Blender
V3.3
|
Go to the source code of this file.
Macros | |
#define | DefNode(Category, ID, DefFunc, EnumName, StructName, UIName, UIDesc) |
Functions | |
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") DefNode(Node | |
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") DefNode(Node | |
Group Output data from inside of a node group | DefNode (Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "A single-socket organization tool that supports one input and multiple outputs") DefNode(ShaderNode |
Group Output data from inside of a node group A color picker | DefNode (ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "Used to Input numerical values to other nodes in the tree") DefNode(ShaderNode |
Group Output data from inside of a node group A color picker Mix two input colors | DefNode (ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "Map values to colors with the use of a gradient") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "Apply a gamma correction") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "Transform the input vector by applying translation, rotation, and scale") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "Apply color corrections for each color channel") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "Remap a value from a range to a target range") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "Perform math operations") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "Split a color into its red, green, and blue channels (Deprecated)") DefNode(ShaderNode |
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 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 | DefNode (ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "Output surface material information for use in rendering") DefNode(ShaderNode |
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 |
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 | DefNode (ShaderNode, SH_NODE_OUTPUT_LIGHT, def_sh_output, "OUTPUT_LIGHT", OutputLight, "Light Output", "Output light information to a light object") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_OUTPUT_LINESTYLE, def_sh_output_linestyle,"OUTPUT_LINESTYLE", OutputLineStyle, "Line Style Output", "") DefNode(ShaderNode |
in reality light always falls off quadratically | DefNode (ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "Retrieve information about the object instance") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Curves Info", "Retrieve hair curve information") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_VOLUME_INFO, 0, "VOLUME_INFO", VolumeInfo, "Volume Info", "Read volume data attributes from volume grids") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "Convert a wavelength value to an RGB value") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "Generate a tangent direction for the Anisotropic BSDF") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_TEX_MAGIC, def_sh_tex_magic, "TEX_MAGIC", TexMagic, "Magic Texture", "Generate a psychedelic color texture") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "Generate a checkerboard texture") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "Rotate a vector around a pivot point (center)") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_SEPHSV_LEGACY, 0, "SEPHSV", SeparateHSV, "Separate HSV", "Split a color into its hue, saturation, and value channels") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "Create a vector from X, Y, and Z components") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "Displace the surface along the surface normal") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | 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") DefNode(ShaderNode |
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 | DefNode (ShaderNode, SH_NODE_COMBINE_COLOR, def_sh_combsep_color, "COMBINE_COLOR", CombineColor, "Combine Color", "Create a color from individual components using multiple models") DefNode(ShaderNode |
Variables | |
NODE_GROUP | |
def_group | |
GROUP | |
Group | |
NODE_GROUP_OUTPUT | |
def_group_output | |
GROUP_OUTPUT | |
GroupOutput | |
Group | Output |
Group Output data from inside of a node group | SH_NODE_RGB |
Group Output data from inside of a node group | RGB |
Group Output data from inside of a node group A color picker | SH_NODE_MIX_RGB |
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_RGB |
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 | SH_NODE_RGBTOBW |
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 | RGBToBW |
Group Output data from inside of a node group A color picker Mix two input colors RGB to | BW |
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 | 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 | 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 | SH_NODE_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 | 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 | 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 | Contrast |
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 |
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 | CURVE_VEC |
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 |
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 | Curves |
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 |
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 |
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 |
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 | Data |
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 |
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 |
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 |
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 |
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 |
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 |
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 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 |
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 |
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 |
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 |
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 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 Invert a producing a negative | CombineRGB |
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 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 Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue | SH_NODE_HUE_SAT |
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 |
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 |
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 | SH_NODE_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 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 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 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 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 |
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 |
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 |
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 |
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 |
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 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 |
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 | SH_NODE_PARTICLE_INFO |
in reality light always falls off quadratically | PARTICLE_INFO |
in reality light always falls off quadratically | ParticleInfo |
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 | 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 | 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_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 | PointInfo |
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 |
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 |
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 | 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 | 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 | SH_NODE_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 | 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 | 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 | 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 | 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 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 | 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 | 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 | SH_NODE_SCRIPT |
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 |
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 |
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 |
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 | def_sh_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 | 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 | TexImage |
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 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 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 |
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 | 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 | 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 | 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 | 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 | TexNoise |
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 |
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 |
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 |
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 |
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 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 |
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 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 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 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 |
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 | 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 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 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 | 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 | def_sh_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 | 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 | 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 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 |
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 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 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 | 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 | 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 | vector |
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 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 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 |
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 |
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 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 | HSV |
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 | 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 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 |
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 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 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 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 | Attribute |
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 |
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 |
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 | 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 | 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 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 |
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 |
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 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 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 |
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 |
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 |
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 |
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 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 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 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 |
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 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 | 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 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 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 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 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 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 |
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 | Curve |
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 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 |
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 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 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 |
Definition at line 14 of file NOD_static_types.h.
