for sheen lighting lookup.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Environment Map (video) - Source environment map to filter.
- ⏺ Quality (scalar) - Quality level of sheen filtering.
- Output pins:
- ⏺ Out (video) - Filtered sheen environment map output.
Specular Env Filter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Filters an environment map for specular reflection lookup.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Environment Map (video) - Source environment map to filter.
- ⏺ Quality (scalar) - Quality level of specular filtering.
- Output pins:
- ⏺ Out (video) - Filtered specular environment map output.
TAA Jitter
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Generates temporal jitter offsets for GameWorks anti-aliasing pipelines.
- Input pins:
- ⏺ Active (logical) - On when jitter generation is enabled.
- Output pins:
- ⏺ Jitter (vector) - Generated temporal jitter offset.
TX Antialiaser GW
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Applies temporal anti-aliasing to reduce edge flicker and jagging. Implemented using the NVIDIA GameWorks library.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video (video) - The source image
- ⏺ Velocity Map (video) - Per-pixel motion vector map used for temporal accumulation.
- ⏺ Blend Factor (scalar) - Blend factor between current and history frames.
- ⏺ BB Scale (scalar) - Bounding-box scale parameter for clipping neighborhood.
- ⏺ BH Filter (logical) - When on, enables neighborhood filtering in history blend.
- ⏺ Jitter (vector) - Temporal jitter offset used for current frame sampling.
- Output pins:
- ⏺ Out (video) - Temporally anti-aliased image output.
Zoom Interpolator
- Category: 3D / Postprocessing
- Access: All editions.
- Function: Interpolates lens calibration values from zoom-sensor input.
- Input pins:
- ⏺ Zoom Sensor (scalar) - Current zoom-sensor value used for interpolation.
- ⏺ Focal Length (scalar) - Current focal-length sample value.
- ⏺ Aspect Ratio (scalar) - Current aspect-ratio sample value.
- ⏺ Center X (scalar) - Current lens-center X sample value.
- ⏺ Center Y (scalar) - Current lens-center Y sample value.
- ⏺ K 1 (scalar) - Current first radial-distortion sample value.
- ⏺ K 2 (scalar) - Current second radial-distortion sample value.
- ⏺ Calibrate (trigger) - Starts calibration capture for current zoom point.
- ⏺ Store (trigger) - Stores current calibration sample.
- ⏺ Cancel (trigger) - Cancels current calibration edit.
- ⏺ Element Selector (integer) - Selects the calibration element to edit or delete.
- ⏺ Delete (trigger) - Deletes the selected calibration element.
- ⏺ Reset (trigger) - Resets stored zoom-calibration table.
- ⏺ Values (collection) - Calibration-value collection to load or update.
- ⏺ Import (trigger) - Imports calibration values from Values collection.
- Output pins:
- ⏺ Calibrating (logical) - On while calibration session is active.
- ⏺ Focal Length (scalar) - Interpolated focal length output.
- ⏺ Aspect Ratio (scalar) - Interpolated aspect ratio output.
- ⏺ Center X (scalar) - Interpolated lens-center X output.
- ⏺ Center Y (scalar) - Interpolated lens-center Y output.
- ⏺ K 1 (scalar) - Interpolated first radial-distortion coefficient.
- ⏺ K 2 (scalar) - Interpolated second radial-distortion coefficient.
- ⏺ Calibrated Values (collection) - Current zoom-calibration values as collection.
- ⏺ Calibrated Values Text (text) - Current zoom-calibration values as text.
3D / Mixing
This section describes the built-in Flow Graph modules that mix 3D-rendered images using depth information.
Depth Mixer
- Category: 3D / Mixing
- Access: All editions.
- Function: Mixes two 3D-rendered images using their depth information.
- Input pins:
- ⏺ Active (logical) - When off, passes the video input through to the output unchanged and skips processing; when on, runs the module effect.
- ⏺ Video 1 (video) - First source image to mix.
- ⏺ Video 2 (video) - Second source image to mix.
- Output pins:
- ⏺ Out (video) - Depth-mixed image output.