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GeometryBundleAlembic

Alembic#

(GeometryBundleAlembic)

  • Category: /Geometry/Bundle
  • Default object name: alembic

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Description#

Loads all geometries from an alembic file into a single object.

Attributes#

Name Type Description
Translate double[3] Set the XYZ position of the item relative to its parent item.
Rotate double[3] Set the XYZ rotation of the item relative to its parent item.
Scale double[3] Set the XYZ scaling of the item relative to its parent item.
Shear double[3] Set the XYZ shear of the item relative to its parent item.
Rotation Order long Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
Parent reference (SceneItem) Set the parent item of the item.
Inherit Transform bool Does the current object inherits its parent transformation ?
Reference Frame long Set the reference frame that defines the base transform and deformation state of the item. This reference is used when computing texture projections or when generating point cloud (in Global Base) on the base geometry.
Constraints object[] (Constraint) Stack of constraint operators. Constraints like Target, Point, Orient... are applied to a Scene Item in order to drive the transformation of the item.
Scale Pivot double[3] Set the coordinates of the scale pivot.
Rotate Pivot double[3] Set the coordinates of the rotation pivot.
Translate Offset double[3] Set the XYZ position of the pivot point of the item.
Rotate Offset double[3] Set the XYZ rotation of the pivot point of the item.
Scale Offset double[3] Set the XYZ scaling of the pivot point of the item.
Rotation Offset Order long Set the rotation axis mode.
Display Visible bool Set whether the item is shown in the 3D View or not.
Display Pickable bool Set whether the item is pickable in the 3D View or in the Image View.
Display Color long Set the item color for constant or simple shading display in the 3D View.
Display Custom Color double[3] Set the item custom color used for display in the 3D View when the Display Color attribute is set to Custom.
Visibility Mode long Set how visibility attributes 'Display Visible' and 'Unseen By Renderer' are driven. In Use Project Preferences mode, the mode uses the project preference value. In Override mode, the attributes are set manually. In Use Property mode, the attributes are driven by a property (e.g. Alembic visibility property).
Enable Motion Blur bool Set whether the renderer will do motion blur on the item or not.
Display Mode long Define how the object is displayed in the 3D View.
Highlight Mode long Define how the object is highlighted in the 3D View when selected.
Override Material reference (Material) Setting a material here will set the specified material to all elements of the scene object. Ex: all shading groups of a geometry will have the same material. Ex: all elements of a combiner or a scatterer will have the same material.
Matte Object bool Switch the object to 2D matte mode.
Matte Color double[3] Set the color of the object in matte mode.
Matte Alpha double Set the opacity of the object in matte mode. When the matte alpha is less than 100%, the object creates a hole in the layer as no transparency is evaluated.
Custom Id long
Raytrace Offset double Set the minimum distance for raytracing visibility. If the ray hit point distance from the ray source position is smaller than this value, then the geometry is not seen. Note: this attribute is used to prevent self intersection artifacts.
Unseen By Renderer bool Set whether the object is hidden from the renderer or not.
Unseen By Camera bool Set whether the object is hidden from the camera (primary rays) or not.
Unseen By Rays bool Set whether the object is hidden from the raytraced shading effects like reflection/refraction (secondary rays) or not.
Unseen By Reflections bool Set whether the object is hidden from reflections or not.
Unseen By Refractions bool Set whether the object is hidden from refractions or not.
Unseen By Gi bool Set whether the object is hidden from global illumination or not.
Unseen By Sss bool Set whether the object is hidden from sub-surface scattering or not.
Cast Shadows bool Set whether the object casts shadows or not.
Receive Shadows bool Set whether the object receives cast shadows or not.
Receive Self Shadows bool Set whether the object receives self shadows or not.
Lights reference (Group) Specify the group of lights that illuminate this object. By default, scene objects are lit using the lights gathered by the 3D layer.
Enable Emission Importance Sampling bool Specify whether emission importance sampling is enabled on the scene object. This attribute is ignored when emission importance sampling is disabled in the renderer.
Emission Sample Count long Override the number of emission samples allocated by the renderer when sampling the scene object.
Emission Texture Importance Sampling long When None, no texture importance sampling is performed. When Color, Emission Color input textures of all materials assigned to the scene object are importance sampled. This mode should be used when only the Emission Color of the material is textured which is typically the case when using an HDR texture encoding both color and intensity. When Weight, Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode can be useful when you explicitly want to vary the color texture according to a spatial projection based on the position of the instance such as world projections, texture switch or instance color for example. Please note that setting this mode while texturing Emission Color can lead to a degradation of the quality of the importance sampling if the intensity/weight component is encoded to the color textures. When Both, both Emission Color and Emission Weight input textures of all the materials assigned to the scene object are importance sampled. This mode should be used when using specific textures for Emission Color and Emission Weight.
Smoothing Approximation double Controls how much the smoothing must be approximated during the shading. This influences the origin of secondary rays casted from the surface. A value of 0% corresponds to the position that has been found during the raytracing and a value of 100% corresponds to the theoretical position on the smoothed surface.