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 | ) |
Referenced by accessor_get_image_callback(), all_strips_from_context(), animsys_evaluate_nla_domain(), libmv::internal::LookupWarpGrid::Apply(), BKE_image_stamp_buf(), BKE_volume_grid_dense_floats(), BLF_thumb_preview(), bssrdf_num_channels(), collection_filter_rendered_strips(), color3ubv_from_seq(), colormanagement_transform_ex(), FallbackImpl::cpuProcessorApply(), FallbackImpl::cpuProcessorApply_predivide(), createTransSeqImageData(), curve_mapping_apply_pixel(), display_buffer_apply_get_linear_buffer(), display_buffer_init_handle(), libmv::CameraIntrinsics::DistortBuffer(), do_adjustment_impl(), do_display_buffer_apply_thread(), do_multicam(), do_processor_transform_thread(), do_render_strip_seqbase(), draw_color_strip_band(), draw_render_result_ensure_pass_cb(), draw_seq_background(), draw_seq_strip(), draw_seq_text_overlay(), draw_sequence_extensions_overlay(), drawmeta_contents(), drw_command_clear(), DRW_shgroup_clear_framebuffer(), ED_image_draw_info(), exr_channels_in_multi_part_file(), exr_is_half_float(), exr_print_filecontents(), exr_rgba_channelname(), fill_mapping(), fwritecolrs(), gizmo2d_calc_bounds(), gizmo2d_calc_rotation(), gizmo2d_calc_transform_orientation(), gizmo2d_calc_transform_pivot(), GPU_framebuffer_read_color(), GPU_frontbuffer_read_pixels(), image_exr_from_scene_linear_to_output(), image_get_render_result(), imb_addrectfloatImBuf(), imb_alloc_pixels(), IMB_allocFromBuffer(), IMB_allocFromBufferOwn(), IMB_colormanagement_colorspace_to_scene_linear(), IMB_colormanagement_processor_apply(), IMB_colormanagement_processor_apply_byte(), IMB_colormanagement_processor_apply_pixel(), IMB_colormanagement_transform(), IMB_colormanagement_transform_byte(), IMB_colormanagement_transform_byte_threaded(), IMB_colormanagement_transform_from_byte(), IMB_colormanagement_transform_from_byte_threaded(), IMB_colormanagement_transform_threaded(), IMB_display_buffer_transform_apply(), IMB_exr_begin_read(), imb_exr_is_multilayer_file(), imb_exr_multilayer_parse_channels_from_file(), imb_exr_type_by_channels(), imb_filterN(), imb_loadpng(), IMB_premultiply_rect_float(), imb_save_openexr_float(), imb_save_openexr_half(), imb_stereo3d_data_init(), IMB_stereo3d_from_rect(), IMB_stereo3d_from_rectf(), imb_stereo3d_read_anaglyph(), imb_stereo3d_read_interlace(), imb_stereo3d_read_sidebyside(), imb_stereo3d_read_topbottom(), imb_stereo3d_squeeze_rect(), imb_stereo3d_squeeze_rectf(), imb_stereo3d_write_anaglyph(), imb_stereo3d_write_interlace(), imb_stereo3d_write_sidebyside(), imb_stereo3d_write_topbottom(), IMB_unpremultiply_rect_float(), libmv_byteBufferToFloatImage(), libmv_cameraIntrinsicsDistortByte(), libmv_cameraIntrinsicsDistortFloat(), libmv_cameraIntrinsicsUndistortByte(), libmv_cameraIntrinsicsUndistortFloat(), libmv_detectFeaturesByte(), libmv_detectFeaturesFloat(), libmv_floatBufferToFloatImage(), libmv_samplePlanarPatchByte(), libmv_samplePlanarPatchFloat(), BlenderImageLoader::load_pixels(), nla_eval_domain_action(), nla_eval_domain_strips(), nladata_flush_channels(), nlasnapshot_blend_strip(), nlasnapshot_blend_strip_get_inverted_lower_snapshot(), nlasnapshot_blend_strip_no_blend(), nlasnapshot_from_action(), nlastrip_evaluate(), nlastrip_evaluate_actionclip(), nlastrip_evaluate_meta(), nlastrip_evaluate_transition(), DenoiseImage::parse_channels(), partial_buffer_update_rect(), processor_transform_apply_threaded(), processor_transform_init_handle(), pygpu_framebuffer_read_color(), query_snap_targets(), RE_create_render_pass(), RE_engine_add_pass(), RE_engine_register_pass(), render_layer_add_pass(), libmv::SamplePattern(), screen_ctx_selected_editable_sequences(), selected_strips_from_context(), seq_box_select_seq_from_preview(), SEQ_channel_get_by_index(), SEQ_channel_name_get(), SEQ_channels_displayed_set(), SEQ_channels_ensure(), SEQ_channels_free(), SEQ_get_channels_by_seq(), seq_get_shown_sequences(), seq_get_strip_pivot_median(), seq_get_text_strip_cb(), SEQ_get_topmost_sequence(), seq_prefetch_frames(), seq_prefetch_must_skip_frame(), seq_prefetch_scene_strip_is_rendered(), SEQ_query_rendered_strips(), SEQ_render_give_ibuf(), seq_render_give_ibuf_seqbase(), SEQ_render_is_muted(), seq_render_strip_stack(), seq_select_seq_from_preview(), SEQ_time_find_next_prev_edit(), SEQ_transform_is_locked(), seq_update_muting_recursive(), SeqTransInfo(), sequencer_draw_preview(), sequencer_drop_copy(), sequencer_mute_exec(), sequencer_snap_exec(), sequencer_unmute_exec(), studiolight_multilayer_convert_pass(), ColorSpaceManager::to_scene_linear(), libmv::CameraIntrinsics::UndistortBuffer(), and volume_grid_cache_get().
