Public Attributes
VolumeRenderMaterialData Struct Reference

Describes the NxParameterized::Interface for 'VolumeRenderMaterialData' : Contains the volume render material properties for this asset. More...

#include <params.h>

List of all members.

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

Detailed Description

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          

Member Data Documentation

'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


The documentation for this struct was generated from the following file:

Generated on Sat Dec 1 2018 15:52:44

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