Describes the NxParameterized::Interface for 'VolumeRenderMaterialData' : Contains the volume render material properties for this asset. More...
#include <params.h>
Public Attributes | |
String | Name |
'Name' : The name of this volume render material | |
String | ApplicationMaterialName |
'ApplicationMaterialName' : The name of the material to match up with the application's material system | |
String | UserProperties |
'UserProperties' : Optional user properties string | |
RenderMode | RenderMode |
'RenderMode' : Volume rendering mode | |
RenderMethod | RenderMethod |
'RenderMethod' : Determines whether to do raycasting or slice based rendering, default is raycasting | |
ResolutionScale | ResolutionScale |
'ResolutionScale' : Resolution scale to use | |
FillMode | FillMode |
'FillMode' : Debugging option to render the volume in wireframe mode; default is solid of course | |
Bool | GenerateShadows |
'GenerateShadows' : Generate shadow volume | |
Bool | BlurShadows |
'BlurShadows' : Blur shadow volume | |
Bool | GenerateMipmaps |
'GenerateMipmaps' : The maximum clamp range to use when copying velocity/desnity to the 3d volume texture; this range will be scaled 0-255; it's important to tune the proper range value | |
Bool | EnableStencilOpt |
'EnableStencilOpt' : Enable stencil optimization | |
F32 | StepScale |
'StepScale' : Scale ray march step - e.g. 1.0 == voxel size, 0.5 == half voxel size | |
F32 | Density |
'Density' : Volume density [0, 1000.0] | |
F32 | EdgeFade |
'EdgeFade' : Edge fade distance [0, 1] | |
F32 | OpacityThreshold |
'OpacityThreshold' : Stop ray marching once opacity has reached this threshold [0, 1] | |
F32 | RayJitter |
'RayJitter' : Amount to jitter view rays [0, 1] | |
F32 | IsoValue |
'IsoValue' : Surface Isovalue for Isovalue render mode | |
F32 | IsoValueSign |
'IsoValueSign' : Isovalue sign, density is multiplied by this value before comparison (usually 1.0 or -1.0) | |
U32 | ShadowSamples |
'ShadowSamples' : Number of samples for shadows [0, 256] | |
F32 | ShadowDistance |
'ShadowDistance' : Distance to ray march shadows [0, 1] | |
F32 | ShadowDensity |
'ShadowDensity' : Shadow density [0, 1000] | |
F32 | ShadowJitter |
'ShadowJitter' : Amount to jitter shadow rays [0, 1] | |
F32 | ShadowAmount |
'ShadowAmount' : Amount of shadowing [0, 1] | |
Vec3 | LightDir |
'LightDir' : Normalized light direction | |
Vec4 | LightColor |
'LightColor' : The color to use for the 'light' on this volume render | |
F32 | BlockEmptyThreshold |
'BlockEmptyThreshold' : Threshold above which block is considered non-empty for empty space skipping (typically close to 0.0) | |
Bool | ReadDepth |
'ReadDepth' : Read background depth during compositing | |
F32 | ColorMapScale |
'ColorMapScale' : Color map scale | |
F32 | ColorMapOffset |
'ColorMapOffset' : Color map offset | |
F32 | ColorMap[].density |
'ColorMap[].density' : Density | |
Vec4 | ColorMap[].color |
'ColorMap[].color' : Color is formated x=R, y=G, z=B, w=A | |
F32 | TextureRangeMin |
'TextureRangeMin' : For APEX turbulence, controls the minimum density range to copy to the density texture | |
F32 | TextureRangeMax |
'TextureRangeMax' : For APEX turbulence, controls the maximum density range to copy to the density texture |
Describes the NxParameterized::Interface for 'VolumeRenderMaterialData' : Contains the volume render material properties for this asset.
VolumeRenderMaterialData contains 34 fully qualified names --------------------------------------------- 1 : String Name 2 : String ApplicationMaterialName 3 : String UserProperties 4 : RenderMode RenderMode 5 : RenderMethod RenderMethod 6 : ResolutionScale ResolutionScale 7 : FillMode FillMode 8 : Bool GenerateShadows 9 : Bool BlurShadows 10 : Bool GenerateMipmaps 11 : Bool EnableStencilOpt 12 : F32 StepScale 13 : F32 Density 14 : F32 EdgeFade 15 : F32 OpacityThreshold 16 : F32 RayJitter 17 : F32 IsoValue 18 : F32 IsoValueSign 19 : U32 ShadowSamples 20 : F32 ShadowDistance 21 : F32 ShadowDensity 22 : F32 ShadowJitter 23 : F32 ShadowAmount 24 : Vec3 LightDir 25 : Vec4 LightColor 26 : F32 BlockEmptyThreshold 27 : Bool ReadDepth 28 : F32 ColorMapScale 29 : F32 ColorMapOffset 30 : ArraySizeName ColorMap 31 : F32 ColorMap[].density 32 : Vec4 ColorMap[].color 33 : F32 TextureRangeMin 34 : F32 TextureRangeMax
'ApplicationMaterialName' : The name of the material to match up with the application's material system
'BlockEmptyThreshold' : Threshold above which block is considered non-empty for empty space skipping (typically close to 0.0)
'BlurShadows' : Blur shadow volume
'ColorMap[].color' : Color is formated x=R, y=G, z=B, w=A
'ColorMap[].density' : Density
'ColorMapOffset' : Color map offset
'ColorMapScale' : Color map scale
'Density' : Volume density [0, 1000.0]
'EdgeFade' : Edge fade distance [0, 1]
'EnableStencilOpt' : Enable stencil optimization
'FillMode' : Debugging option to render the volume in wireframe mode; default is solid of course
'GenerateMipmaps' : The maximum clamp range to use when copying velocity/desnity to the 3d volume texture; this range will be scaled 0-255; it's important to tune the proper range value
'GenerateShadows' : Generate shadow volume
'IsoValue' : Surface Isovalue for Isovalue render mode
'IsoValueSign' : Isovalue sign, density is multiplied by this value before comparison (usually 1.0 or -1.0)
'LightColor' : The color to use for the 'light' on this volume render
'LightDir' : Normalized light direction
'Name' : The name of this volume render material
'OpacityThreshold' : Stop ray marching once opacity has reached this threshold [0, 1]
'RayJitter' : Amount to jitter view rays [0, 1]
'ReadDepth' : Read background depth during compositing
'RenderMethod' : Determines whether to do raycasting or slice based rendering, default is raycasting
'RenderMode' : Volume rendering mode
'ResolutionScale' : Resolution scale to use
'ShadowAmount' : Amount of shadowing [0, 1]
'ShadowDensity' : Shadow density [0, 1000]
'ShadowDistance' : Distance to ray march shadows [0, 1]
'ShadowJitter' : Amount to jitter shadow rays [0, 1]
'ShadowSamples' : Number of samples for shadows [0, 256]
'StepScale' : Scale ray march step - e.g. 1.0 == voxel size, 0.5 == half voxel size
'TextureRangeMax' : For APEX turbulence, controls the maximum density range to copy to the density texture
'TextureRangeMin' : For APEX turbulence, controls the minimum density range to copy to the density texture
'UserProperties' : Optional user properties string