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" | |||
) |
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" | |||
) |
Group Output data from inside of a node group DefNode | ( | Node | , |
NODE_REROUTE | , | ||
0 | , | ||
"REROUTE" | , | ||
Reroute | , | ||
"Reroute" | , | ||
"A single-socket organization tool that supports one input and multiple outputs" | |||
) |
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 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" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_COMBINE_COLOR | , | ||
def_sh_combsep_color | , | ||
"COMBINE_COLOR" | , | ||
CombineColor | , | ||
"Combine Color" | , | ||
"Create a color from individual components using multiple models" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_COMBXYZ | , | ||
0 | , | ||
"COMBXYZ" | , | ||
CombineXYZ | , | ||
"Combine XYZ" | , | ||
"Create a vector from | X, | ||
Y | , | ||
and Z components" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_CURVE_RGB | , | ||
def_rgb_curve | , | ||
"CURVE_RGB" | , | ||
RGBCurve | , | ||
"RGB Curves" | , | ||
"Apply color corrections for each color channel" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_DISPLACEMENT | , | ||
def_sh_displacement | , | ||
"DISPLACEMENT" | , | ||
Displacement | , | ||
"Displacement" | , | ||
"Displace the surface along the surface 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 DefNode | ( | ShaderNode | , |
SH_NODE_GAMMA | , | ||
0 | , | ||
"GAMMA" | , | ||
Gamma | , | ||
"Gamma" | , | ||
"Apply a gamma correction" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_HAIR_INFO | , | ||
0 | , | ||
"HAIR_INFO" | , | ||
HairInfo | , | ||
"Curves Info" | , | ||
"Retrieve hair curve information" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_MAP_RANGE | , | ||
def_map_range | , | ||
"MAP_RANGE" | , | ||
MapRange | , | ||
"Map Range" | , | ||
"Remap a value from a range to a target range" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_MAPPING | , | ||
def_sh_mapping | , | ||
"MAPPING" | , | ||
Mapping | , | ||
"Mapping" | , | ||
"Transform the input vector by applying | translation, | ||
rotation | , | ||
and scale" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_MATH | , | ||
def_math | , | ||
"MATH" | , | ||
Math | , | ||
"Math" | , | ||
"Perform math operations" | |||
) |
in reality light always falls off quadratically DefNode | ( | ShaderNode | , |
SH_NODE_OBJECT_INFO | , | ||
0 | , | ||
"OBJECT_INFO" | , | ||
ObjectInfo | , | ||
"Object Info" | , | ||
"Retrieve information about 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 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 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" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_OUTPUT_LIGHT | , | ||
def_sh_output | , | ||
"OUTPUT_LIGHT" | , | ||
OutputLight | , | ||
"Light Output" | , | ||
"Output light information to a light object" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_OUTPUT_LINESTYLE | , | ||
def_sh_output_linestyle | , | ||
"OUTPUT_LINESTYLE" | , | ||
OutputLineStyle | , | ||
"Line Style 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 Hue Saturation Apply a color transformation in the HSV color model DefNode | ( | ShaderNode | , |
SH_NODE_OUTPUT_MATERIAL | , | ||
def_sh_output | , | ||
"OUTPUT_MATERIAL" | , | ||
OutputMaterial | , | ||
"Material Output" | , | ||
"Output surface material information for use in rendering" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_SEPHSV_LEGACY | , | ||
0 | , | ||
"SEPHSV" | , | ||
