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SceneObjectScatterer

Scatterer#

(SceneObjectScatterer)

  • Default object name: scatterer

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Description#

Scene object used to scatter other scene objects. The result of the scattering is this scene object itself: this node does not generate real Clarisse's scene objects.

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.
Enable Motion Blur bool Set whether the renderer will do motion blur on the item or not.
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.
Emission Sample Count long Override the number of emission samples allocated by the renderer when sampling the scene object.
Sub Items Rendering Mode long Set whether item should override or not sub-items visibility flags.
Emission Importance Sampling Mode long When Use Sub Items, it samples instances according to the value of the Enable Emission Importance Sampling attribute defined on the sources. If the sources have their Emission Importance Sampling disabled then they are traditionally sampled, otherwise they are importance sampled. When Force Importance Sampling, it forces each instance to be emission importance sampled when instantiated by the combiner/scatterer. When Disable Importance Sampling, it forces each instance to be traditionally sampled when instantiated by the combiner/scatterer.
Geometry Support reference (Geometry) Set the geometry whose vertices will be used as scattering positions. For each vertex, a scene object will be scatterered.
Scatter Input Mode long Define how scattered geometries will be chosen. In Random mode, geometries are scattered randomly. In Luminance mode, the scatter input luminance is used to scatter a specific geometry from the list. Basically the scatterer divides the input luminance according to the number of geometries. The geometry located in the luminance interval will be the one scattered. In ID mode, an ID is read from the scatter input and is used to select the corresponding geometry. It is also possible to specify the name of a custom attribute to be read from each geometry and that contains their respective IDs.
Scatter Input double
Geometry reference (SceneObject) The geometry to scatter.
Id long Optional ID for this geometry.
Probability double Probability of this geometry to be scattered.
Collision Object reference (SceneObject) When using per instance collision, this object can be used to replace the original scattered geometry.
Support Space long Set the space in which the geometry support must be considered.
Geometry Id Attribute string Specify the name of the attribute that has to be read from each geometry to know their respective IDs.
Use Support Normals double
Scatter Normal double[3] Set the starting orientation of the instance.
Variance Mode long Variance mode.
Variance Seed long Variance random generator seed.
Scatter Position Variance double[3] Add randomness to the position of the objects being scattered per object.
Scatter Position Variance Step double[3] Reduce the random position into multiples of the specified value. Ex: position variance of 10 with step 5 will randomly pick a position between -10, -5, 0, 5 and 10.
Scatter Rotation Variance double[3] Add randomness to the rotation of the objects being scattered per object.
Scatter Rotation Variance Step double[3] Reduce the random rotation into multiples of the specified value. Ex: rotation variance of 360 with step 90 will randomly pick a rotation between 0, 90, 180 and 270.
Scatter Scale Variance double[3] Add randomness to the scaling of the objects being scattered per object.
Scatter Scale Variance Step double[3] Reduce the random scale into multiples of the specified value. Ex: scale variance of 1.0 with step 0.5 will randomly pick a scale between -1, -0.5, 0, 0.5 and 1. If uniform scale variance is activated, the average of the 3 values is applied as a same step on the three axis.
Uniform Scale Variance bool Set whether the scale variance is uniform (same in all XYZ directions) or not.
Scatter Position double[3] Offset the position of the scene object being scattered.
Scatter Rotation double[3] Offset the rotation of the scene object being scattered.
Scatter Scale double[3] Offset the scaling of the scene object being scattered.
Scatter Rotation Order long Specify on which order the Euler rotations are composed. By default Clarisse's uses YXZ
Decimation Seed long Decimation random generator seed.
Decimate Value double Decimation threshold.
Decimation Space long Specify the space in which the geometry support must be considered when evaluating the decimation and the collision. If collision mode is activated and the support geometry is animated, it may be useful to set the mode to Reference. This forces to compute per instance collision at the reference frame defined by the support geometry.
Collision Mode long Specify how to decimate instances based on pairs collision detection. The first mode uses the oriented bounding box of each instance to perform the overlapping test. The second mode uses the ellipsoid inside the oriented bounding box.
Collision Scale Multiplier double[3] Multiply the size of bounding volume used for instance pairs collision detection.
Collision Detection Order long Set whether instances are ordered according to the referenced object index before being inserted and then tested for collision among all the already inserted instances. It may be useful when having different sized object.
Collision Seed long Random generator seed for instance insertion for collision.
Scatter Time Offset double Offset the time of the scene object being scattered.
Scatter Time Variance double Add randomness to the time offset of the objects being scattered per object.
Scatter Time Variance Samples long Specify the number of geometry samples generated if time variance is greater than 0.