Polyfile#
(GeometryPolyfile)
- Category:
/Geometry/Polymesh
- Default object name:
polyfile
Description#
Import a mesh from a file. Supported formats: lwo, obj.
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. |
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. |
Shading Variables | string |
|
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. |
Deformers | object[] (Deformer ) |
List of deformation that will be applied on the geometry. |
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. |
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. |
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. |
Enable Subdivision Surface | bool |
Enable the subdivision of the polygons that compose the mesh. |
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. |
Filename | string |
File path. |
Compression Mode | long |
Set whether data memory compression mode. Compression allows to save memory and should always be enabled. However in some very rare cases, it may slightly degrade the data. When this happens you can set the compression to Disable. If Compression is set to Automatic, compression is only performed if data degradation is minor. Automatic compression requires some extra processing which is why it is disabled by default. |