SeparateHSV | , | ||
"Separate HSV" | , | ||
"Split a color into its | hue, | ||
saturation | , | ||
and value channels" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_SEPRGB_LEGACY | , | ||
0 | , | ||
"SEPRGB" | , | ||
SeparateRGB | , | ||
"Separate RGB" | , | ||
"Split a color into its | red, | ||
green | , | ||
and blue channels(Deprecated)" | |||
) |
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 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" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_SQUEEZE | , | ||
0 | , | ||
"SQUEEZE" | , | ||
Squeeze | , | ||
"Squeeze Value" | , | ||
"" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_TANGENT | , | ||
def_sh_tangent | , | ||
"TANGENT" | , | ||
Tangent | , | ||
"Tangent" | , | ||
"Generate a tangent direction for the Anisotropic BSDF" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_TEX_CHECKER | , | ||
def_sh_tex_checker | , | ||
"TEX_CHECKER" | , | ||
TexChecker | , | ||
"Checker Texture" | , | ||
"Generate a checkerboard 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 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 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" | |||
) |
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 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" | |||
) |
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 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" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_TEX_MAGIC | , | ||
def_sh_tex_magic | , | ||
"TEX_MAGIC" | , | ||
TexMagic | , | ||
"Magic Texture" | , | ||
"Generate a psychedelic color 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 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 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" | |||
) |
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 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" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_UVALONGSTROKE | , | ||
def_sh_uvalongstroke | , | ||
"UVALONGSTROKE" | , | ||
UVAlongStroke | , | ||
"UV Along Stroke" | , | ||
"" | |||
) |
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 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" | |||
) |
Group Output data from inside of a node group A color picker Mix two input colors DefNode | ( | ShaderNode | , |
SH_NODE_VALTORGB | , | ||
def_colorramp | , | ||
"VALTORGB" | , | ||
ValToRGB | , | ||
"ColorRamp" | , | ||
"Map values to colors with the use of a gradient" | |||
) |
Group Output data from inside of a node group A color picker DefNode | ( | ShaderNode | , |
SH_NODE_VALUE | , | ||
0 | , | ||
"VALUE" | , | ||
Value | , | ||
"Value" | , | ||
"Used to Input numerical values to other nodes in the tree" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_VECTOR_ROTATE | , | ||
def_sh_vector_rotate | , | ||
"VECTOR_ROTATE" | , | ||
VectorRotate | , | ||
"Vector Rotate" | , | ||
"Rotate a vector around a pivot point (center)" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_VOLUME_INFO | , | ||
0 | , | ||
"VOLUME_INFO" | , | ||
VolumeInfo | , | ||
"Volume Info" | , | ||
"Read volume data attributes from volume grids" | |||
) |
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 DefNode | ( | ShaderNode | , |
SH_NODE_WAVELENGTH | , | ||
0 | , | ||
"WAVELENGTH" | , | ||
Wavelength | , | ||
"Wavelength" | , | ||
"Convert a wavelength value to an RGB 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 Specular Similar to the Principled BSDF node but uses the specular workflow instead of which functions by specifying the facing | ( | along | normal | ) |
Referenced by NODE_DEFINE().
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 Attribute |
Definition at line 112 of file NOD_static_types.h.
Referenced by attr_create_generic(), copy_attributes(), find_curves_position_attribute(), find_curves_radius_attribute(), find_position_attribute(), find_radius_attribute(), OSLRenderServices::get_attribute(), and GeometryManager::update_osl_attributes().
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 |
Definition at line 112 of file NOD_static_types.h.
