Blender  V3.3
NOD_static_types.h
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1 /* SPDX-License-Identifier: GPL-2.0-or-later */
2 
7 /* intentionally no include guard */
8 
9 /* Keep aligned args for readability. */
10 /* clang-format off */
11 
12 /* Empty definitions for undefined macros to avoid warnings */
13 #ifndef DefNode
14 #define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
15 #endif
16 
17 /* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */
18 
19 /* Tree type Node ID RNA def function Enum name Struct name UI Name UI Description */
20 DefNode(Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "Collect related nodes together in a common area. Useful for organization when the re-usability of a node group is not required")
22 DefNode(Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "Expose connected data from inside a node group as inputs to its interface")
24 DefNode(Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "A single-socket organization tool that supports one input and multiple outputs")
25 
26 DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "A color picker")
27 DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "Used to Input numerical values to other nodes in the tree")
29 DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "Map values to colors with the use of a gradient")
30 DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "Convert a color's luminance to a grayscale value")
31 DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "Convert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nNote: only supported for Eevee")
32 DefNode(ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "Generate a normal vector and a dot product")
33 DefNode(ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "Apply a gamma correction")
34 DefNode(ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "Control the brightness and contrast of the input color")
35 DefNode(ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "Transform the input vector by applying translation, rotation, and scale")
36 DefNode(ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "Map an input vectors to curves, used to fine-tune the interpolation of the input")
37 DefNode(ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "Apply color corrections for each color channel")
38 DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "Retrieve information about the camera and how it relates to the current shading point's position")
39 DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "Remap a value from a range to a target range")
40 DefNode(ShaderNode, SH_NODE_CLAMP, def_clamp, "CLAMP", Clamp, "Clamp", "Clamp a value between a minimum and a maximum")
41 DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "Perform math operations")
43 DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "")
44 DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "Invert a color, producing a negative")
45 DefNode(ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "Split a color into its red, green, and blue channels (Deprecated)")
46 DefNode(ShaderNode, SH_NODE_COMBRGB_LEGACY, 0, "COMBRGB", CombineRGB, "Combine RGB", "Generate a color from its red, green, and blue channels (Deprecated)")
47 DefNode(ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value","Apply a color transformation in the HSV color model")
48 
49 DefNode(ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "Output surface material information for use in rendering")
50 DefNode(ShaderNode, SH_NODE_EEVEE_SPECULAR, 0, "EEVEE_SPECULAR", EeveeSpecular, "Specular BSDF", "Similar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurate")
51 DefNode(ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "Output light information to a light object")
53 DefNode(ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "")
54 DefNode(ShaderNode, SH_NODE_FRESNEL, 0, "FRESNEL", Fresnel, "Fresnel", "Produce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations.\nTypically used for mixing reflections at grazing angles")
55 DefNode(ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LAYER_WEIGHT", LayerWeight, "Layer Weight", "Produce a blending factor depending on the angle between the surface normal and the view direction.\nTypically used for layering shaders with the Mix Shader node")
56 DefNode(ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "Mix two shaders together. Typically used for material layering")
57 DefNode(ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "Add two Shaders together")
58 DefNode(ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "Retrieve attributes attached to objects or geometry")
59 DefNode(ShaderNode, SH_NODE_AMBIENT_OCCLUSION, def_sh_ambient_occlusion,"AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "Compute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners.\nNote: For Cycles, this may slow down renders significantly")
60 DefNode(ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "Add background light emission.\nNote: This node should only be used for the world surface output")
61 DefNode(ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "Create a \"hole\" in the image with zero alpha transparency, which is useful for compositing.\nNote: the holdout shader can only create alpha when transparency is enabled in the film settings")
62 DefNode(ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "Glossy reflection with separate control over U and V direction roughness")
63 DefNode(ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "Lambertian and Oren-Nayar diffuse reflection")
64 DefNode(ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "Physically-based, easy-to-use shader for rendering surface materials, based on the Disney principled model also known as the \"PBR\" shader")
65 DefNode(ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "Reflection with microfacet distribution, used for materials such as metal or mirrors")
66 DefNode(ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "Glass-like shader mixing refraction and reflection at grazing angles")
67 DefNode(ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "Glossy refraction with sharp or microfacet distribution, typically used for materials that transmit light")
68 DefNode(ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent BSDF", "Lambertian diffuse transmission")
69 DefNode(ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent BSDF", "Transparency without refraction, passing straight through the surface as if there were no geometry")
70 DefNode(ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "Reflection for materials such as cloth.\nTypically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its own")
71 DefNode(ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "Diffuse and Glossy shaders with cartoon light effects")
72 DefNode(ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "Reflection and transmission shaders optimized for hair rendering")
73 DefNode(ShaderNode, SH_NODE_BSDF_HAIR_PRINCIPLED, def_hair_principled, "BSDF_HAIR_PRINCIPLED", BsdfHairPrincipled, "Principled Hair BSDF", "Physically-based, easy-to-use shader for rendering hair and fur")
74 DefNode(ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","Subsurface multiple scattering shader to simulate light entering the surface and bouncing internally.\nTypically used for materials such as skin, wax, marble or milk")
75 DefNode(ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "Absorb light as it passes through the volume")
76 DefNode(ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "Scatter light as it passes through the volume, often used to add fog to a scene")
77 DefNode(ShaderNode, SH_NODE_VOLUME_PRINCIPLED, 0, "PRINCIPLED_VOLUME", VolumePrincipled, "Principled Volume", "Combine all volume shading components into a single easy to use node")
78 DefNode(ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "Lambertian emission shader")
79 DefNode(ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "Retrieve geometric information about the current shading point")
80 DefNode(ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "Retrieve the type of incoming ray for which the shader is being executed.\nTypically used for non-physically-based tricks")
81 DefNode(ShaderNode, SH_NODE_LIGHT_FALLOFF, 0, "LIGHT_FALLOFF", LightFalloff, "Light Falloff", "Manipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadratically")
82 DefNode(ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "Retrieve information about the object instance")
83 DefNode(ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "Retrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an object")
84 DefNode(ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "Retrieve hair curve information")
85 DefNode(ShaderNode, SH_NODE_POINT_INFO, 0, "POINT_INFO", PointInfo, "Point Info", "Retrieve information about points in a point cloud")
86 DefNode(ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "Read volume data attributes from volume grids")
87 DefNode(ShaderNode, SH_NODE_WIREFRAME, def_sh_tex_wireframe, "WIREFRAME", Wireframe, "Wireframe", "Retrieve the edges of an object as it appears to Cycles.\nNote: as meshes are triangulated before being processed by Cycles, topology will always appear triangulated")
88 DefNode(ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "Convert a wavelength value to an RGB value")
89 DefNode(ShaderNode, SH_NODE_BLACKBODY, 0, "BLACKBODY", Blackbody, "Blackbody", "Convert a blackbody temperature to an RGB value")
90 DefNode(ShaderNode, SH_NODE_BUMP, def_sh_bump, "BUMP", Bump, "Bump", "Generate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfaces")
91 DefNode(ShaderNode, SH_NODE_NORMAL_MAP, def_sh_normal_map, "NORMAL_MAP", NormalMap, "Normal Map", "Generate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfaces")
92 DefNode(ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "Generate a tangent direction for the Anisotropic BSDF")
93 DefNode(ShaderNode, SH_NODE_SCRIPT, def_sh_script, "SCRIPT", Script, "Script", "Generate an OSL shader from a file or text data-block.\nNote: OSL shaders are not supported on the GPU")
95 DefNode(ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture","Sample an image file as an environment texture. Typically used to light the scene with the background node")
96 DefNode(ShaderNode, SH_NODE_TEX_SKY, def_sh_tex_sky, "TEX_SKY", TexSky, "Sky Texture", "Generate a procedural sky texture")
97 DefNode(ShaderNode, SH_NODE_TEX_GRADIENT, def_sh_tex_gradient, "TEX_GRADIENT", TexGradient, "Gradient Texture", "Generate interpolated color and intensity values based on the input vector")
99 DefNode(ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "Generate a psychedelic color texture")
100 DefNode(ShaderNode, SH_NODE_TEX_WAVE, def_sh_tex_wave, "TEX_WAVE", TexWave, "Wave Texture", "Generate procedural bands or rings with noise")
101 DefNode(ShaderNode, SH_NODE_TEX_MUSGRAVE, def_sh_tex_musgrave, "TEX_MUSGRAVE", TexMusgrave, "Musgrave Texture", "Generate fractal Perlin noise. Allows for greater control over how octaves are combined than the Noise Texture node")
102 DefNode(ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TEX_VORONOI", TexVoronoi, "Voronoi Texture", "Generate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cells")
103 DefNode(ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "Generate a checkerboard texture")
104 DefNode(ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "Generate a procedural texture producing bricks")
105 DefNode(ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "Generate a volumetric point for each particle or vertex of another object")
106 DefNode(ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","Retrieve multiple types of texture coordinates.\nTypically used as inputs for texture nodes")
107 DefNode(ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "Rotate a vector around a pivot point (center)")
109 DefNode(ShaderNode, SH_NODE_SEPHSV_LEGACY, 0, "SEPHSV", SeparateHSV, "Separate HSV", "Split a color into its hue, saturation, and value channels")
