TextureIncidence#
(Incidence)
- Category:
/Texture/Utility
- Default object name:
incidence
- Inherits from: ProjectItem > TextureOperator > Texture
Description#
Map a color based on ray incidence angle to the surface.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
double[3] |
front |
VISUAL_HINT_COLOR |
Mapped color when the angle between the ray and the surface is 0 |
double[3] |
rim |
VISUAL_HINT_COLOR |
Mapped color when the angle between the ray and the surface is 90 |
double |
normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
reference (SceneItem ) |
locator |
VISUAL_HINT_DEFAULT |
Define an object to use instead of the ray to compute the angle. |
double |
exponent |
VISUAL_HINT_PERCENTAGE |
Mapping falloff exponent. 100% is linear, 200% is quadratic, 300% is cubic... |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
pass_through |
VISUAL_HINT_DEFAULT |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
string |
master_input |
VISUAL_HINT_TAG |
Name of the attribute that will be used as output if Pass Through is enabled. |
bool |
invert |
VISUAL_HINT_DEFAULT |
If checked, the texture is inverted. |
double |
opacity |
VISUAL_HINT_PERCENTAGE |
Set the opacity of the texture. |
CID#
class "TextureIncidence" "Texture" {
#version 0.9
icon "../icons/object_icons/texture_incidence.iconrc"
category "/Texture/Utility"
doc "Map a color based on ray incidence angle to the surface."
attribute_group "input" {
color "front" {
doc "Mapped color when the angle between the ray and the surface is 0"
texturable yes
animatable yes
value 0.1 0.1 0.1
}
color "rim" {
doc "Mapped color when the angle between the ray and the surface is 90"
texturable yes
animatable yes
value 0.78 0.78 0.78
}
percentage "normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
reference "locator" {
doc "Define an object to use instead of the ray to compute the angle."
filter "SceneItem"
null_label "Use Renderer Camera"
value ""
}
}
attribute_group "output" {
percentage "exponent" {
doc "Mapping falloff exponent. 100% is linear, 200% is quadratic, 300% is cubic..."
texturable yes
animatable yes
numeric_range yes 0.0 10000000
ui_range yes 0.0 10
value 1
}
}
set "master_input" {
private no
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through no
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value "front"
}
}