Referenced by attr_create_random_per_island(), UVMapNode::attributes(), AttributeNode::attributes(), NormalMapNode::attributes(), TangentNode::attributes(), VectorDisplacementNode::attributes(), blender::io::serialize::convert_to_json(), blender::nodes::node_geo_delete_geometry_cc::copy_attributes(), blender::nodes::node_geo_delete_geometry_cc::copy_attributes_based_on_map(), blender::nodes::node_geo_delete_geometry_cc::copy_attributes_based_on_mask(), blender::bke::copy_with_removed_points(), ImageTextureNode::cull_tiles(), curves_batch_ensure_attribute(), blender::nodes::node_geo_curve_to_points_cc::ensure_point_attribute(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_edges(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_face_regions(), blender::nodes::node_geo_extrude_mesh_cc::extrude_mesh_vertices(), blender::ed::spreadsheet::GeometryDataSource::get_column_values(), blender::bke::CustomDataAttributes::get_for_read(), blender::bke::IDAttributeFieldInput::get_varray_for_context(), internal_dependencies_panel_draw(), blender::bke::AttributeAccessor::lookup(), blender::bke::attribute_accessor_functions::lookup(), blender::nodes::geometry_nodes_eval_log::NodeLog::lookup_available_attributes(), blender::bke::MutableAttributeAccessor::lookup_for_write(), blender::bke::attribute_accessor_functions::lookup_for_write(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_only_span(), blender::bke::MutableAttributeAccessor::lookup_or_add_for_write_span(), blender::nodes::node_geo_flip_faces_cc::mesh_flip_faces(), blender::ed::space_node::named_attribute_tooltip(), NODE_DEFINE(), blender::geometry::preprocess_curves(), blender::geometry::preprocess_meshes(), blender::geometry::preprocess_pointclouds(), AttributeSet::remove(), Spline::reverse(), blender::nodes::node_geo_extrude_mesh_cc::save_selection_as_attribute(), blender::compositor::MovieClipAttributeOperation::set_attribute(), store_computed_output_attributes(), blender::geometry::subdivide_curves(), thread::thread(), blender::nodes::node_geo_store_named_attribute_cc::try_capture_field_on_geometry(), blender::bke::DynamicPointAttributeProvider::try_get_for_read(), blender::bke::DynamicPointAttributeProvider::try_get_for_write(), and blender::io::obj::OBJWriter::write_vertex_coords().
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 |
Definition at line 116 of file NOD_static_types.h.
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 |
Definition at line 116 of file NOD_static_types.h.
Referenced by modifier_type_init().
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 |
Definition at line 89 of file NOD_static_types.h.
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 |
Definition at line 89 of file NOD_static_types.h.
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 |
Definition at line 34 of file NOD_static_types.h.
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 |
Definition at line 34 of file NOD_static_types.h.
Referenced by sequence_modifier_type_info_init().
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 |
Definition at line 50 of file NOD_static_types.h.
Referenced by NODE_DEFINE(), and svm_node_closure_bsdf().
Definition at line 30 of file NOD_static_types.h.
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 |
Definition at line 38 of file NOD_static_types.h.
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 |
Definition at line 108 of file NOD_static_types.h.
Referenced by bc_getSceneCameraAction(), BKE_camera_multiview_model_matrix(), BKE_camera_multiview_model_matrix_scaled(), BKE_camera_multiview_params(), BKE_camera_multiview_render(), BKE_camera_multiview_shift_x(), BKE_camera_multiview_spherical_stereo(), BKE_camera_multiview_view_matrix(), BKE_camera_multiview_window_matrix(), BKE_camera_view_frame(), BKE_camera_view_frame_ex(), BKE_image_stamp_buf(), BKE_render_result_stamp_info(), BKE_scene_camera_switch_update(), BKE_stamp_info_callback(), BKE_tracking_camera_to_blender(), BKE_tracking_distort_frame(), BKE_tracking_distort_v2(), BKE_tracking_distortion_new(), BKE_tracking_distortion_update(), BKE_tracking_get_projection_matrix(), BKE_tracking_undistort_frame(), BKE_tracking_undistort_v2(), Freestyle::BlenderStrokeRenderer::BlenderStrokeRenderer(), BLI_uvproject_camera_info(), blo_do_versions_270(), BLO_update_defaults_startup_blend(), blender::deg::DepsgraphNodeBuilder::build_camera(), blender::deg::DepsgraphRelationBuilder::build_camera(), blender::deg::DepsgraphNodeBuilder::build_object_data_camera(), blender::deg::DepsgraphRelationBuilder::build_object_data_camera(), camera_foreach_id(), camera_model_matrix(), camera_multiview_advanced(), blender::io::usd::camera_sensor_size_for_render(), camera_stereo3d_model_matrix(), camera_stereo3d_shift_x(), camera_view3d_reconstruction(), check_undistortion_cache_flags(), check_valid_camera_multiview(), DocumentImporter::create_camera_object(), depthdropper_init(), blender::compositor::ConvertDepthToRadiusOperation::determine_focal_distance(), distortion_model_parameters_from_options(), distortion_model_parameters_from_tracking(), do_render_engine(), do_set_scale(), do_versions_after_linking_280(), do_versions_after_linking_cycles(), blender::io::usd::USDCameraWriter::do_write(), draw_frame_curves(), draw_marker_name(), ed_marker_move_apply(), ed_marker_select(), ed_marker_select_exec(), ED_update_for_newframe(), ED_view3d_draw_offscreen_imbuf(), ED_view3d_draw_offscreen_imbuf_simple(), ED_view3d_smooth_view_undo_begin(), ED_view3d_smooth_view_undo_end(), EEVEE_depth_of_field_init(), EEVEE_effects_init(), eevee_engine_init(), libmv::EuclideanBundleCommonIntrinsics(), libmv::EuclideanIntersect(), libmv::EuclideanScaleToUnity(), BCAnimationCurve::get_animation_name(), AnimationImporter::get_animation_type(), get_aspect_ratio(), get_camera_with_movieclip(), GPENCIL_render_init(), blender::compositor::ConvertDepthToRadiusOperation::init_execution(), libmv::EuclideanReconstruction::InsertCamera(), libmv::ProjectiveReconstruction::InsertCamera(), libmv::InternalReprojectionError(), blender::io::alembic::ABCCameraWriter::is_supported(), blender::io::usd::USDCameraWriter::is_supported(), libmv_reprojectionCameraForImage(), libmv_reprojectionErrorForImage(), libmv_reprojectionErrorForTrack(), lineart_create_render_buffer(), lineart_main_load_geometries(), NODE_DEFINE(), object_preview_camera_create(), libmv::ProjectiveIntersect(), put_postprocessed_frame_to_cache(), RE_engine_get_camera_model_matrix(), RE_engine_get_camera_shift_x(), RE_engine_get_spherical_stereo(), RE_GetCamera(), RE_GetCameraModelMatrix(), RE_GetCameraWindow(), RE_PreviewRender(), HdCyclesFileReader::read(), Freestyle::BlenderStrokeRenderer::RenderScene(), screen_opengl_render_doit(), screen_opengl_views_setup(), select_marker_camera_switch(), seq_render_scene_strip(), set_axis(), blender::compositor::ConvertDepthToRadiusOperation::set_camera_object(), set_origin_exec(), set_plane_exec(), solve_camera_freejob(), stampdata(), tracking_cameraIntrinscisOptionsFromTracking(), tracking_scale_reconstruction(), tracking_trackingCameraFromIntrinscisOptions(), AnimationImporter::translate_Animations(), ShaderParameters::update(), uv_from_view_exec(), uv_from_view_invoke(), view3d_stereo3d_setup(), view3d_stereo3d_setup_offscreen(), WIDGETGROUP_camera_poll(), workbench_dof_engine_init(), DocumentImporter::write_node(), and DocumentImporter::writeCamera().
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 |
Definition at line 38 of file NOD_static_types.h.
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 |
Definition at line 40 of file NOD_static_types.h.
Referenced by _bli_array_iter_spiral_square(), actcon_get_tarmat(), angle_signed_on_axis_normalized_v3v3_v3(), anim_set_efra_exec(), anim_set_sfra_exec(), annotation_stroke_newfrombuffer(), apply_scale_factor_clamp(), apply_stroke_envelope(), applyEdgeSlide(), applyGPOpacity(), applyToSphere(), applyVertSlide(), area_actionzone_refresh_xy(), area_move_apply_do(), area_snap_calc_location(), basic_integrate(), bicubic_interpolation(), BKE_brush_curve_strength_clamped(), BKE_brush_sample_masktex(), BKE_brush_size_set(), BKE_colorband_evaluate(), BKE_defvert_normalize(), BKE_defvert_normalize_lock_map(), BKE_defvert_normalize_lock_single(), BKE_defvert_normalize_subset(), BKE_gpencil_stroke_stretch(), BKE_gpencil_stroke_subdivide(), BKE_keyblock_move(), BKE_maskrasterize_handle_sample(), BKE_mesh_remap_calc_edges_from_mesh(), BKE_mesh_remap_calc_polys_from_mesh(), BKE_mesh_remap_calc_verts_from_mesh(), BKE_mesh_validate_arrays(), BKE_pchan_bbone_deform_segment_index(), BKE_pose_blend_read_data(), blf_glyph_set_variation_float(), BLI_system_thread_count(), bm_decim_edge_collapse(), bm_face_split_edge_find(), boxsample(), BPy_IDArray_ass_slice(), BPy_IDArray_slice(), brush_average_apply(), brush_draw_apply(), brush_smear_apply(), brush_tint_apply(), buf_rectfill_area(), build_concurrent(), build_sequential(), buildNormal(), calc_min_radius_v3v3(), blender::nodes::node_shader_math_cc::ClampWrapperFunction::call(), change_character_exec(), change_frame(), change_spacing_exec(), blender::compositor::MathBaseOperation::clamp_if_needed(), clamp_v2(), clamp_v2_v2v2(), clamp_v3(), clamp_v3_v3v3(), clamp_v4(), clamp_v4_v4v4(), blender::compositor::MathBaseOperation::clamp_when_enabled(), collision_newton_rhapson(), collision_response(), Color_ass_slice(), color_balance_fl_lgg(), color_balance_fl_sop(), Color_channel_hsv_set(), Color_slice(), colorfn(), compute_scale_factor(), cp_shade_color3ub(), create_jitter_texture(), curve_blend_read_data(), D(), data_transfer_interp_char(), deformStroke(), displaceModifier_do_task(), displayed_channel_range_get(), blender::draw::distort_remap(), do_enhance_details_brush_task_cb_ex(), do_guides(), do_kink(), do_kink_spiral_deform(), do_particle_interpolation(), do_projectpaint_thread(), do_smooth_brush_task_cb_ex(), do_weight_paint_normalize_all_locked(), do_weight_paint_vertex_multi(), do_weight_paint_vertex_single(), draw_frustum_bound_sphere_calc(), draw_seq_fcurve_overlay(), dynamic_paint_effect_drip_cb(), dynamic_paint_effect_spread_cb(), dynamic_paint_find_island_border(), dynamic_paint_output_surface_image_displace_cb(), dynamic_paint_output_surface_image_wave_cb(), dynamic_paint_paint_mesh_cell_point_cb_ex(), dynamic_paint_paint_single_point_cb_ex(), dynamic_paint_surface_pre_step_cb(), dynamicPaint_doSmudge(), dynamicPaint_doWaveStep(), dynamicPaint_frameUpdate(), dynamicPaint_mixPaintColors(), dynamicPaint_prepareEffectStep(), dynamicPaint_updatePointData(), ED_curve_join_objects_exec(), ED_fileselect_layout_offset_rect(), ED_region_blend_alpha(), ED_region_grid_draw(), ED_space_clip_color_sample(), ED_space_image_color_sample(), ED_space_node_color_sample(), ED_view3d_camera_view_pan(), ED_view3d_camera_view_zoom_scale(), edbm_bevel_mouse_set_value(), edbm_bevel_numinput_set_value(), edge_pan_speed(), EEVEE_bloom_init(), EEVEE_lightbake_filter_glossy(), EEVEE_shadows_init(), encode_2f_to_float(), Euler_ass_slice(), Euler_slice(), eval_table(), blender::draw::evaluate_vertex_weight(), blender::compositor::ConvolutionEdgeFilterOperation::execute_pixel(), blender::compositor::ConvolutionFilterOperation::execute_pixel(), blender::compositor::DespeckleOperation::execute_pixel(), blender::compositor::GaussianBokehBlurOperation::execute_pixel(), blender::compositor::BoxMaskOperation::execute_pixel_sampled(), blender::compositor::DisplaceSimpleOperation::execute_pixel_sampled(), blender::compositor::EllipseMaskOperation::execute_pixel_sampled(), blender::compositor::HueSaturationValueCorrectOperation::execute_pixel_sampled(), blender::compositor::MapRangeOperation::execute_pixel_sampled(), blender::compositor::PosterizeOperation::execute_pixel_sampled(), explodeMesh(), fade_stroke_points(), find_nearest_seq(), flushTransSeq(), followpath_get_tarmat(), frame_from_event(), get_bin_float(), get_ccgdm_data(), gizmo_ruler_invoke(), gizmo_value_from_offset(), gpencil_add_arc_points(), gpencil_apply_randomness(), gpencil_brush_angle(), gpencil_brush_angle_segment(), gpencil_brush_randomize_apply(), gpencil_draw_basic_stroke(), gpencil_find_end_of_stroke_idx(), gpencil_interpolate_modal(), gpencil_interpolate_update_points(), gpencil_mouse_update_shift(), gpencil_primitive_modal(), gpencil_primitive_set_cp(), gpencil_primitive_strength(), gpencil_primitive_update_strokes(), gpencil_set_point_varying_color(), gpencil_stroke_addpoint(), gpencil_stroke