111 DefNode(ShaderNode, SH_NODE_UVMAP, def_sh_uvmap, "UVMAP", UVMap, "UV Map", "Retrieve a UV map from the geometry, or the default fallback if none is specified")
113 DefNode(ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "")
114 DefNode(ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "Split a vector into its X, Y, and Z components")
115 DefNode(ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "Create a vector from X, Y, and Z components")
116 DefNode(ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEVEL", Bevel, "Bevel", "Generates normals with round corners.\nNote: only supported in Cycles, and may slow down renders")
119 DefNode(ShaderNode, SH_NODE_TEX_IES, def_sh_tex_ies, "TEX_IES", TexIES, "IES Texture", "Used to match real world lights with IES files, which store the directional intensity distribution of light sources")
121 DefNode(ShaderNode, SH_NODE_OUTPUT_AOV, def_sh_output_aov, "OUTPUT_AOV", OutputAOV, "AOV Output", "Arbitrary Output Variables.\nProvide custom render passes for arbitrary shader node outputs")
123 DefNode(ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "Create a color from individual components using multiple models")
124 DefNode(ShaderNode, SH_NODE_SEPARATE_COLOR, def_sh_combsep_color, "SEPARATE_COLOR", SeparateColor, "Separate Color", "Split a color into its individual components using multiple models")
125 
126 DefNode(CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
127 DefNode(CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
128 DefNode(CompositorNode, CMP_NODE_VALUE, 0, "VALUE", Value, "Value", "" )
129 DefNode(CompositorNode, CMP_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "Mix", "" )
130 DefNode(CompositorNode, CMP_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "" )
131 DefNode(CompositorNode, CMP_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" )
132 DefNode(CompositorNode, CMP_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" )
133 DefNode(CompositorNode, CMP_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", CurveVec, "Vector Curves", "" )
134 DefNode(CompositorNode, CMP_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", CurveRGB, "RGB Curves", "" )
135 DefNode(CompositorNode, CMP_NODE_ALPHAOVER, def_cmp_alpha_over, "ALPHAOVER", AlphaOver, "Alpha Over", "" )
136 DefNode(CompositorNode, CMP_NODE_BLUR, def_cmp_blur, "BLUR", Blur, "Blur", "" )
137 DefNode(CompositorNode, CMP_NODE_FILTER, def_cmp_filter, "FILTER", Filter, "Filter", "" )
138 DefNode(CompositorNode, CMP_NODE_MAP_VALUE, def_cmp_map_value, "MAP_VALUE", MapValue, "Map Value", "" )
139 DefNode(CompositorNode, CMP_NODE_MAP_RANGE, def_cmp_map_range, "MAP_RANGE", MapRange, "Map Range", "" )
140 DefNode(CompositorNode, CMP_NODE_TIME, def_time, "TIME", Time, "Time Curve", "" )
141 DefNode(CompositorNode, CMP_NODE_VECBLUR, def_cmp_vector_blur, "VECBLUR", VecBlur, "Vector Blur", "" )
142 DefNode(CompositorNode, CMP_NODE_SEPRGBA_LEGACY, 0, "SEPRGBA", SepRGBA, "Separate RGBA", "" )
143 DefNode(CompositorNode, CMP_NODE_SEPHSVA_LEGACY, 0, "SEPHSVA", SepHSVA, "Separate HSVA", "" )
144 DefNode(CompositorNode, CMP_NODE_SETALPHA, def_cmp_set_alpha, "SETALPHA", SetAlpha, "Set Alpha", "" )
145 DefNode(CompositorNode, CMP_NODE_HUE_SAT, 0, "HUE_SAT", HueSat, "Hue Saturation Value","" )
146 DefNode(CompositorNode, CMP_NODE_IMAGE, def_cmp_image, "IMAGE", Image, "Image", "" )
147 DefNode(CompositorNode, CMP_NODE_R_LAYERS, def_cmp_render_layers, "R_LAYERS", RLayers, "Render Layers", "" )
148 DefNode(CompositorNode, CMP_NODE_COMPOSITE, def_cmp_composite, "COMPOSITE", Composite, "Composite", "" )
149 /* NOTE: #OutputFile node has special RNA setup function called in rna_nodetree.c */
150 DefNode(CompositorNode, CMP_NODE_OUTPUT_FILE, 0, "OUTPUT_FILE", OutputFile, "File Output", "" )
151 DefNode(CompositorNode, CMP_NODE_TEXTURE, def_texture, "TEXTURE", Texture, "Texture", "" )
152 DefNode(CompositorNode, CMP_NODE_TRANSLATE, def_cmp_translate, "TRANSLATE", Translate, "Translate", "" )
153 DefNode(CompositorNode, CMP_NODE_ZCOMBINE, def_cmp_zcombine, "ZCOMBINE", Zcombine, "Z Combine", "" )
154 DefNode(CompositorNode, CMP_NODE_COMBRGBA_LEGACY,0, "COMBRGBA", CombRGBA, "Combine RGBA", "" )
155 DefNode(CompositorNode, CMP_NODE_DILATEERODE, def_cmp_dilate_erode, "DILATEERODE", DilateErode, "Dilate/Erode", "" )
156 DefNode(CompositorNode, CMP_NODE_INPAINT, def_cmp_inpaint, "INPAINT", Inpaint, "Inpaint", "" )
157 DefNode(CompositorNode, CMP_NODE_DESPECKLE, def_cmp_despeckle, "DESPECKLE", Despeckle, "Despeckle", "" )
158 DefNode(CompositorNode, CMP_NODE_ROTATE, def_cmp_rotate, "ROTATE", Rotate, "Rotate", "" )
159 DefNode(CompositorNode, CMP_NODE_SCALE, def_cmp_scale, "SCALE", Scale, "Scale", "" )
160 DefNode(CompositorNode, CMP_NODE_SEPYCCA_LEGACY, def_cmp_ycc, "SEPYCCA", SepYCCA, "Separate YCbCrA", "" )
161 DefNode(CompositorNode, CMP_NODE_COMBYCCA_LEGACY,def_cmp_ycc, "COMBYCCA", CombYCCA, "Combine YCbCrA", "" )
162 DefNode(CompositorNode, CMP_NODE_SEPYUVA_LEGACY, 0, "SEPYUVA", SepYUVA, "Separate YUVA", "" )
163 DefNode(CompositorNode, CMP_NODE_COMBYUVA_LEGACY,0, "COMBYUVA", CombYUVA, "Combine YUVA", "" )
164 DefNode(CompositorNode, CMP_NODE_DIFF_MATTE, def_cmp_diff_matte, "DIFF_MATTE", DiffMatte, "Difference Key", "" )
165 DefNode(CompositorNode, CMP_NODE_COLOR_SPILL, def_cmp_color_spill, "COLOR_SPILL", ColorSpill, "Color Spill", "" )
166 DefNode(CompositorNode, CMP_NODE_CHROMA_MATTE, def_cmp_chroma_matte, "CHROMA_MATTE", ChromaMatte, "Chroma Key", "" )
167 DefNode(CompositorNode, CMP_NODE_CHANNEL_MATTE, def_cmp_channel_matte, "CHANNEL_MATTE", ChannelMatte, "Channel Key", "" )
168 DefNode(CompositorNode, CMP_NODE_FLIP, def_cmp_flip, "FLIP", Flip, "Flip", "" )
169 DefNode(CompositorNode, CMP_NODE_SPLITVIEWER, def_cmp_splitviewer, "SPLITVIEWER", SplitViewer, "Split Viewer", "" )
170 DefNode(CompositorNode, CMP_NODE_MAP_UV, def_cmp_map_uv, "MAP_UV", MapUV, "Map UV", "" )
171 DefNode(CompositorNode, CMP_NODE_ID_MASK, def_cmp_id_mask, "ID_MASK", IDMask, "ID Mask", "" )
172 DefNode(CompositorNode, CMP_NODE_DOUBLEEDGEMASK, def_cmp_double_edge_mask,"DOUBLEEDGEMASK", DoubleEdgeMask, "Double Edge Mask", "" )
173 DefNode(CompositorNode, CMP_NODE_DEFOCUS, def_cmp_defocus, "DEFOCUS", Defocus, "Defocus", "" )
174 DefNode(CompositorNode, CMP_NODE_DISPLACE, 0, "DISPLACE", Displace, "Displace", "" )
175 DefNode(CompositorNode, CMP_NODE_COMBHSVA_LEGACY,0, "COMBHSVA", CombHSVA, "Combine HSVA", "" )
176 DefNode(CompositorNode, CMP_NODE_MATH, def_math, "MATH", Math, "Math", "" )
177 DefNode(CompositorNode, CMP_NODE_LUMA_MATTE, def_cmp_luma_matte, "LUMA_MATTE", LumaMatte, "Luminance Key", "" )
179 DefNode(CompositorNode, CMP_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "" )
180 DefNode(CompositorNode, CMP_NODE_INVERT, def_cmp_invert, "INVERT", Invert, "Invert", "" )
181 DefNode(CompositorNode, CMP_NODE_NORMALIZE, 0, "NORMALIZE", Normalize, "Normalize", "" )
182 DefNode(CompositorNode, CMP_NODE_CROP, def_cmp_crop, "CROP", Crop, "Crop", "" )
183 DefNode(CompositorNode, CMP_NODE_DBLUR, def_cmp_dblur, "DBLUR", DBlur, "Directional Blur", "" )
184 DefNode(CompositorNode, CMP_NODE_BILATERALBLUR, def_cmp_bilateral_blur, "BILATERALBLUR", Bilateralblur, "Bilateral Blur", "" )
185 DefNode(CompositorNode, CMP_NODE_PREMULKEY, def_cmp_premul_key, "PREMULKEY", PremulKey, "Alpha Convert", "" )
186 DefNode(CompositorNode, CMP_NODE_GLARE, def_cmp_glare, "GLARE", Glare, "Glare", "" )
187 DefNode(CompositorNode, CMP_NODE_TONEMAP, def_cmp_tonemap, "TONEMAP", Tonemap, "Tonemap", "" )
188 DefNode(CompositorNode, CMP_NODE_LENSDIST, def_cmp_lensdist, "LENSDIST", Lensdist, "Lens Distortion", "" )
189 DefNode(CompositorNode, CMP_NODE_VIEW_LEVELS, def_cmp_levels, "LEVELS", Levels, "Levels", "" )
190 DefNode(CompositorNode, CMP_NODE_COLOR_MATTE, def_cmp_color_matte, "COLOR_MATTE", ColorMatte, "Color Key", "" )
191 DefNode(CompositorNode, CMP_NODE_DIST_MATTE, def_cmp_distance_matte, "DISTANCE_MATTE", DistanceMatte, "Distance Key", "" )
192 DefNode(CompositorNode, CMP_NODE_COLORBALANCE, def_cmp_colorbalance, "COLORBALANCE", ColorBalance, "Color Balance", "" )
193 DefNode(CompositorNode, CMP_NODE_HUECORRECT, def_cmp_huecorrect, "HUECORRECT", HueCorrect, "Hue Correct", "" )
194 DefNode(CompositorNode, CMP_NODE_MOVIECLIP, def_cmp_movieclip, "MOVIECLIP", MovieClip, "Movie Clip", "" )
195 DefNode(CompositorNode, CMP_NODE_TRANSFORM, dev_cmd_transform, "TRANSFORM", Transform, "Transform", "" )
196 DefNode(CompositorNode, CMP_NODE_STABILIZE2D, def_cmp_stabilize2d, "STABILIZE2D", Stabilize, "Stabilize 2D", "" )
197 DefNode(CompositorNode, CMP_NODE_MOVIEDISTORTION,def_cmp_moviedistortion,"MOVIEDISTORTION",MovieDistortion, "Movie Distortion", "" )
198 DefNode(CompositorNode, CMP_NODE_MASK_BOX, def_cmp_boxmask, "BOXMASK", BoxMask, "Box Mask", "" )
199 DefNode(CompositorNode, CMP_NODE_MASK_ELLIPSE, def_cmp_ellipsemask, "ELLIPSEMASK", EllipseMask, "Ellipse Mask", "" )
200 DefNode(CompositorNode, CMP_NODE_BOKEHIMAGE, def_cmp_bokehimage, "BOKEHIMAGE", BokehImage, "Bokeh Image", "" )
201 DefNode(CompositorNode, CMP_NODE_BOKEHBLUR, def_cmp_bokehblur, "BOKEHBLUR", BokehBlur, "Bokeh Blur", "" )
202 DefNode(CompositorNode, CMP_NODE_SWITCH, def_cmp_switch, "SWITCH", Switch, "Switch", "" )
203 DefNode(CompositorNode, CMP_NODE_SWITCH_VIEW, def_cmp_switch_view, "VIEWSWITCH", SwitchView, "Switch View", "" )
204 DefNode(CompositorNode, CMP_NODE_COLORCORRECTION,def_cmp_colorcorrection,"COLORCORRECTION",ColorCorrection, "Color Correction", "" )
205 DefNode(CompositorNode, CMP_NODE_MASK, def_cmp_mask, "MASK", Mask, "Mask", "" )
206 DefNode(CompositorNode, CMP_NODE_KEYINGSCREEN, def_cmp_keyingscreen, "KEYINGSCREEN", KeyingScreen, "Keying Screen", "" )
207 DefNode(CompositorNode, CMP_NODE_KEYING, def_cmp_keying, "KEYING", Keying, "Keying", "" )
208 DefNode(CompositorNode, CMP_NODE_TRACKPOS, def_cmp_trackpos, "TRACKPOS", TrackPos, "Track Position", "" )
209 DefNode(CompositorNode, CMP_NODE_PIXELATE, 0, "PIXELATE", Pixelate, "Pixelate", "" )
210 DefNode(CompositorNode, CMP_NODE_PLANETRACKDEFORM,def_cmp_planetrackdeform,"PLANETRACKDEFORM",PlaneTrackDeform,"Plane Track Deform","" )
211 DefNode(CompositorNode, CMP_NODE_CORNERPIN, 0, "CORNERPIN", CornerPin, "Corner Pin", "" )
212 DefNode(CompositorNode, CMP_NODE_SUNBEAMS, def_cmp_sunbeams, "SUNBEAMS", SunBeams, "Sun Beams", "" )
213 DefNode(CompositorNode, CMP_NODE_CRYPTOMATTE, def_cmp_cryptomatte, "CRYPTOMATTE_V2", CryptomatteV2, "Cryptomatte", "" )
214 DefNode(CompositorNode, CMP_NODE_CRYPTOMATTE_LEGACY, def_cmp_cryptomatte_legacy, "CRYPTOMATTE", Cryptomatte, "Cryptomatte (Legacy)", "" )
215 DefNode(CompositorNode, CMP_NODE_DENOISE, def_cmp_denoise, "DENOISE", Denoise, "Denoise", "" )
216 DefNode(CompositorNode, CMP_NODE_EXPOSURE, 0, "EXPOSURE", Exposure, "Exposure", "" )
217 DefNode(CompositorNode, CMP_NODE_ANTIALIASING, def_cmp_antialiasing, "ANTIALIASING", AntiAliasing, "Anti-Aliasing", "" )
218 DefNode(CompositorNode, CMP_NODE_POSTERIZE, 0, "POSTERIZE", Posterize, "Posterize", "" )
219 DefNode(CompositorNode, CMP_NODE_CONVERT_COLOR_SPACE,def_cmp_convert_color_space, "CONVERT_COLORSPACE", ConvertColorSpace, "Color Space", "" )
220 DefNode(CompositorNode, CMP_NODE_SCENE_TIME, 0, "SCENE_TIME", SceneTime, "Scene Time", "" )
221 DefNode(CompositorNode, CMP_NODE_COMBINE_XYZ, 0, "COMBINE_XYZ", CombineXYZ, "Combine XYZ", "" )
222 DefNode(CompositorNode, CMP_NODE_SEPARATE_XYZ, 0, "SEPARATE_XYZ", SeparateXYZ, "Separate XYZ", "" )
224 DefNode(CompositorNode, CMP_NODE_COMBINE_COLOR, def_cmp_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "" )
225 
227 DefNode(TextureNode, TEX_NODE_CHECKER, 0, "CHECKER", Checker, "Checker", "" )
229 DefNode(TextureNode, TEX_NODE_BRICKS, def_tex_bricks, "BRICKS", Bricks, "Bricks", "" )
233 DefNode(TextureNode, TEX_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "" )
235 DefNode(TextureNode, TEX_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", CurveRGB, "RGB Curves", "" )
237 DefNode(TextureNode, TEX_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value", "" )
238 DefNode(TextureNode, TEX_NODE_CURVE_TIME, def_time, "CURVE_TIME", CurveTime, "Curve Time", "" )
239 DefNode(TextureNode, TEX_NODE_ROTATE, 0, "ROTATE", Rotate, "Rotate", "" )
240 DefNode(TextureNode, TEX_NODE_VIEWER, 0, "VIEWER", Viewer, "Viewer", "" )
