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3D Modules

Author: Aximmetry

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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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.

Gaussian Splat

  • Category: 3D / Bodies
  • Access: All editions.
  • Function: Loads and renders 3D Gaussian splats from a PLY point-cloud file.
  • 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) - Selects visibility groups for which the object is rendered.
    •   Source Path (text) - PLY file containing the Gaussian splat data to load.
    •   Splat Extent (scalar) - Screen-space size multiplier applied to each splat during rendering.
    •   Gaussian Sharpness (scalar) - Sharpness of the Gaussian falloff for each splat.
    •   Input X (integer, Gaussian Splat Axis) - Which axis in the file corresponds to +X in scene space.
    •   Input Y (integer, Gaussian Splat Axis) - Which axis in the file corresponds to +Y in scene space.
    •   Input Right Handed (logical) - When on, treats the file as using a right-handed coordinate system.
    •   Frustum Cull (logical) - When on, skips splats outside the camera frustum.
    •   Lod (logical) - When on, reduces distant splat detail based on screen size.
    •   Occlusion Cull (logical) - When on, culls splats hidden behind occluder geometry from the file.
    •   Conservative Occlusion (logical) - When on, uses a conservative depth map for occlusion culling.
    •   Gpu Spatial Cull (logical) - When on, runs spatial culling on the GPU.
    •   Freeze Cull (logical) - When on, keeps the current culling result instead of updating it.
    •   Quality (scalar) - Rendering quality for level-of-detail (higher values keep more detail).
    •   Use Cut Half Space (logical) - When on, splits the splat cloud at CutPlane and renders both halves in two passes so another object can be placed between them during rendering.
    •   Cut Plane Grouping (vector) - Selects visibility groups for which the cut plane is applied.
    •   Cut Plane (transformation) - Position and orientation of the clipping plane.
    •   Use Cut Plane 2 (logical) - When on, adds a second cut constraint using CutPlane2Rot.
    •   Cut Plane 2 Rot (vector) - Rotation defining the cut direction for the second constraint.
    •   Use Shadow Plane (logical) - When on, projects the shadow texture from the plane onto the splats.
    •   Shadow Plane Trim (logical) - When on, trims shadow contribution using plane occlusion.
    •   Shadow Plane Grouping (vector) - Selects visibility groups for which the shadow plane is applied.
    •   Shadow Plane (transformation) - Position and orientation of the plane that carries the shadow texture.
    •   Shadow Plane Size (vector) - Width and height of the shadow plane.
    •   Shadow Texture (video) - Shadow texture placed on the plane and projected onto the splats.
    •   Explode Plane (transformation) - Position and orientation of the plane used for the explode effect.
    •   Explode Scale (scalar) - Distance splats move away from ExplodePlane along its normal.
  • Output pins:
    •   Loading (logical) - On while the PLY file is being loaded and processed.
    •   Finished (trigger) - Fires when loading and processing finish.
    •   Succeeded (logical) - On when the last load completed successfully.
    •   Rendered Splat Count (integer) - Number of splats drawn in the most recent frame.
    •   Occluder Debug Map (video) - Debug image showing the occluder depth map used for culling.

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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
    •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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) - Selects visibility groups for which the object is rendered.
      •   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.

    Billboard Env Shadow Ratio

    • Category: 3D / Postprocessing
    • Access: All editions.
    • Function: Computes how much environment irradiance on a receiver plane is blocked by a textured billboard.
    • 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) - Cube environment map used as the lighting source.
      •   Recalculate (trigger) - Forces recomputation of total hemispherical irradiance on the receiver plane.
      •   Billboard Texture (video) - Billboard image whose alpha defines occluder opacity.
      •   Billboard Transform (transformation) - Position, rotation, and scale of the billboard (scale sets width and height).
      •   Billboard Depth (scalar) - Thickness along the billboard normal (0 uses a flat card).
      •   Plane Position (transformation) - Position and orientation of the receiver plane.
      •   Plane Size (vector) - Width and height of the receiver plane.
      •   Billboard Sample Count X (integer) - Number of samples along the billboard width.
      •   Billboard Sample Count Y (integer) - Number of samples along the billboard height.
      •   Total Light Sample Count (integer) - Number of environment samples for total irradiance precomputation.
      •   Out Size (vector) - Output width and height of the shadow-ratio image.
    • Output pins:
      •   Out (video) - Per-texel ratio of unblocked to total irradiance (bright means less shadowing).

    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.
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