Smoothing Mode long Define the normals that are used. If the mesh doesn't define any normal map or if a normal is not defined in the first normal map, the normal used is the one computed with the smoothing angle.
Smoothing Angle double Set the limit angle between two adjacent faces under which the edge is considered as smooth.
Merge Shading Groups bool Shading groups from separate objects having the same name will be merged.
Shading Groups Naming long Specify if shading groups names are generated according to item names or kinematic paths.
Subdivision Mode long Choose wich mode to use to enable the subdivision of the polygons that compose the mesh.
Raytrace Mode long Define how the subdivision is interpreted by the raytracer. A fixed tessellation generates a real mesh that is stored in memory. The tessellation on the fly generates the tessellation locally for each ray which avoids storing anything in memory. The evaluate surface mode tries to compute the exact intersection with the smooth surface (infinite tessellation). The fixed tessellation is usually faster than other modes but uses more memory.
Raytrace Tessellation Level long Set the level of the tessellation. Higher it is, smaller the polygons are. This parameter has no effect when the raytrace mode is set on evaluate surface.
Geometry Interpolation long Define how the interpolation of the vertices is done for the geometry. Here one can specify if the original vertices of the mesh should be smoothed or not. It is possible to disable the smoothing for all the vertices (linear), only for the vertices form the borders or only the corners.
Uv Interpolation long Define how the interpolation of the vertices is done for the UV maps. Here one can specify if the original vertices of the mesh should be smoothed or not. It is possible to disable the smoothing for all the vertices (linear), only for the vertices form the borders or only the corners. It is also possible to control it along the discontinuities between the UV maps and the geometry.
Boundary Interpolation long Controls how boundary edges and vertices are interpolated.
Property Interpolation long Controls how the maps are interpolated.
Subdivision Level Mode long Define the raytrace tessellation mode. 'Fixed' uses 'Raytrace Tessellation Level'. 'Use Property' reads the value of the property 'Subdivision Level Property' to set the tessellation level. Note this property must be set to a scalar type. If there isn't any valid property it falls back to the value set in 'Raytrace Tessellation Level'.
Subdivision Level Property string Set the level of tessellation using a scalar property.
Property Driven Subdivision Offset long Increase or decrease the level of tessellation by this offset.
Property Driven Min Subdivision long Set the minimum level of tessellation.
Property Driven Max Subdivision long Set the max level of tessellation.
Crease Mode long Define the algorithm use for the creases
Activate Crease Driven Subdivision bool When activated, use the maximum crease level defined on the object to set the tessellation level. If no crease is defined, the tessellation level uses the scalar Subdivision Level Property if it exists otherwise it uses the value set in 'Raytrace Tessellation Level'.
Crease Driven Subdivision Offset long Increase or decrease the level of tessellation by this offset.
Crease Driven Min Subdivision long Set the minimum level of tessellation.
Crease Driven Max Subdivision long Set the max level of tessellation.
Shape long Specify how hair are rendered.
Use Normal Map bool Set whether ribbons should be oriented according to the first available normal map. When disabled, the ribbons are facing the camera.
Flatness double Flatness of the hair. A value of 1 creates round hair, a value of 0 creates flat hair.
Radius Values long Override radius values stored in the geometry by the one set below.
Base Radius double Radius of the hair at its base.
Tip Radius double Radius of the hair at its tip.
Radius Multiplier double Hair radius is multiplied by this value.
Decimate double Set the decimation amount.
Displacement Mode long Control whether the displacement must compute bump, tessellation or both.
Displacement Storage Mode long Define if displacement favors render time or memory used to generate it.
Displacement Tessellation Mode long Control the generation of the tessellation used for the micro displacement. Adaptive modes try to compute the tessellation level according to the size of the primitives whereas the uniform mode generates the same tessellation on all primitives. For the adaptive modes, it is possible to choose if the tessellation level has to be computed on the base geometry or on the deformed one.
Displacement Adaptive Span Count long Control the number of spans for the adaptive tessellation. This value corresponds to the number of spans on the bounding box of the geometry.
Displacement Uniform Span Count long Control the number of spans for the uniform tessellation. This value corresponds to the number of spans on each primitive.
Displacement Triangulation Mode long Define on which geometry the micro-facets triangulation is computed.
Displacement Stitching Mode long Control the stitching between primitives. The stitching only affects values of the displacement so it doesn't work if the geometry has discontinuities on normals.
Frame long Defines the value of the frame that will be used to evaluate all meshes.
Frame Offset long Offset the ABC time. If you set the value to 50 while the animation in the ABC starts at frame 10, it then starts at frame 60.
Animation Behavior long Set how the animation will loop.
Force Animation Range bool
Animation Range long[2] Start and end frames for the animation.
Deformation Behavior long Set how the deformation will loop.
Force Deformation Range bool
Deformation Range long[2] Start and end frames for the deformation.
Motion Blur Mode long Specify which data is used to compute motion blur. Read Velocities (distance per second): read velocities from file and interpret them as distance units per second. Read Velocities (distance per frame): read velocities from file and interpret them as distance units per frame. Compute Velocities: compute velocities from actual geometric positions. Use Sub Positions: use sub-frame geometric positions, providing more accurate results at the expense of more memory usage.
Filename string File path.