241 DefNode(TextureNode, TEX_NODE_TRANSLATE, 0, "TRANSLATE", Translate, "Translate", "" )
242 DefNode(TextureNode, TEX_NODE_COORD, 0, "COORD", Coordinates, "Coordinates", "" )
243 DefNode(TextureNode, TEX_NODE_DISTANCE, 0, "DISTANCE", Distance, "Distance", "" )
244 DefNode(TextureNode, TEX_NODE_COMPOSE_LEGACY, 0, "COMPOSE", Compose, "Combine RGBA", "" )
245 DefNode(TextureNode, TEX_NODE_DECOMPOSE_LEGACY,0, "DECOMPOSE", Decompose, "Separate RGBA", "" )
246 DefNode(TextureNode, TEX_NODE_VALTONOR, 0, "VALTONOR", ValToNor, "Value to Normal", "" )
247 DefNode(TextureNode, TEX_NODE_SCALE, 0, "SCALE", Scale, "Scale", "" )
248 DefNode(TextureNode, TEX_NODE_AT, 0, "AT", At, "At", "" )
249 DefNode(TextureNode, TEX_NODE_COMBINE_COLOR, def_tex_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "" )
251 /* procedural textures */
253 DefNode(TextureNode, TEX_NODE_PROC+TEX_BLEND, 0, "TEX_BLEND", TexBlend, "Blend", "" )
254 DefNode(TextureNode, TEX_NODE_PROC+TEX_MAGIC, 0, "TEX_MAGIC", TexMagic, "Magic", "" )
255 DefNode(TextureNode, TEX_NODE_PROC+TEX_MARBLE, 0, "TEX_MARBLE", TexMarble, "Marble", "" )
256 DefNode(TextureNode, TEX_NODE_PROC+TEX_CLOUDS, 0, "TEX_CLOUDS", TexClouds, "Clouds", "" )
257 DefNode(TextureNode, TEX_NODE_PROC+TEX_WOOD, 0, "TEX_WOOD", TexWood, "Wood", "" )
258 DefNode(TextureNode, TEX_NODE_PROC+TEX_MUSGRAVE, 0, "TEX_MUSGRAVE", TexMusgrave, "Musgrave", "" )
260 DefNode(TextureNode, TEX_NODE_PROC+TEX_STUCCI, 0, "TEX_STUCCI", TexStucci, "Stucci", "" )
261 DefNode(TextureNode, TEX_NODE_PROC+TEX_DISTNOISE, 0, "TEX_DISTNOISE", TexDistNoise, "Distorted Noise", "" )
262 
263 DefNode(FunctionNode, FN_NODE_ALIGN_EULER_TO_VECTOR, def_fn_align_euler_to_vector, "ALIGN_EULER_TO_VECTOR", AlignEulerToVector, "Align Euler to Vector", "")
264 DefNode(FunctionNode, FN_NODE_BOOLEAN_MATH, def_boolean_math, "BOOLEAN_MATH", BooleanMath, "Boolean Math", "")
265 DefNode(FunctionNode, FN_NODE_COMBINE_COLOR, def_fn_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "")
266 DefNode(FunctionNode, FN_NODE_COMPARE, def_compare, "COMPARE", Compare, "Compare", "")
267 DefNode(FunctionNode, FN_NODE_FLOAT_TO_INT, def_float_to_int, "FLOAT_TO_INT", FloatToInt, "Float to Integer", "")
268 DefNode(FunctionNode, FN_NODE_INPUT_BOOL, def_fn_input_bool, "INPUT_BOOL", InputBool, "Boolean", "")
269 DefNode(FunctionNode, FN_NODE_INPUT_COLOR, def_fn_input_color, "INPUT_COLOR", InputColor, "Color", "")
270 DefNode(FunctionNode, FN_NODE_INPUT_INT, def_fn_input_int, "INPUT_INT", InputInt, "Integer", "")
271 DefNode(FunctionNode, FN_NODE_INPUT_SPECIAL_CHARACTERS, 0, "INPUT_SPECIAL_CHARACTERS", InputSpecialCharacters, "Special Characters", "")
272 DefNode(FunctionNode, FN_NODE_INPUT_STRING, def_fn_input_string, "INPUT_STRING", InputString, "String", "")
274 DefNode(FunctionNode, FN_NODE_RANDOM_VALUE, def_fn_random_value, "RANDOM_VALUE", RandomValue, "Random Value", "")
275 DefNode(FunctionNode, FN_NODE_REPLACE_STRING, 0, "REPLACE_STRING", ReplaceString, "Replace String", "")
276 DefNode(FunctionNode, FN_NODE_ROTATE_EULER, def_fn_rotate_euler, "ROTATE_EULER", RotateEuler, "Rotate Euler", "")
278 DefNode(FunctionNode, FN_NODE_SLICE_STRING, 0, "SLICE_STRING", SliceString, "Slice String", "")
279 DefNode(FunctionNode, FN_NODE_STRING_LENGTH, 0, "STRING_LENGTH", StringLength, "String Length", "")
280 DefNode(FunctionNode, FN_NODE_VALUE_TO_STRING, 0, "VALUE_TO_STRING", ValueToString, "Value to String", "")
281 
282 DefNode(GeometryNode, GEO_NODE_ACCUMULATE_FIELD, def_geo_accumulate_field, "ACCUMULATE_FIELD", AccumulateField, "Accumulate Field", "Add the values of an evaluated field together and output the running total for each element")
283 DefNode(GeometryNode, GEO_NODE_ATTRIBUTE_DOMAIN_SIZE, def_geo_attribute_domain_size, "ATTRIBUTE_DOMAIN_SIZE", AttributeDomainSize, "Domain Size", "Retrieve the number of elements in a geometry for each attribute domain")
284 DefNode(GeometryNode, GEO_NODE_ATTRIBUTE_STATISTIC, def_geo_attribute_statistic, "ATTRIBUTE_STATISTIC",AttributeStatistic, "Attribute Statistic","Calculate statistics about a data set from a field evaluated on a geometry")
285 DefNode(GeometryNode, GEO_NODE_BOUNDING_BOX, 0, "BOUNDING_BOX", BoundBox, "Bounding Box", "Calculate the limits of a geometry's positions and generate a box mesh with those dimensions")
286 DefNode(GeometryNode, GEO_NODE_CAPTURE_ATTRIBUTE, def_geo_attribute_capture,"CAPTURE_ATTRIBUTE", CaptureAttribute, "Capture Attribute", "Store the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformation")
287 DefNode(GeometryNode, GEO_NODE_COLLECTION_INFO, def_geo_collection_info, "COLLECTION_INFO", CollectionInfo, "Collection Info", "Retrieve geometry from a collection")
288 DefNode(GeometryNode, GEO_NODE_CONVEX_HULL, 0, "CONVEX_HULL", ConvexHull, "Convex Hull", "Create a mesh that encloses all points in the input geometry with the smallest number of points")
289 DefNode(GeometryNode, GEO_NODE_CURVE_ENDPOINT_SELECTION, 0, "CURVE_ENDPOINT_SELECTION", CurveEndpointSelection, "Endpoint Selection", "Provide a selection for an arbitrary number of endpoints in each spline")
290 DefNode(GeometryNode, GEO_NODE_CURVE_HANDLE_TYPE_SELECTION, def_geo_curve_handle_type_selection, "CURVE_HANDLE_TYPE_SELECTION", CurveHandleTypeSelection, "Handle Type Selection", "Provide a selection based on the handle types of Bézier control points")
291 DefNode(GeometryNode, GEO_NODE_CURVE_LENGTH, 0, "CURVE_LENGTH", CurveLength, "Curve Length", "Retrieve the length of all splines added together")
292 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_ARC, def_geo_curve_primitive_arc, "CURVE_PRIMITIVE_ARC",CurveArc, "Arc", "Generate a poly spline arc")
293 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT, def_geo_curve_primitive_bezier_segment, "CURVE_PRIMITIVE_BEZIER_SEGMENT", CurvePrimitiveBezierSegment, "Bezier Segment", "Generate a 2D Bézier spline from the given control points and handles")
294 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_CIRCLE,def_geo_curve_primitive_circle, "CURVE_PRIMITIVE_CIRCLE", CurvePrimitiveCircle, "Curve Circle", "Generate a poly spline circle")
295 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_LINE, def_geo_curve_primitive_line, "CURVE_PRIMITIVE_LINE", CurvePrimitiveLine, "Curve Line", "Generate a poly spline line with two points")
296 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER, 0, "CURVE_PRIMITIVE_QUADRATIC_BEZIER", CurveQuadraticBezier, "Quadratic Bezier", "Generate a poly spline in a parabola shape with control points positions")
297 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL, def_geo_curve_primitive_quadrilateral, "CURVE_PRIMITIVE_QUADRILATERAL", CurvePrimitiveQuadrilateral, "Quadrilateral", "Generate a polygon with four points")
298 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_SPIRAL,0, "CURVE_PRIMITIVE_SPIRAL", CurveSpiral, "Curve Spiral", "Generate a poly spline in a spiral shape")
299 DefNode(GeometryNode, GEO_NODE_CURVE_PRIMITIVE_STAR, 0, "CURVE_PRIMITIVE_STAR", CurveStar, "Star", "Generate a poly spline in a star pattern by connecting alternating points of two circles")
300 DefNode(GeometryNode, GEO_NODE_CURVE_SET_HANDLE_TYPE, def_geo_curve_set_handle_type, "CURVE_SET_HANDLES", CurveSetHandles, "Set Handle Type", "Set the handle type for the control points of a Bézier curve")
301 DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_PARAMETER,0, "SPLINE_PARAMETER", SplineParameter, "Spline Parameter", "Retrieve how far along each spline a control point is")
302 DefNode(GeometryNode, GEO_NODE_CURVE_SPLINE_TYPE, def_geo_curve_spline_type,"CURVE_SPLINE_TYPE", CurveSplineType, "Set Spline Type", "Change the type of curves")
303 DefNode(GeometryNode, GEO_NODE_CURVE_TO_MESH, 0, "CURVE_TO_MESH", CurveToMesh, "Curve to Mesh", "Convert curves into a mesh, optionally with a custom profile shape defined by curves")
304 DefNode(GeometryNode, GEO_NODE_CURVE_TO_POINTS, def_geo_curve_to_points, "CURVE_TO_POINTS", CurveToPoints, "Curve to Points", "Generate a point cloud by sampling positions along curves")
305 DefNode(GeometryNode, GEO_NODE_DEFORM_CURVES_ON_SURFACE, 0, "DEFORM_CURVES_ON_SURFACE", DeformCurvesOnSurface, "Deform Curves on Surface", "Translate and rotate curves based on changes between the object's original and evaluated surface mesh")
306 DefNode(GeometryNode, GEO_NODE_DELETE_GEOMETRY, def_geo_delete_geometry, "DELETE_GEOMETRY", DeleteGeometry, "Delete Geometry", "Remove selected elements of a geometry")
307 DefNode(GeometryNode, GEO_NODE_DISTRIBUTE_POINTS_ON_FACES, def_geo_distribute_points_on_faces, "DISTRIBUTE_POINTS_ON_FACES", DistributePointsOnFaces, "Distribute Points on Faces", "Generate points spread out on the surface of a mesh")
308 DefNode(GeometryNode, GEO_NODE_DUAL_MESH, 0, "DUAL_MESH", DualMesh, "Dual Mesh", "Convert Faces into vertices and vertices into faces")
309 DefNode(GeometryNode, GEO_NODE_DUPLICATE_ELEMENTS, def_geo_duplicate_elements, "DUPLICATE_ELEMENTS", DuplicateElements, "Duplicate Elements", "Generate an arbitrary number copies of each selected input element")
310 DefNode(GeometryNode, GEO_NODE_EDGE_PATHS_TO_CURVES, 0, "EDGE_PATHS_TO_CURVES", EdgePathsToCurves, "Edge Paths to Curves", "")
311 DefNode(GeometryNode, GEO_NODE_EDGE_PATHS_TO_SELECTION, 0, "EDGE_PATHS_TO_SELECTION", EdgePathsToSelection, "Edge Paths to Selection", "")
312 DefNode(GeometryNode, GEO_NODE_EXTRUDE_MESH, def_geo_extrude_mesh, "EXTRUDE_MESH", ExtrudeMesh, "Extrude Mesh", "Generate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundary")
313 DefNode(GeometryNode, GEO_NODE_FIELD_AT_INDEX, def_geo_field_at_index, "FIELD_AT_INDEX", FieldAtIndex, "Field at Index", "Retrieve data of other elements in the context's geometry")
314 DefNode(GeometryNode, GEO_NODE_FILL_CURVE, def_geo_curve_fill, "FILL_CURVE", FillCurve, "Fill Curve", "Generate a mesh on the XY plane with faces on the inside of input curves")
315 DefNode(GeometryNode, GEO_NODE_FILLET_CURVE, def_geo_curve_fillet, "FILLET_CURVE", FilletCurve, "Fillet Curve", "Round corners by generating circular arcs on each control point")
316 DefNode(GeometryNode, GEO_NODE_FLIP_FACES, 0, "FLIP_FACES", FlipFaces, "Flip Faces", "Reverse the order of the vertices and edges of selected faces, flipping their normal direction")
317 DefNode(GeometryNode, GEO_NODE_GEOMETRY_TO_INSTANCE, 0, "GEOMETRY_TO_INSTANCE", GeometryToInstance, "Geometry to Instance", "Convert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are large")
318 DefNode(GeometryNode, GEO_NODE_IMAGE_TEXTURE, def_geo_image_texture, "IMAGE_TEXTURE", ImageTexture, "Image Texture", "Sample values from an image texture")
319 DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_HANDLES, 0, "INPUT_CURVE_HANDLES",InputCurveHandlePositions,"Curve Handle Positions", "Retrieve the position of each Bézier control point's handles")
320 DefNode(GeometryNode, GEO_NODE_INPUT_CURVE_TILT, 0, "INPUT_CURVE_TILT", InputCurveTilt, "Curve Tilt", "Retrieve the angle at each control point used to twist the curve's normal around its tangent")
321 DefNode(GeometryNode, GEO_NODE_INPUT_ID, 0, "INPUT_ID", InputID, "ID", "Retrieve a stable random identifier value from the \"id\" attribute on the point domain, or the index if the attribute does not exist")
322 DefNode(GeometryNode, GEO_NODE_INPUT_INDEX, 0, "INDEX", InputIndex, "Index", "Retrieve an integer value indicating the position of each element in the list, starting at zero")
323 DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_ROTATION, 0, "INPUT_INSTANCE_ROTATION", InputInstanceRotation, "Instance Rotation", "Retrieve the rotation of each instance in the geometry")
324 DefNode(GeometryNode, GEO_NODE_INPUT_INSTANCE_SCALE, 0, "INPUT_INSTANCE_SCALE", InputInstanceScale, "Instance Scale", "Retrieve the scale of each instance in the geometry")
325 DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL_INDEX, 0, "INPUT_MATERIAL_INDEX", InputMaterialIndex, "Material Index", "Retrieve the index of the material used for each element in the geometry's list of materials")
326 DefNode(GeometryNode, GEO_NODE_INPUT_MATERIAL, def_geo_input_material, "INPUT_MATERIAL", InputMaterial, "Material", "Output a single material")
327 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_ANGLE, 0, "MESH_EDGE_ANGLE", InputMeshEdgeAngle, "Edge Angle", "Calculate the surface area of each face in a mesh")
328 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS, 0, "MESH_EDGE_NEIGHBORS",InputMeshEdgeNeighbors, "Edge Neighbors", "Retrieve the number of faces that use each edge as one of their sides")
329 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_EDGE_VERTICES, 0, "MESH_EDGE_VERTICES", InputMeshEdgeVertices, "Edge Vertices", "Retrieve topology information relating to each edge of a mesh")
330 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_AREA, 0, "MESH_FACE_AREA", InputMeshFaceArea, "Face Area", "Calculate the surface area of a mesh's faces")
331 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_IS_PLANAR, 0, "MESH_FACE_IS_PLANAR",InputMeshFaceIsPlanar, "Is Face Planar", "Retrieve whether all triangles in a face are on the same plane, i.e. whether have the same normal")
332 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_FACE_NEIGHBORS, 0, "MESH_FACE_NEIGHBORS",InputMeshFaceNeighbors, "Face Neighbors", "Retrieve topology information relating to each face of a mesh")
333 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_ISLAND, 0, "MESH_ISLAND", InputMeshIsland, "Mesh Island", "Retrieve information about separate connected regions in a mesh")
334 DefNode(GeometryNode, GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS, 0, "MESH_VERTEX_NEIGHBORS", InputMeshVertexNeighbors, "Vertex Neighbors", "Retrieve topology information relating to each vertex of a mesh")
335 DefNode(GeometryNode, GEO_NODE_INPUT_NAMED_ATTRIBUTE, def_geo_input_named_attribute, "INPUT_ATTRIBUTE", InputNamedAttribute, "Named Attribute", "Retrieve the data of a specified attribute")
336 DefNode(GeometryNode, GEO_NODE_INPUT_NORMAL, 0, "INPUT_NORMAL", InputNormal, "Normal", "Retrieve a unit length vector indicating the direction pointing away from the geometry at each element")
337 DefNode(GeometryNode, GEO_NODE_INPUT_POSITION, 0, "POSITION", InputPosition, "Position", "Retrieve a vector indicating the location of each element")
338 DefNode(GeometryNode, GEO_NODE_INPUT_RADIUS, 0, "INPUT_RADIUS", InputRadius, "Radius", "Retrieve the radius at each point on curve or point cloud geometry")
339 DefNode(GeometryNode, GEO_NODE_INPUT_SCENE_TIME, 0, "INPUT_SCENE_TIME", InputSceneTime, "Scene Time", "Retrieve the current time in the scene's animation in units of seconds or frames")
340 DefNode(GeometryNode, GEO_NODE_INPUT_SHADE_SMOOTH, 0, "INPUT_SHADE_SMOOTH", InputShadeSmooth, "Is Shade Smooth", "Retrieve whether each face is marked for smooth shading")
341 DefNode(GeometryNode, GEO_NODE_INPUT_SHORTEST_EDGE_PATHS, 0, "SHORTEST_EDGE_PATHS", InputShortestEdgePaths, "Shortest Edge Paths", "")
342 DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_CYCLIC, 0, "INPUT_SPLINE_CYCLIC",InputSplineCyclic, "Is Spline Cyclic", "Retrieve whether each spline endpoint connects to the beginning")
343 DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_LENGTH, 0, "SPLINE_LENGTH", SplineLength, "Spline Length", "Retrieve the total length of each spline, as a distance or as a number of points")
344 DefNode(GeometryNode, GEO_NODE_INPUT_SPLINE_RESOLUTION, 0, "INPUT_SPLINE_RESOLUTION", InputSplineResolution, "Spline Resolution", "Retrieve the number of evaluated points that will be generated for every control point on curves")
345 DefNode(GeometryNode, GEO_NODE_INPUT_TANGENT, 0, "INPUT_TANGENT", InputTangent, "Curve Tangent", "Retrieve the direction of curves at each control point")
346 DefNode(GeometryNode, GEO_NODE_INSTANCE_ON_POINTS, 0, "INSTANCE_ON_POINTS", InstanceOnPoints, "Instance on Points", "Generate a reference to geometry at each of the input points, without duplicating its underlying data")
347 DefNode(GeometryNode, GEO_NODE_INSTANCES_TO_POINTS, 0, "INSTANCES_TO_POINTS",InstancesToPoints, "Instances to Points","Generate points at the origins of instances.\nNote: Nested instances are not affected by this node")
348 DefNode(GeometryNode, GEO_NODE_INTERPOLATE_DOMAIN, def_geo_interpolate_domain, "FIELD_ON_DOMAIN", FieldOnDomain, "Interpolate Domain", "Retrieve values from a field on a different domain besides the domain from the context")
349 DefNode(GeometryNode, GEO_NODE_IS_VIEWPORT, 0, "IS_VIEWPORT", IsViewport, "Is Viewport", "Retrieve whether the nodes are being evaluated for the viewport rather than the final render")
350 DefNode(GeometryNode, GEO_NODE_JOIN_GEOMETRY, 0, "JOIN_GEOMETRY", JoinGeometry, "Join Geometry", "Merge separately generated geometries into a single one")
351 DefNode(GeometryNode, GEO_NODE_MATERIAL_SELECTION, 0, "MATERIAL_SELECTION", MaterialSelection, "Material Selection", "Provide a selection of faces that use the specified material")
352 DefNode(GeometryNode, GEO_NODE_MERGE_BY_DISTANCE, def_geo_merge_by_distance,"MERGE_BY_DISTANCE", MergeByDistance, "Merge by Distance", "Merge vertices or points within a given distance")
353 DefNode(GeometryNode, GEO_NODE_MESH_BOOLEAN, def_geo_boolean, "MESH_BOOLEAN", MeshBoolean, "Mesh Boolean", "Cut, subtract, or join multiple mesh inputs")
354 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CIRCLE, def_geo_mesh_circle, "MESH_PRIMITIVE_CIRCLE", MeshCircle, "Mesh Circle", "Generate a circular ring of edges")
355 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CONE, def_geo_mesh_cone, "MESH_PRIMITIVE_CONE",MeshCone, "Cone", "Generate a cone mesh")
356 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CUBE, 0, "MESH_PRIMITIVE_CUBE",MeshCube, "Cube", "Generate a cuboid mesh with variable side lengths and subdivisions")
357 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_CYLINDER, def_geo_mesh_cylinder, "MESH_PRIMITIVE_CYLINDER", MeshCylinder, "Cylinder", "Generate a cylinder mesh")
358 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_GRID, 0, "MESH_PRIMITIVE_GRID",MeshGrid, "Grid", "Generate a planar mesh on the XY plane")
359 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE, 0, "MESH_PRIMITIVE_ICO_SPHERE", MeshIcoSphere, "Ico Sphere", "Generate a spherical mesh that consists of equally sized triangles")
360 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_LINE, def_geo_mesh_line, "MESH_PRIMITIVE_LINE",MeshLine, "Mesh Line", "Generate vertices in a line and connect them with edges")
361 DefNode(GeometryNode, GEO_NODE_MESH_PRIMITIVE_UV_SPHERE, 0, "MESH_PRIMITIVE_UV_SPHERE", MeshUVSphere, "UV Sphere", "Generate a spherical mesh with quads, except for triangles at the top and bottom")
362 DefNode(GeometryNode, GEO_NODE_MESH_TO_CURVE, 0, "MESH_TO_CURVE", MeshToCurve, "Mesh to Curve", "Generate a curve from a mesh")
363 DefNode(GeometryNode, GEO_NODE_MESH_TO_POINTS, def_geo_mesh_to_points, "MESH_TO_POINTS", MeshToPoints, "Mesh to Points", "Generate a point cloud from a mesh's vertices")
364 DefNode(GeometryNode, GEO_NODE_MESH_TO_VOLUME, def_geo_mesh_to_volume, "MESH_TO_VOLUME", MeshToVolume, "Mesh to Volume", "Create a fog volume with the shape of the input mesh's surface")
365 DefNode(GeometryNode, GEO_NODE_OBJECT_INFO, def_geo_object_info, "OBJECT_INFO", ObjectInfo, "Object Info", "Retrieve information from an object")
366 DefNode(GeometryNode, GEO_NODE_POINTS_TO_VERTICES, 0, "POINTS_TO_VERTICES", PointsToVertices, "Points to Vertices", "Generate a mesh vertex for each point cloud point")
367 DefNode(GeometryNode, GEO_NODE_POINTS_TO_VOLUME, def_geo_points_to_volume, "POINTS_TO_VOLUME", PointsToVolume, "Points to Volume", "Generate a fog volume sphere around every point")
368 DefNode(GeometryNode, GEO_NODE_POINTS, 0, "POINTS", Points, "Points", "Generate a point cloud with positions and radii defined by fields")
369 DefNode(GeometryNode, GEO_NODE_PROXIMITY, def_geo_proximity, "PROXIMITY", Proximity, "Geometry Proximity", "Compute the closest location on the target geometry")
370 DefNode(GeometryNode, GEO_NODE_RAYCAST, def_geo_raycast, "RAYCAST", Raycast, "Raycast", "Cast rays from the context geometry onto a target geometry, and retrieve information from each hit point")
371 DefNode(GeometryNode, GEO_NODE_REALIZE_INSTANCES, def_geo_realize_instances,"REALIZE_INSTANCES", RealizeInstances, "Realize Instances", "Change the direction of the curve by swapping each spline's start and end data")
372 DefNode(GeometryNode, GEO_NODE_REMOVE_ATTRIBUTE, 0, "REMOVE_ATTRIBUTE", RemoveAttribute, "Remove Named Attribute", "Delete an attribute with a specified name from a geometry. Typically used to optimize performance")
373 DefNode(GeometryNode, GEO_NODE_REPLACE_MATERIAL, 0, "REPLACE_MATERIAL", ReplaceMaterial, "Replace Material", "Swap one material with another")
374 DefNode(GeometryNode, GEO_NODE_RESAMPLE_CURVE, def_geo_curve_resample, "RESAMPLE_CURVE", ResampleCurve, "Resample Curve", "Generate a poly spline for each input spline")
375 DefNode(GeometryNode, GEO_NODE_REVERSE_CURVE, 0, "REVERSE_CURVE", ReverseCurve, "Reverse Curve", "Swap the start and end of splines")
376 DefNode(GeometryNode, GEO_NODE_ROTATE_INSTANCES, 0, "ROTATE_INSTANCES", RotateInstances, "Rotate Instances", "Rotate geometry instances in local or global space")
377 DefNode(GeometryNode, GEO_NODE_SAMPLE_CURVE, def_geo_curve_sample, "SAMPLE_CURVE", SampleCurve, "Sample Curve", "Retrieve data from a point on a curve at a certain distance from its start")
378 DefNode(GeometryNode, GEO_NODE_SCALE_ELEMENTS, def_geo_scale_elements, "SCALE_ELEMENTS", ScaleElements, "Scale Elements", "Scale groups of connected edges and faces")
379 DefNode(GeometryNode, GEO_NODE_SCALE_INSTANCES, 0, "SCALE_INSTANCES", ScaleInstances, "Scale Instances", "Scale geometry instances in local or global space")
380 DefNode(GeometryNode, GEO_NODE_SEPARATE_COMPONENTS, 0, "SEPARATE_COMPONENTS",SeparateComponents, "Separate Components","Split a geometry into a separate output for each type of data in the geometry")
381 DefNode(GeometryNode, GEO_NODE_SEPARATE_GEOMETRY, def_geo_separate_geometry,"SEPARATE_GEOMETRY", SeparateGeometry, "Separate Geometry", "Split a geometry into two geometry outputs based on a selection")
382 DefNode(GeometryNode, GEO_NODE_SET_CURVE_HANDLES, def_geo_curve_set_handle_positions, "SET_CURVE_HANDLES", SetCurveHandlePositions, "Set Handle Positions", "Set the positions for the handles of Bézier curves")
383 DefNode(GeometryNode, GEO_NODE_SET_CURVE_RADIUS, 0, "SET_CURVE_RADIUS", SetCurveRadius, "Set Curve Radius", "Set the radius of the curve at each control point")
384 DefNode(GeometryNode, GEO_NODE_SET_CURVE_TILT, 0, "SET_CURVE_TILT", SetCurveTilt, "Set Curve Tilt", "Set the tilt angle at each curve control point")
385 DefNode(GeometryNode, GEO_NODE_SET_ID, 0, "SET_ID", SetID, "Set ID", "Set the id attribute on the input geometry, mainly used internally for randomizing")
386 DefNode(GeometryNode, GEO_NODE_SET_MATERIAL_INDEX, 0, "SET_MATERIAL_INDEX", SetMaterialIndex, "Set Material Index", "Set the material index for each selected geometry element")
387 DefNode(GeometryNode, GEO_NODE_SET_MATERIAL, 0, "SET_MATERIAL", SetMaterial, "Set Material", "Assign a material to geometry elements")
388 DefNode(GeometryNode, GEO_NODE_SET_POINT_RADIUS, 0, "SET_POINT_RADIUS", SetPointRadius, "Set Point Radius", "Set the display size of point cloud points")
389 DefNode(GeometryNode, GEO_NODE_SET_POSITION, 0, "SET_POSITION", SetPosition, "Set Position", "Set the location of each point")
390 DefNode(GeometryNode, GEO_NODE_SET_SHADE_SMOOTH, 0, "SET_SHADE_SMOOTH", SetShadeSmooth, "Set Shade Smooth", "Control the smoothness of mesh normals around each face by changing the \"shade smooth\" attribute")
391 DefNode(GeometryNode, GEO_NODE_SET_SPLINE_CYCLIC, 0, "SET_SPLINE_CYCLIC", SetSplineCyclic, "Set Spline Cyclic", "Control whether each spline loops back on itself by changing the \"cyclic\" attribute")
392 DefNode(GeometryNode, GEO_NODE_SET_SPLINE_RESOLUTION, 0, "SET_SPLINE_RESOLUTION", SetSplineResolution, "Set Spline Resolution", "Control how many evaluated points should be generated on every curve segment")
393 DefNode(GeometryNode, GEO_NODE_SPLIT_EDGES, 0, "SPLIT_EDGES", SplitEdges, "Split Edges", "Duplicate mesh edges and break connections with the surrounding faces")
394 DefNode(GeometryNode, GEO_NODE_STORE_NAMED_ATTRIBUTE, def_geo_store_named_attribute, "STORE_NAMED_ATTRIBUTE", StoreNamedAttribute, "Store Named Attribute", "Store the result of a field on a geometry as an attribute with the specified name")
395 DefNode(GeometryNode, GEO_NODE_STRING_JOIN, 0, "STRING_JOIN", StringJoin, "Join Strings", "Combine any number of input strings")
396 DefNode(GeometryNode, GEO_NODE_STRING_TO_CURVES, def_geo_string_to_curves, "STRING_TO_CURVES", StringToCurves, "String to Curves", "Generate a paragraph of text with a specific font, using a curve instance to store each character")
397 DefNode(GeometryNode, GEO_NODE_SUBDIVIDE_CURVE, 0, "SUBDIVIDE_CURVE", SubdivideCurve, "Subdivide Curve", "Dividing each curve segment into a specified number of pieces")
398 DefNode(GeometryNode, GEO_NODE_SUBDIVIDE_MESH, 0, "SUBDIVIDE_MESH", SubdivideMesh, "Subdivide Mesh", "Divide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new vertices")
399 DefNode(GeometryNode, GEO_NODE_SUBDIVISION_SURFACE, def_geo_subdivision_surface, "SUBDIVISION_SURFACE",SubdivisionSurface, "Subdivision Surface","Divide mesh faces to form a smooth surface, using the Catmull-Clark subdivision method")
400 DefNode(GeometryNode, GEO_NODE_SWITCH, def_geo_switch, "SWITCH", Switch, "Switch", "Switch between two inputs")
401 DefNode(GeometryNode, GEO_NODE_TRANSFER_ATTRIBUTE, def_geo_transfer_attribute, "ATTRIBUTE_TRANSFER", AttributeTransfer, "Transfer Attribute", "Retrieve values from a source geometry and provides them as a field by interpolating them with the context geometry")
402 DefNode(GeometryNode, GEO_NODE_TRANSFORM, 0, "TRANSFORM", Transform, "Transform", "Translate, rotate or scale the geometry")
403 DefNode(GeometryNode, GEO_NODE_TRANSLATE_INSTANCES, 0, "TRANSLATE_INSTANCES",TranslateInstances, "Translate Instances","Move top-level geometry instances in local or global space")
404 DefNode(GeometryNode, GEO_NODE_TRIANGULATE, def_geo_triangulate, "TRIANGULATE", Triangulate, "Triangulate", "Convert all faces in a mesh to triangular faces")
405 DefNode(GeometryNode, GEO_NODE_TRIM_CURVE, def_geo_curve_trim, "TRIM_CURVE", TrimCurve, "Trim Curve", "Shorten curves by removing portions at the start or end")
406 DefNode(GeometryNode, GEO_NODE_UV_PACK_ISLANDS, 0, "UV_PACK_ISLANDS", UVPackIslands, "Pack UV Islands", "Scale islands of a UV map and move them so they fill the UV space as much as possible")
407 DefNode(GeometryNode, GEO_NODE_UV_UNWRAP, def_geo_uv_unwrap, "UV_UNWRAP", UVUnwrap, "UV Unwrap", "Generate a UV map islands based on seam edges")
408 DefNode(GeometryNode, GEO_NODE_VIEWER, def_geo_viewer, "VIEWER", Viewer, "Viewer", "Display the input data in the Spreadsheet Editor")
409 DefNode(GeometryNode, GEO_NODE_VOLUME_CUBE, 0, "VOLUME_CUBE", VolumeCube, "Volume Cube", "Generate a dense volume with a field that controls the density at each grid voxel based on its position")
410 DefNode(GeometryNode, GEO_NODE_VOLUME_TO_MESH, def_geo_volume_to_mesh, "VOLUME_TO_MESH", VolumeToMesh, "Volume to Mesh", "Generate a mesh on the \"surface\" of a volume")
411 
412 /* undefine macros */
413 #undef DefNode
414 
415  /* clang-format on */
#define GEO_NODE_SET_POSITION
Definition: BKE_node.h:1419
#define GEO_NODE_MERGE_BY_DISTANCE
Definition: BKE_node.h:1494
#define GEO_NODE_TRIANGULATE
Definition: BKE_node.h:1383
#define SH_NODE_MIX_SHADER
Definition: BKE_node.h:1105
#define CMP_NODE_PREMULKEY
Definition: BKE_node.h:1251
#define CMP_NODE_DENOISE
Definition: BKE_node.h:1290
#define CMP_NODE_VALTORGB
Definition: BKE_node.h:1200
#define GEO_NODE_EDGE_PATHS_TO_SELECTION
Definition: BKE_node.h:1511
#define SH_NODE_COMBINE_COLOR
Definition: BKE_node.h:1182
#define GEO_NODE_SET_CURVE_HANDLES
Definition: BKE_node.h:1455
#define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE
Definition: BKE_node.h:1395
#define CMP_NODE_MASK
Definition: BKE_node.h:1264
#define FN_NODE_VALUE_TO_STRING
Definition: BKE_node.h:1525
#define CMP_NODE_SCALE
Definition: BKE_node.h:1225
#define GEO_NODE_OBJECT_INFO
Definition: BKE_node.h:1386
#define GEO_NODE_SUBDIVISION_SURFACE
Definition: BKE_node.h:1468
#define SH_NODE_HOLDOUT
Definition: BKE_node.h:1130
#define CMP_NODE_EXPOSURE
Definition: BKE_node.h:1291
#define TEX_NODE_COORD
Definition: BKE_node.h:1363
#define SH_NODE_TEX_GRADIENT
Definition: BKE_node.h:1120
#define TEX_NODE_DISTANCE
Definition: BKE_node.h:1364
#define CMP_NODE_COMBINE_XYZ
Definition: BKE_node.h:1297
#define SH_NODE_SQUEEZE
Definition: BKE_node.h:1094
#define SH_NODE_VOLUME_INFO
Definition: BKE_node.h:1176
#define CMP_NODE_COMPOSITE
Definition: BKE_node.h:1217
#define GEO_NODE_STRING_JOIN
Definition: BKE_node.h:1429
#define GEO_NODE_DELETE_GEOMETRY
Definition: BKE_node.h:1445
#define CMP_NODE_MIX_RGB
Definition: BKE_node.h:1199
#define CMP_NODE_VECBLUR
Definition: BKE_node.h:1210
#define GEO_NODE_CURVE_SPLINE_PARAMETER
Definition: BKE_node.h:1430
#define CMP_NODE_MAP_RANGE
Definition: BKE_node.h:1285
#define NODE_REROUTE
Definition: BKE_node.h:986
#define CMP_NODE_SEPHSVA_LEGACY
Definition: BKE_node.h:1212
#define GEO_NODE_INPUT_MESH_EDGE_VERTICES
Definition: BKE_node.h:1479
#define GEO_NODE_CURVE_ENDPOINT_SELECTION
Definition: BKE_node.h:1469
#define GEO_NODE_STORE_NAMED_ATTRIBUTE
Definition: BKE_node.h:1497
#define CMP_NODE_TIME
Definition: BKE_node.h:1209
#define FN_NODE_REPLACE_STRING
Definition: BKE_node.h:1533
#define CMP_NODE_COLOR_SPILL
Definition: BKE_node.h:1231
#define SH_NODE_TEX_MAGIC
Definition: BKE_node.h:1122
#define CMP_NODE_SPLITVIEWER
Definition: BKE_node.h:1235
#define CMP_NODE_DESPECKLE
Definition: BKE_node.h:1269
#define GEO_NODE_CURVE_PRIMITIVE_STAR
Definition: BKE_node.h:1408
#define GEO_NODE_INPUT_RADIUS
Definition: BKE_node.h:1447
#define GEO_NODE_MESH_TO_POINTS
Definition: BKE_node.h:1435
#define CMP_NODE_VIEWER
Definition: BKE_node.h:1196
#define SH_NODE_UVMAP
Definition: BKE_node.h:1158
#define GEO_NODE_MESH_PRIMITIVE_CIRCLE
Definition: BKE_node.h:1392
#define GEO_NODE_INPUT_SPLINE_LENGTH
Definition: BKE_node.h:1440
#define CMP_NODE_LUMA_MATTE
Definition: BKE_node.h:1243
#define SH_NODE_COMBXYZ
Definition: BKE_node.h:1160
#define GEO_NODE_DEFORM_CURVES_ON_SURFACE
Definition: BKE_node.h:1508
#define GEO_NODE_SEPARATE_COMPONENTS
Definition: BKE_node.h:1407
#define CMP_NODE_CORNERPIN
Definition: BKE_node.h:1287
#define GEO_NODE_MESH_TO_VOLUME
Definition: BKE_node.h:1505
#define CMP_NODE_KEYINGSCREEN
Definition: BKE_node.h:1265
#define CMP_NODE_MASK_ELLIPSE
Definition: BKE_node.h:1279
#define GEO_NODE_POINTS_TO_VERTICES
Definition: BKE_node.h:1436
#define CMP_NODE_DISPLACE
Definition: BKE_node.h:1240
#define GEO_NODE_BOUNDING_BOX
Definition: BKE_node.h:1399
#define GEO_NODE_SUBDIVIDE_MESH
Definition: BKE_node.h:1390
#define CMP_NODE_COMBYCCA_LEGACY
Definition: BKE_node.h:1227
#define CMP_NODE_RGBTOBW
Definition: BKE_node.h:1201
#define SH_NODE_BSDF_PRINCIPLED
Definition: BKE_node.h:1164
#define SH_NODE_EMISSION
Definition: BKE_node.h:1115
#define CMP_NODE_SEPRGBA_LEGACY
Definition: BKE_node.h:1211
#define GEO_NODE_SET_SHADE_SMOOTH
Definition: BKE_node.h:1456
#define CMP_NODE_SEPARATE_COLOR
Definition: BKE_node.h:1299
#define CMP_NODE_CRYPTOMATTE
Definition: BKE_node.h:1292
#define SH_NODE_VECTOR_ROTATE
Definition: BKE_node.h:1179
#define CMP_NODE_BILATERALBLUR
Definition: BKE_node.h:1250
#define CMP_NODE_MAP_VALUE
Definition: BKE_node.h:1208
#define GEO_NODE_ATTRIBUTE_STATISTIC
Definition: BKE_node.h:1426
#define GEO_NODE_INPUT_MATERIAL_INDEX
Definition: BKE_node.h:1460
#define CMP_NODE_TRANSLATE
Definition: BKE_node.h:1220
#define GEO_NODE_SET_POINT_RADIUS
Definition: BKE_node.h:1459
#define GEO_NODE_VIEWER
Definition: BKE_node.h:1413
#define GEO_NODE_UV_PACK_ISLANDS
Definition: BKE_node.h:1507
#define GEO_NODE_TRANSFORM
Definition: BKE_node.h:1384
#define TEX_NODE_ROTATE
Definition: BKE_node.h:1360
#define CMP_NODE_MOVIEDISTORTION
Definition: BKE_node.h:1260
#define CMP_NODE_TONEMAP
Definition: BKE_node.h:1273
#define GEO_NODE_EXTRUDE_MESH
Definition: BKE_node.h:1493
#define GEO_NODE_INPUT_SCENE_TIME
Definition: BKE_node.h:1486
#define GEO_NODE_SET_CURVE_TILT
Definition: BKE_node.h:1454
#define GEO_NODE_CURVE_PRIMITIVE_CIRCLE
Definition: BKE_node.h:1412
#define SH_NODE_ADD_SHADER
Definition: BKE_node.h:1127
#define FN_NODE_RANDOM_VALUE
Definition: BKE_node.h:1529
#define SH_NODE_LAYER_WEIGHT
Definition: BKE_node.h:1131
#define SH_NODE_SUBSURFACE_SCATTERING
Definition: BKE_node.h:1148
#define CMP_NODE_INPAINT
Definition: BKE_node.h:1268
#define CMP_NODE_COLORBALANCE
Definition: BKE_node.h:1255
#define GEO_NODE_CURVE_PRIMITIVE_LINE
Definition: BKE_node.h:1414
#define SH_NODE_MAP_RANGE
Definition: BKE_node.h:1173
#define GEO_NODE_REMOVE_ATTRIBUTE
Definition: BKE_node.h:1499
#define TEX_NODE_DECOMPOSE_LEGACY
Definition: BKE_node.h:1366
#define CMP_NODE_HUE_SAT
Definition: BKE_node.h:1214
#define GEO_NODE_INPUT_MESH_ISLAND
Definition: BKE_node.h:1485
#define SH_NODE_UVALONGSTROKE
Definition: BKE_node.h:1162
#define GEO_NODE_UV_UNWRAP
Definition: BKE_node.h:1506
#define GEO_NODE_MESH_PRIMITIVE_CUBE
Definition: BKE_node.h:1391
#define SH_NODE_VOLUME_ABSORPTION
Definition: BKE_node.h:1132
#define CMP_NODE_BOKEHIMAGE
Definition: BKE_node.h:1280
#define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES
Definition: BKE_node.h:1432
#define SH_NODE_SEPRGB_LEGACY
Definition: BKE_node.h:1097
#define FN_NODE_INPUT_COLOR
Definition: BKE_node.h:1532
#define CMP_NODE_COMBYUVA_LEGACY
Definition: BKE_node.h:1229
#define GEO_NODE_MESH_PRIMITIVE_CONE
Definition: BKE_node.h:1396
#define CMP_NODE_ROTATE
Definition: BKE_node.h:1224
#define SH_NODE_BUMP
Definition: BKE_node.h:1141
#define TEX_NODE_BRICKS
Definition: BKE_node.h:1350
#define CMP_NODE_FILTER
Definition: BKE_node.h:1207
#define CMP_NODE_DIFF_MATTE
Definition: BKE_node.h:1230
#define CMP_NODE_GAMMA
Definition: BKE_node.h:1245
#define GEO_NODE_IS_VIEWPORT
Definition: BKE_node.h:1389
#define FN_NODE_INPUT_VECTOR
Definition: BKE_node.h:1522
#define SH_NODE_TEX_ENVIRONMENT
Definition: BKE_node.h:1128
#define SH_NODE_BSDF_VELVET
Definition: BKE_node.h:1114
#define GEO_NODE_REPLACE_MATERIAL
Definition: BKE_node.h:1404
#define GEO_NODE_REVERSE_CURVE
Definition: BKE_node.h:1437
#define SH_NODE_VALUE
Definition: BKE_node.h:1080
#define CMP_NODE_ALPHAOVER
Definition: BKE_node.h:1205
#define CMP_NODE_TEXTURE
Definition: BKE_node.h:1219
#define TEX_NODE_SCALE
Definition: BKE_node.h:1368
#define TEX_NODE_TRANSLATE
Definition: BKE_node.h:1362
#define CMP_NODE_HUECORRECT
Definition: BKE_node.h:1256
#define TEX_NODE_AT
Definition: BKE_node.h:1369
#define GEO_NODE_MESH_BOOLEAN
Definition: BKE_node.h:1385
#define CMP_NODE_SEPYUVA_LEGACY
Definition: BKE_node.h:1228
#define GEO_NODE_INPUT_NORMAL
Definition: BKE_node.h:1421
#define TEX_NODE_VALTONOR
Definition: BKE_node.h:1367
#define TEX_NODE_COMBINE_COLOR
Definition: BKE_node.h:1370
#define GEO_NODE_VOLUME_CUBE
Definition: BKE_node.h:1502
#define SH_NODE_MATH
Definition: BKE_node.h:1092
#define CMP_NODE_COMBHSVA_LEGACY
Definition: BKE_node.h:1241
#define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION
Definition: BKE_node.h:1444
#define SH_NODE_TEX_IES
Definition: BKE_node.h:1165
#define CMP_NODE_CROP
Definition: BKE_node.h:1248
#define GEO_NODE_INPUT_CURVE_TILT
Definition: BKE_node.h:1448
#define TEX_NODE_TEXTURE
Definition: BKE_node.h:1349
#define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE
Definition: BKE_node.h:1477
#define SH_NODE_TANGENT
Definition: BKE_node.h:1145
#define GEO_NODE_PROXIMITY
Definition: BKE_node.h:1438
#define GEO_NODE_INPUT_NAMED_ATTRIBUTE
Definition: BKE_node.h:1498
#define FN_NODE_INPUT_STRING
Definition: BKE_node.h:1523
#define FN_NODE_COMBINE_COLOR
Definition: BKE_node.h:1537
#define CMP_NODE_CHROMA_MATTE
Definition: BKE_node.h:1232
#define CMP_NODE_GLARE
Definition: BKE_node.h:1272
#define SH_NODE_BSDF_TOON
Definition: BKE_node.h:1150
#define GEO_NODE_INPUT_POSITION
Definition: BKE_node.h:1418
#define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR
Definition: BKE_node.h:1496
#define GEO_NODE_TRANSLATE_INSTANCES
Definition: BKE_node.h:1462
#define FN_NODE_BOOLEAN_MATH
Definition: BKE_node.h:1519
#define GEO_NODE_RAYCAST
Definition: BKE_node.h:1470
#define TEX_NODE_SEPARATE_COLOR
Definition: BKE_node.h:1371
#define CMP_NODE_PLANETRACKDEFORM
Definition: BKE_node.h:1286
#define SH_NODE_BSDF_TRANSPARENT
Definition: BKE_node.h:1113
#define CMP_NODE_MOVIECLIP
Definition: BKE_node.h:1257
#define TEX_NODE_INVERT
Definition: BKE_node.h:1357
#define CMP_NODE_TRANSFORM
Definition: BKE_node.h:1259
#define GEO_NODE_MESH_PRIMITIVE_LINE
Definition: BKE_node.h:1397
#define CMP_NODE_DILATEERODE
Definition: BKE_node.h:1223
#define SH_NODE_BSDF_DIFFUSE
Definition: BKE_node.h:1109
#define GEO_NODE_INTERPOLATE_DOMAIN
Definition: BKE_node.h:1504
#define GEO_NODE_INPUT_INSTANCE_ROTATION
Definition: BKE_node.h:1500
#define GEO_NODE_TRIM_CURVE
Definition: BKE_node.h:1416
#define CMP_NODE_SCENE_TIME
Definition: BKE_node.h:1295
#define SH_NODE_GAMMA
Definition: BKE_node.h:1134
#define SH_NODE_HAIR_INFO
Definition: BKE_node.h:1147
#define FN_NODE_COMPARE
Definition: BKE_node.h:1520
#define GEO_NODE_TRANSFER_ATTRIBUTE
Definition: BKE_node.h:1467
#define SH_NODE_AMBIENT_OCCLUSION
Definition: BKE_node.h:1143
#define GEO_NODE_IMAGE_TEXTURE
Definition: BKE_node.h:1473
#define CMP_NODE_ID_MASK
Definition: BKE_node.h:1238
#define TEX_NODE_CHECKER
Definition: BKE_node.h:1348
#define GEO_NODE_SET_SPLINE_CYCLIC
Definition: BKE_node.h:1458
#define CMP_NODE_BOKEHBLUR
Definition: BKE_node.h:1281
#define SH_NODE_SEPHSV_LEGACY
Definition: BKE_node.h:1154
#define GEO_NODE_SWITCH
Definition: BKE_node.h:1400
#define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER
Definition: BKE_node.h:1410
#define TEX_NODE_COMPOSE_LEGACY
Definition: BKE_node.h:1365
#define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS
Definition: BKE_node.h:1481
#define CMP_NODE_LENSDIST
Definition: BKE_node.h:1274
#define TEX_NODE_RGBTOBW
Definition: BKE_node.h:1353
#define FN_NODE_INPUT_INT
Definition: BKE_node.h:1535
#define GEO_NODE_FILLET_CURVE
Definition: BKE_node.h:1431
#define CMP_NODE_NORMALIZE
Definition: BKE_node.h:1247
#define GEO_NODE_MESH_PRIMITIVE_CYLINDER
Definition: BKE_node.h:1394
#define GEO_NODE_CURVE_SPLINE_TYPE
Definition: BKE_node.h:1441
#define CMP_NODE_VALUE
Definition: BKE_node.h:1198
#define CMP_NODE_ZCOMBINE
Definition: BKE_node.h:1221
#define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE
Definition: BKE_node.h:1393
#define CMP_NODE_MATH
Definition: BKE_node.h:1242
#define SH_NODE_SHADERTORGB
Definition: BKE_node.h:1084
#define CMP_NODE_MAP_UV
Definition: BKE_node.h:1237
#define GEO_NODE_SUBDIVIDE_CURVE
Definition: BKE_node.h:1439
#define FN_NODE_INPUT_BOOL
Definition: BKE_node.h:1534
#define CMP_NODE_CRYPTOMATTE_LEGACY
Definition: BKE_node.h:1289
#define CMP_NODE_TRACKPOS
Definition: BKE_node.h:1267
#define SH_NODE_OUTPUT_MATERIAL
Definition: BKE_node.h:1101
#define GEO_NODE_SET_MATERIAL_INDEX
Definition: BKE_node.h:1461
#define GEO_NODE_MESH_PRIMITIVE_GRID
Definition: BKE_node.h:1398
#define TEX_NODE_IMAGE
Definition: BKE_node.h:1355
#define CMP_NODE_SWITCH_VIEW
Definition: BKE_node.h:1288
#define GEO_NODE_SPLIT_EDGES
Definition: BKE_node.h:1465
#define CMP_NODE_OUTPUT_FILE
Definition: BKE_node.h:1218
#define CMP_NODE_COLORCORRECTION
Definition: BKE_node.h:1277
#define SH_NODE_BSDF_TRANSLUCENT
Definition: BKE_node.h:1112
#define CMP_NODE_SETALPHA
Definition: BKE_node.h:1213
#define SH_NODE_BSDF_HAIR_PRINCIPLED
Definition: BKE_node.h:1172
#define GEO_NODE_DUPLICATE_ELEMENTS
Definition: BKE_node.h:1495
#define SH_NODE_BSDF_HAIR
Definition: BKE_node.h:1156
#define SH_NODE_BACKGROUND
Definition: BKE_node.h:1107
#define GEO_NODE_ROTATE_INSTANCES
Definition: BKE_node.h:1464
#define GEO_NODE_INPUT_MESH_EDGE_ANGLE
Definition: BKE_node.h:1488
#define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS
Definition: BKE_node.h:1482
#define GEO_NODE_REALIZE_INSTANCES
Definition: BKE_node.h:1425
#define CMP_NODE_CURVE_RGB
Definition: BKE_node.h:1204
#define CMP_NODE_DOUBLEEDGEMASK
Definition: BKE_node.h:1261
#define SH_NODE_TEX_CHECKER
Definition: BKE_node.h:1135
#define GEO_NODE_RESAMPLE_CURVE
Definition: BKE_node.h:1402
#define SH_NODE_BSDF_ANISOTROPIC
Definition: BKE_node.h:1108
#define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL
Definition: BKE_node.h:1415
#define CMP_NODE_STABILIZE2D
Definition: BKE_node.h:1258
#define SH_NODE_BSDF_GLOSSY
Definition: BKE_node.h:1110
#define SH_NODE_OBJECT_INFO
Definition: BKE_node.h:1138
#define GEO_NODE_ACCUMULATE_FIELD
Definition: BKE_node.h:1487
#define GEO_NODE_INPUT_INDEX
Definition: BKE_node.h:1420
#define GEO_NODE_SAMPLE_CURVE
Definition: BKE_node.h:1427
#define CMP_NODE_PIXELATE
Definition: BKE_node.h:1283
#define CMP_NODE_COMBINE_COLOR
Definition: BKE_node.h:1298
#define GEO_NODE_FIELD_AT_INDEX
Definition: BKE_node.h:1489
#define SH_NODE_MAPPING
Definition: BKE_node.h:1088
#define GEO_NODE_MESH_TO_CURVE
Definition: BKE_node.h:1466
#define SH_NODE_VALTORGB
Definition: BKE_node.h:1082
#define SH_NODE_TEX_POINTDENSITY
Definition: BKE_node.h:1163
#define GEO_NODE_SCALE_ELEMENTS
Definition: BKE_node.h:1492
#define CMP_NODE_SWITCH
Definition: BKE_node.h:1282
#define SH_NODE_CURVE_RGB
Definition: BKE_node.h:1090
#define GEO_NODE_INSTANCE_ON_POINTS
Definition: BKE_node.h:1434
#define CMP_NODE_COMBRGBA_LEGACY
Definition: BKE_node.h:1222
#define GEO_NODE_SET_SPLINE_RESOLUTION
Definition: BKE_node.h:1457
#define GEO_NODE_INPUT_CURVE_HANDLES
Definition: BKE_node.h:1449
#define GEO_NODE_DUAL_MESH
Definition: BKE_node.h:1478
#define CMP_NODE_RGB
Definition: BKE_node.h:1197
#define FN_NODE_INPUT_SPECIAL_CHARACTERS
Definition: BKE_node.h:1528
#define GEO_NODE_CAPTURE_ATTRIBUTE
Definition: BKE_node.h:1422
#define CMP_NODE_MASK_BOX
Definition: BKE_node.h:1278
#define FN_NODE_SEPARATE_COLOR
Definition: BKE_node.h:1536
#define TEX_NODE_OUTPUT
Definition: BKE_node.h:1347
#define CMP_NODE_DEFOCUS
Definition: BKE_node.h:1239
#define GEO_NODE_FILL_CURVE
Definition: BKE_node.h:1417
#define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS
Definition: BKE_node.h:1509
#define FN_NODE_ALIGN_EULER_TO_VECTOR
Definition: BKE_node.h:1531
#define TEX_NODE_CURVE_TIME
Definition: BKE_node.h:1359
#define CMP_NODE_KEYING
Definition: BKE_node.h:1266
#define CMP_NODE_SEPARATE_XYZ
Definition: BKE_node.h:1296
#define TEX_NODE_VIEWER
Definition: BKE_node.h:1361
#define SH_NODE_LIGHT_FALLOFF
Definition: BKE_node.h:1137
#define GEO_NODE_INPUT_SPLINE_CYCLIC
Definition: BKE_node.h:1452
#define GEO_NODE_INPUT_SHADE_SMOOTH
Definition: BKE_node.h:1450
#define SH_NODE_BSDF_GLASS
Definition: BKE_node.h:1111
#define GEO_NODE_CURVE_LENGTH
Definition: BKE_node.h:1405
#define CMP_NODE_POSTERIZE
Definition: BKE_node.h:1293
#define GEO_NODE_SET_ID
Definition: BKE_node.h:1476
#define GEO_NODE_INPUT_MESH_FACE_AREA
Definition: BKE_node.h:1480
#define GEO_NODE_CURVE_TO_MESH
Definition: BKE_node.h:1401
#define GEO_NODE_CURVE_SET_HANDLE_TYPE
Definition: BKE_node.h:1442
#define CMP_NODE_CONVERT_COLOR_SPACE
Definition: BKE_node.h:1294
#define GEO_NODE_INSTANCES_TO_POINTS
Definition: BKE_node.h:1472
#define NODE_FRAME
Definition: BKE_node.h:985
#define GEO_NODE_STRING_TO_CURVES
Definition: BKE_node.h:1433
#define CMP_NODE_ANTIALIASING
Definition: BKE_node.h:1270
#define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT
Definition: BKE_node.h:1411
#define GEO_NODE_FLIP_FACES
Definition: BKE_node.h:1491
#define GEO_NODE_POINTS_TO_VOLUME
Definition: BKE_node.h:1443
#define CMP_NODE_R_LAYERS
Definition: BKE_node.h:1216
#define SH_NODE_NEW_GEOMETRY
Definition: BKE_node.h:1116
#define GEO_NODE_CURVE_PRIMITIVE_SPIRAL
Definition: BKE_node.h:1409
#define CMP_NODE_CURVE_VEC
Definition: BKE_node.h:1203
#define SH_NODE_DISPLACEMENT
Definition: BKE_node.h:1168
#define SH_NODE_WAVELENGTH
Definition: BKE_node.h:1151
#define CMP_NODE_SEPYCCA_LEGACY
Definition: BKE_node.h:1226
#define CMP_NODE_INVERT
Definition: BKE_node.h:1246
#define GEO_NODE_INPUT_MATERIAL
Definition: BKE_node.h:1403
#define TEX_NODE_MATH
Definition: BKE_node.h:1351
#define SH_NODE_VOLUME_PRINCIPLED
Definition: BKE_node.h:1170
#define CMP_NODE_COLOR_MATTE
Definition: BKE_node.h:1254
#define NODE_GROUP_INPUT
Definition: BKE_node.h:987
#define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS
Definition: BKE_node.h:1484
#define CMP_NODE_DIST_MATTE
Definition: BKE_node.h:1252
#define SH_NODE_BSDF_REFRACTION
Definition: BKE_node.h:1144
#define GEO_NODE_INPUT_TANGENT
Definition: BKE_node.h:1428
#define CMP_NODE_SUNBEAMS
Definition: BKE_node.h:1275
#define CMP_NODE_IMAGE
Definition: BKE_node.h:1215
#define GEO_NODE_COLLECTION_INFO
Definition: BKE_node.h:1388
#define TEX_NODE_PROC
Definition: BKE_node.h:1374
#define CMP_NODE_NORMAL
Definition: BKE_node.h:1202
#define CMP_NODE_DBLUR
Definition: BKE_node.h:1249
#define GEO_NODE_EDGE_PATHS_TO_CURVES
Definition: BKE_node.h:1510
#define CMP_NODE_VIEW_LEVELS
Definition: BKE_node.h:1253
#define GEO_NODE_CURVE_TO_POINTS
Definition: BKE_node.h:1471
#define SH_NODE_OUTPUT_LIGHT
Definition: BKE_node.h:1103
#define GEO_NODE_SET_MATERIAL
Definition: BKE_node.h:1424
#define FN_NODE_ROTATE_EULER
Definition: BKE_node.h:1530
#define SH_NODE_VOLUME_SCATTER
Definition: BKE_node.h:1133
#define GEO_NODE_SEPARATE_GEOMETRY
Definition: BKE_node.h:1446
#define GEO_NODE_SCALE_INSTANCES
Definition: BKE_node.h:1463
#define TEX_NODE_HUE_SAT
Definition: BKE_node.h:1358
#define CMP_NODE_BLUR
Definition: BKE_node.h:1206
#define GEO_NODE_CURVE_PRIMITIVE_ARC
Definition: BKE_node.h:1490
#define GEO_NODE_INPUT_ID
Definition: BKE_node.h:1475
#define TEX_NODE_MIX_RGB
Definition: BKE_node.h:1352
#define SH_NODE_OUTPUT_AOV
Definition: BKE_node.h:1178
#define FN_NODE_STRING_LENGTH
Definition: BKE_node.h:1526
#define TEX_NODE_VALTORGB
Definition: BKE_node.h:1354
#define SH_NODE_OUTPUT_LINESTYLE
Definition: BKE_node.h:1161
#define GEO_NODE_SET_CURVE_RADIUS
Definition: BKE_node.h:1453
#define GEO_NODE_INPUT_INSTANCE_SCALE
Definition: BKE_node.h:1501
#define GEO_NODE_CONVEX_HULL
Definition: BKE_node.h:1406
#define GEO_NODE_VOLUME_TO_MESH
Definition: BKE_node.h:1474
#define GEO_NODE_JOIN_GEOMETRY
Definition: BKE_node.h:1387
#define CMP_NODE_BRIGHTCONTRAST
Definition: BKE_node.h:1244
#define GEO_NODE_INPUT_SPLINE_RESOLUTION
Definition: BKE_node.h:1451
#define CMP_NODE_FLIP
Definition: BKE_node.h:1234
#define FN_NODE_FLOAT_TO_INT
Definition: BKE_node.h:1524
#define GEO_NODE_POINTS
Definition: BKE_node.h:1503
#define GEO_NODE_GEOMETRY_TO_INSTANCE
Definition: BKE_node.h:1483
#define SH_NODE_TEX_MUSGRAVE
Definition: BKE_node.h:1125
#define TEX_NODE_CURVE_RGB
Definition: BKE_node.h:1356
#define FN_NODE_SLICE_STRING
Definition: BKE_node.h:1527
#define CMP_NODE_CHANNEL_MATTE
Definition: BKE_node.h:1233
#define GEO_NODE_MATERIAL_SELECTION
Definition: BKE_node.h:1423
#define SH_NODE_ATTRIBUTE
Definition: BKE_node.h:1106
#define SH_NODE_LIGHT_PATH
Definition: BKE_node.h:1117
#define final(a, b, c)
Definition: BLI_hash.h:21
KDTree *BLI_kdtree_nd_() new(unsigned int maxsize)
Definition: kdtree_impl.h:85
#define AT
BLI_INLINE void Normalize(float no[3])
#define TEX_CLOUDS
#define TEX_BLEND
#define TEX_CHECKER
#define TEX_DISTNOISE
#define TEX_STUCCI
#define TEX_MUSGRAVE
#define TEX_MARBLE
#define TEX_MAGIC
#define TEX_WOOD
static AppView * view
NSNotificationCenter * center
static void View(GHOST_IWindow *window, bool stereo, int eye=0)
Definition: GHOST_Test.cpp:231
long functions
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei height
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint * textures
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte blue
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble top
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint order
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble bottom
#define Z
Definition: GeomUtils.cpp:201
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed def_float_curve
in reality light always falls off quadratically Particle Info
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells TEX_BRICK
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture SH_NODE_TEX_SKY
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object SH_NODE_POINT_INFO
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as water
Group Output data from inside of a node group A color picker Mix two input colors SH_NODE_RGBTOBW
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components def_sh_bevel
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space CombineHSV
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels VERTEX_COLOR
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise def_sh_tex_voronoi
Group Output data from inside of a node group A color picker SH_NODE_MIX_RGB
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells TexBrick
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components BEVEL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model SH_NODE_EEVEE_SPECULAR
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value Separate Color
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the facing(along normal) reflection color. Energy is not conserved
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Bevel
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product SH_NODE_BRIGHTCONTRAST
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture TEX_SKY
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise TEX_VORONOI
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces SCRIPT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative CombineRGB
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TexWhiteNoise
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks SH_NODE_TEX_COORD
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells SH_NODE_TEX_BRICK
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed FloatCurve
Group Output data from inside of a node group A color picker Mix two input colors RGBToBW
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Value
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EEVEE_SPECULAR
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BRIGHTCONTRAST
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OUTPUT_WORLD
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces def_sh_script
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color VectorCurve
NODE_GROUP_OUTPUT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks def_sh_tex_coord
in reality light always falls off quadratically ParticleInfo
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels SH_NODE_VERTEX_COLOR
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate def_sh_output
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud SH_NODE_WIREFRAME
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color def_vector_curve
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World Fresnel
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces SH_NODE_SCRIPT
Group Output data from inside of a node group RGB
def_group
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum def_vector_math
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise TexVoronoi
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture TexNoise
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate SH_NODE_OUTPUT_WORLD
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks TexCoord
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise def_sh_tex_wave
def_group_output
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product BrightContrast
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World FRESNEL
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction TEX_WHITE_NOISE
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value def_sh_combsep_color
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position def_clamp
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value def_sh_normal_map
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated SH_NODE_BLACKBODY
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model EeveeSpecular
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input CAMERA
NODE_GROUP
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated BLACKBODY
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks TEX_COORD
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise TEX_WAVE
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value SH_NODE_NORMAL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue SH_NODE_HUE_SAT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise TexWave
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input CameraData
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Math
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SeparateXYZ
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VectorDisplacement
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes VectorTransform
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders def_sh_vector_displacement
Group Output data from inside of a node group A color picker def_mix_rgb
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position CLAMP
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SEPARATE_COLOR
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders SH_NODE_VECTOR_DISPLACEMENT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color SH_NODE_CURVE_VEC
GroupOutput
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Contrast
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture def_sh_tex_sky
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VECT_MATH
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Blackbody
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed SH_NODE_CURVE_FLOAT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Texture
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud def_sh_tex_wireframe
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color CURVE_VEC
Group Output data from inside of a node group A color picker MixRGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of metallic
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SeparateColor
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SH_NODE_SEPXYZ
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue HUE_SAT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture def_sh_tex_noise
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components SH_NODE_BEVEL
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object POINT_INFO
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to curves
#define DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise SH_NODE_TEX_VORONOI
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block TexImage
in reality light always falls off quadratically PARTICLE_INFO
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum SH_NODE_VECTOR_MATH
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels def_sh_vertex_color
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture SH_NODE_TEX_NOISE
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its hue
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its X
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its red
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value NORMAL
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate OutputWorld
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles nNote
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value NormalMap
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its green
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum VectorMath
Group Output data from inside of a node group A color picker Mix two input colors RGB to BW
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture TEX_NOISE
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value NORMAL_MAP
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block TEX_IMAGE
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input SH_NODE_CAMERA
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displacement
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels VertexColor
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Wireframe
in reality light always falls off quadratically SH_NODE_PARTICLE_INFO
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value SH_NODE_SEPARATE_COLOR
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space COMBHSV
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes VECT_TRANSFORM
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders VECTOR_DISPLACEMENT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified SEPXYZ
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its Y
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the so the result may not be physically accurate World Output light color information to the scene s World SH_NODE_FRESNEL
Group Output data from inside of a node group A color picker Mix two input colors RGBTOBW
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells def_sh_tex_brick
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block SH_NODE_TEX_IMAGE
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its saturation
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block def_sh_tex_image
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative COMBRGB
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation SH_NODE_INVERT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue Hue Saturation Apply a color transformation in the HSV color model Specular BSDF
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative SH_NODE_COMBRGB_LEGACY
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Data
GROUP_OUTPUT
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue HueSaturation
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise SH_NODE_TEX_WAVE
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position SH_NODE_CLAMP
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
Group Output data from inside of a node group A color picker MIX_RGB
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine HSV
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
Group Output
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation INVERT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture TexSky
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed CURVE_FLOAT
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Coordinate
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a color
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value SH_NODE_NORMAL_MAP
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate XYZ
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes SH_NODE_VECT_TRANSFORM
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as stones
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Map
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction def_sh_tex_white_noise
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud WIREFRAME
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction SH_NODE_TEX_WHITE_NOISE
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space SH_NODE_COMBHSV_LEGACY
Group Output data from inside of a node group SH_NODE_RGB
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes def_sh_vect_transform
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object PointInfo
__forceinline bool any(const avxb &b)
Definition: avxb.h:205
__forceinline bool all(const avxb &b)
Definition: avxb.h:201
__forceinline bool none(const avxb &b)
Definition: avxb.h:209
ATTR_WARN_UNUSED_RESULT const void * element
ATTR_WARN_UNUSED_RESULT const BMVert const BMEdge * e
#define XY(_x, _y)
#define A
#define MASK
int above(btVector3 *vertices, const int3 &t, const btVector3 &p, btScalar epsilon)
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
Definition: btDbvt.cpp:52
DBVT_INLINE void Merge(const btDbvtAabbMm &a, const btDbvtAabbMm &b, btDbvtAabbMm &r)
Definition: btDbvt.h:745
DBVT_INLINE btScalar Proximity(const btDbvtAabbMm &a, const btDbvtAabbMm &b)
Definition: btDbvt.h:658
unsigned int U
Definition: btGjkEpa3.h:78
static btMatrix3x3 Add(const btMatrix3x3 &a, const btMatrix3x3 &b)
static T Cube(const T &x)
static unsigned long seed
Definition: btSoftBody.h:39
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
Definition: btVector3.h:356
SIMD_FORCE_INLINE btVector3 rotate(const btVector3 &wAxis, const btScalar angle) const
Return a rotated version of this vector.
bool closest(btVector3 &v)
Definition: hair.h:13
OperationNode * node
StackEntry * from
FILE * file
double time
Scene scene
Curve curve
Material material
#define ObjectInfo
void * tree
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
struct @211::@212 surface
#define INDEX(_x, _y)
IMETHOD void random(Vector &a)
addDelta operator for displacement rotational velocity.
Definition: frames.inl:1282
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials[GPENCIL_MATERIAL_BUFFER_LEN]
Definition: gpencil_info.hh:29
IconTextureDrawCall normal
bool enabled
ccl_global KernelShaderEvalInput ccl_global float * output
ccl_gpu_kernel_postfix ccl_global float int int int int float bool int offset
ccl_global KernelShaderEvalInput * input
static char ** types
Definition: makesdna.c:67
ListBase splines
Definition: mask.c:265
#define Split(a, ahi, alo)
static char faces[256]
MIKK_INLINE float Length(const SVec3 v)
Definition: mikktspace.c:81
static char * generate(GHash *messages, size_t *r_output_size)
Definition: msgfmt.c:170
Segment< FEdge *, Vec3r > segment
static unsigned a[3]
Definition: RandGen.cpp:78
double real
Definition: Precision.h:12
void Divide(const JntArray &src, const double &factor, JntArray &dest)
Definition: jntarray.cpp:124
bool add(void *owner, const AttributeIDRef &attribute_id, eAttrDomain domain, eCustomDataType data_type, const AttributeInit &initializer)
std::unique_ptr< IDProperty, IDPropertyDeleter > create(StringRefNull prop_name, int32_t value)
Allocate a new IDProperty of type IDP_INT, set its name and value.
static void area(int d1, int d2, int e1, int e2, float weights[2])
T length(const vec_base< T, Size > &a)
T distance(const T &a, const T &b)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)
static const pxr::TfToken UVMap("UVMap", pxr::TfToken::Immortal)
static const pxr::TfToken density("density", pxr::TfToken::Immortal)
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal)
static const pxr::TfToken specular("specular", pxr::TfToken::Immortal)
MutableSpan< float3 > positions
MutableSpan< float > radii
MutableSpan< float3 > normals
static bNodeSocketTemplate outputs[]
static bNodeSocketTemplate inputs[]
static float noise(int n)
SocketIndexByIdentifierMap * map
smooth(Type::FLOAT, "mask_weight")
static void def_geo_string_to_curves(StructRNA *srna)
static void def_tex_output(StructRNA *srna)
static void def_geo_store_named_attribute(StructRNA *srna)
static void def_geo_separate_geometry(StructRNA *srna)
static void def_cmp_filter(StructRNA *srna)
static void def_geo_curve_primitive_bezier_segment(StructRNA *srna)
static void def_principled(StructRNA *srna)
static void def_refraction(StructRNA *srna)
static void def_geo_boolean(StructRNA *srna)
static void def_cmp_dblur(StructRNA *srna)
static void def_geo_extrude_mesh(StructRNA *srna)
static void def_geo_accumulate_field(StructRNA *srna)
static void def_cmp_double_edge_mask(StructRNA *srna)
static void def_cmp_flip(StructRNA *srna)
static void def_geo_curve_set_handle_positions(StructRNA *srna)
static void def_fn_input_int(StructRNA *srna)
static void def_geo_delete_geometry(StructRNA *srna)
static void def_geo_curve_primitive_quadrilateral(StructRNA *srna)
static void def_geo_field_at_index(StructRNA *srna)
static void def_geo_transfer_attribute(StructRNA *srna)
static void def_rgb_curve(StructRNA *srna)
static void def_cmp_rotate(StructRNA *srna)
static void def_geo_curve_primitive_arc(StructRNA *srna)
static void def_sh_tex_checker(StructRNA *srna)
static void def_geo_interpolate_domain(StructRNA *srna)
static void def_cmp_alpha_over(StructRNA *srna)
static void def_geo_curve_set_handle_type(StructRNA *srna)
static void def_sh_uvalongstroke(StructRNA *srna)
static void def_geo_collection_info(StructRNA *srna)
static void def_cmp_bilateral_blur(StructRNA *srna)
static void def_cmp_zcombine(StructRNA *srna)
static void def_geo_points_to_volume(StructRNA *srna)
static void def_cmp_switch_view(StructRNA *UNUSED(srna))
static void def_cmp_boxmask(StructRNA *srna)
static void def_cmp_ycc(StructRNA *srna)
static void def_geo_curve_handle_type_selection(StructRNA *srna)
static void def_geo_curve_trim(StructRNA *srna)
static void def_time(StructRNA *srna)
static void def_sh_tex_gradient(StructRNA *srna)
static void def_cmp_brightcontrast(StructRNA *srna)
static void def_anisotropic(StructRNA *srna)
static void dev_cmd_transform(StructRNA *srna)
static void def_cmp_id_mask(StructRNA *srna)
static void def_geo_attribute_domain_size(StructRNA *srna)
static void def_cmp_denoise(StructRNA *srna)
static void def_fn_input_color(StructRNA *srna)
static void def_cmp_viewer(StructRNA *srna)
static void def_geo_attribute_capture(StructRNA *srna)
static void def_cmp_map_uv(StructRNA *srna)
static void def_group_input(StructRNA *srna)
static void def_sh_tex_magic(StructRNA *srna)
static void def_geo_curve_primitive_circle(StructRNA *srna)
static void def_geo_triangulate(StructRNA *srna)
static void def_geo_mesh_line(StructRNA *srna)
static void def_cmp_premul_key(StructRNA *srna)
static void def_sh_bump(StructRNA *srna)
static void def_sh_uvmap(StructRNA *srna)
static void def_math(StructRNA *srna)
static void def_geo_mesh_to_points(StructRNA *srna)
static void def_sh_tangent(StructRNA *srna)
static void def_geo_distribute_points_on_faces(StructRNA *srna)
static void def_geo_switch(StructRNA *srna)
static void def_cmp_set_alpha(StructRNA *srna)
static void def_fn_input_vector(StructRNA *srna)
static void def_geo_curve_fill(StructRNA *srna)
static void def_cmp_colorcorrection(StructRNA *srna)
static void def_cmp_sunbeams(StructRNA *srna)
static void def_geo_proximity(StructRNA *srna)
static void def_cmp_levels(StructRNA *srna)
static void def_frame(StructRNA *srna)
static void def_geo_raycast(StructRNA *srna)
static void def_sh_attribute(StructRNA *srna)
static void def_cmp_blur(StructRNA *srna)
static void def_cmp_composite(StructRNA *srna)
static void def_geo_curve_sample(StructRNA *srna)
static void def_fn_input_string(StructRNA *srna)
static void def_geo_uv_unwrap(StructRNA *srna)
static void def_geo_duplicate_elements(StructRNA *srna)
static void def_cmp_combsep_color(StructRNA *srna)
static void def_cmp_lensdist(StructRNA *srna)
static void def_cmp_color_matte(StructRNA *srna)
static void def_geo_curve_to_points(StructRNA *srna)
static void def_toon(StructRNA *srna)
static void def_geo_attribute_statistic(StructRNA *srna)
static void def_sh_subsurface(StructRNA *srna)
static void def_cmp_map_range(StructRNA *srna)
static void def_cmp_cryptomatte(StructRNA *srna)
static void def_texture(StructRNA *srna)
static void def_cmp_defocus(StructRNA *srna)
static void def_cmp_invert(StructRNA *srna)
static void def_geo_viewer(StructRNA *srna)
static void def_cmp_scale(StructRNA *srna)
static void def_colorramp(StructRNA *srna)
static void def_geo_merge_by_distance(StructRNA *srna)
static void def_sh_ambient_occlusion(StructRNA *srna)
static void def_fn_random_value(StructRNA *srna)
static void def_geo_input_named_attribute(StructRNA *srna)
static void def_cmp_render_layers(StructRNA *srna)
static void def_glossy(StructRNA *srna)
static void def_cmp_inpaint(StructRNA *srna)
static void def_geo_mesh_cone(StructRNA *srna)
static void def_compare(StructRNA *srna)
static void def_sh_tex_ies(StructRNA *srna)
static void def_sh_tex_musgrave(StructRNA *srna)
static void def_cmp_image(StructRNA *srna)
static void def_cmp_keying(StructRNA *srna)
static void def_geo_scale_elements(StructRNA *srna)
static void def_geo_subdivision_surface(StructRNA *srna)
static void def_sh_output_aov(StructRNA *srna)
static void def_sh_output_linestyle(StructRNA *srna)
static void def_tex_combsep_color(StructRNA *srna)
static void def_cmp_vector_blur(StructRNA *srna)
static void def_geo_image_texture(StructRNA *srna)
static void def_geo_curve_spline_type(StructRNA *srna)
static void def_geo_mesh_to_volume(StructRNA *srna)
static void def_boolean_math(StructRNA *srna)
static void def_cmp_huecorrect(StructRNA *srna)
static void def_cmp_channel_matte(StructRNA *srna)
static void def_fn_align_euler_to_vector(StructRNA *srna)
static void def_cmp_convert_color_space(StructRNA *srna)
static void def_sh_displacement(StructRNA *srna)
static void def_geo_volume_to_mesh(StructRNA *srna)
static void def_cmp_glare(StructRNA *srna)
static void def_cmp_splitviewer(StructRNA *srna)
static void def_cmp_crop(StructRNA *srna)
static void def_map_range(StructRNA *srna)
static void def_float_to_int(StructRNA *srna)
static void def_hair(StructRNA *srna)
static void def_cmp_distance_matte(StructRNA *srna)
static void def_cmp_antialiasing(StructRNA *srna)
static void def_sh_vector_rotate(StructRNA *srna)
static void def_cmp_stabilize2d(StructRNA *srna)
static void def_cmp_tonemap(StructRNA *srna)
static void def_cmp_trackpos(StructRNA *srna)
static void def_cmp_switch(StructRNA *srna)
static void def_cmp_luma_matte(StructRNA *srna)
static void def_geo_mesh_circle(StructRNA *srna)
static void def_sh_mapping(StructRNA *srna)
static void def_fn_rotate_euler(StructRNA *srna)
static void def_geo_input_material(StructRNA *srna)
static void def_cmp_bokehimage(StructRNA *srna)
static void def_cmp_moviedistortion(StructRNA *srna)
static void def_cmp_dilate_erode(StructRNA *srna)
static void def_cmp_planetrackdeform(StructRNA *srna)
static void def_cmp_movieclip(StructRNA *srna)
static void def_hair_principled(StructRNA *srna)
static void def_cmp_despeckle(StructRNA *srna)
static void def_geo_curve_resample(StructRNA *srna)
static void def_cmp_ellipsemask(StructRNA *srna)
static void def_cmp_bokehblur(StructRNA *srna)
static void def_cmp_map_value(StructRNA *srna)
static void def_tex_bricks(StructRNA *srna)
static void def_geo_mesh_cylinder(StructRNA *srna)
static void def_cmp_diff_matte(StructRNA *srna)
static void def_cmp_keyingscreen(StructRNA *srna)
static void def_cmp_cryptomatte_legacy(StructRNA *srna)
static void def_cmp_colorbalance(StructRNA *srna)
static void def_cmp_mask(StructRNA *srna)
static void def_geo_curve_fillet(StructRNA *srna)
static void def_fn_input_bool(StructRNA *srna)
static void def_tex_image(StructRNA *srna)
static void def_geo_object_info(StructRNA *srna)
static void def_cmp_chroma_matte(StructRNA *srna)
static void def_cmp_color_spill(StructRNA *srna)
static void def_geo_curve_primitive_line(StructRNA *srna)
static void def_sh_tex_pointdensity(StructRNA *srna)
static void def_geo_realize_instances(StructRNA *srna)
static void def_glass(StructRNA *srna)
static void def_fn_combsep_color(StructRNA *srna)
static void def_cmp_translate(StructRNA *srna)
static void def_sh_tex_environment(StructRNA *srna)
Definition: DNA_ID.h:368
Definition: iris.c:25
static int marble(const Tex *tex, const float texvec[3], TexResult *texres)
static void InputVector(TransInfo *t, MouseInput *mi, const double mval[2], float output[3])
ParamHandle ** handles
BLI_INLINE float D(const float *data, const int res[3], int x, int y, int z)
Definition: voxel.c:13
CCL_NAMESPACE_BEGIN struct Window V