_doeraser(), gpencil_stroke_eraser_calc_influence(), gpencil_stroke_newfrombuffer(), gpencil_stroke_normalize_exec(), gpencil_stroke_subdivide(), gpencil_stroke_to_bezier_add_point(), gpencil_stroke_to_path_add_point(), gpencil_subdivide_stroke(), gpencil_vertex_group_smooth_exec(), gpencil_vertexpaint_brush_apply_event(), gpencil_weightpaint_brush_apply_event(), gradientVert_update(), graphview_cursor_apply(), grid_cell_points_cb_ex(), headerTimeSlide(), hex_to_rgb(), hsl_to_rgb(), hsv_clamp_v(), hsv_to_rgb(), hue_correct_apply_threaded(), image_sample_apply(), IMB_getmipmap(), IMB_rectfill_area_replace(), imm_draw_disk_partial(), imm_draw_disk_partial_3d(), ColorBlock::init(), blender::compositor::GaussianBokehBlurOperation::init_data(), init_heights_data(), blender::compositor::VariableSizeBokehBlurOperation::initialize_tile_data(), interp_weights_poly_v2(), interp_weights_poly_v3(), interpolate_particle_value(), isect_seg_seg_v3(), isect_sweeping_sphere_tri_v3(), layer_bucket_init(), line_clip_rect2f(), lineart_get_edge_bounding_areas(), load_tex_task_cb_ex(), blender::draw::loop_edge_factor_get(), make_sep_waveform_view_from_ibuf_float(), make_waveform_view_from_ibuf_float(), mask_expand_floodfill_cb(), mask_expand_normal_floodfill_cb(), mathutils_rna_vector_set(), Matrix_ass_slice(), Matrix_slice(), MatrixAccess_slice(), meshdeform_dynamic_bind(), meshdeform_interp_w(), MOD_solidify_extrude_modifyMesh(), modifyMesh(), motion_path_get_frame_range_to_draw(), multipaint_apply_change(), nla_draw_strip_curves(), blender::ed::space_node::node_resize_modal(), ob_parcurve(), object_blend_read_data(), op_clamp(), op_clamp3(), op_smoothstep(), blender::draw::overhang_remap(), paint_sample_color(), parse_int_clamp(), parse_int_range_relative_clamp(), parse_int_relative_clamp(), particle_settings_blend_read_data(), blender::compositor::DisplaceOperation::pixel_transform(), playanim_toscreen(), pose_slide_modal(), proj_paint_state_screen_coords_init(), project_paint_begin(), project_paint_bucket_bounds(), project_paint_uvpixel_mask(), prop_subscript_ass_array_slice__float_recursive(), prop_subscript_ass_array_slice__int_recursive(), psys_changed_type(), psys_get_particle_on_path(), psys_get_particle_state(), psys_thread_create_path(), py_bl_math_clamp(), py_bl_math_smoothstep(), py_to_float(), py_to_int(), Quaternion_ass_slice(), Quaternion_slice(), radial_control_modal(), RE_engine_begin_result(), RE_engine_frame_set(), RE_engine_update_progress(), region_scale_invoke(), region_scale_modal(), render_border_exec(), safe_acosf(), safe_asinf(), blender::ed::space_node::sample_apply(), screen_geom_find_area_split_point(), screen_geom_vertices_scale_pass(), SCULPT_smooth(), seq_effect_speed_rebuild_map(), seq_snap_target_points_build(), seq_speed_effect_target_frame_get(), set_fcurve_vertex_color(), blender::draw::sharp_remap(), blender::ed::space_node::snode_bg_viewmove_modal(), splineik_evaluate_bone(), stencil_control_calculate(), surface_determineForceTargetPoints(), surfaceGenerateGrid(), system_step(), tablet_tool_handle_tilt(), target_project_edge(), textview_draw_string(), blender::draw::thickness_remap(), transdata_elem_bend(), transdata_elem_bevel_weight(), transdata_elem_crease(), transform_evaluate(), txt_sel_set(), ui_but_calc_float_precision(), ui_but_range_set_soft(), ui_but_string_get_ex(), UI_calc_float_precision(), ui_do_but_SLI(), ui_draw_but_HSV_v(), ui_draw_but_HSVCIRCLE(), ui_draw_but_HSVCUBE(), UI_GetColorPtrBlendShade3ubv(), UI_GetColorPtrShade3ubv(), UI_GetThemeColorBlend3f(), UI_GetThemeColorBlend3ubv(), UI_GetThemeColorBlend4f(), UI_GetThemeColorBlendShade3fv(), UI_GetThemeColorBlendShade3ubv(), UI_GetThemeColorBlendShade4fv(), UI_GetThemeColorShade3fv(), UI_GetThemeColorShade3ubv(), UI_GetThemeColorShade4fv(), UI_GetThemeColorShade4ubv(), UI_GetThemeColorShadeAlpha4fv(), UI_GetThemeColorShadeAlpha4ubv(), ui_handle_list_event(), ui_multibut_states_apply(), ui_numedit_but_COLORBAND(), ui_numedit_but_HISTOGRAM(), ui_numedit_but_HSVCUBE(), ui_numedit_but_NUM(), ui_numedit_but_SLI(), ui_numedit_but_WAVEFORM(), ui_selectcontext_apply(), ui_view2d_curRect_validate_resize(), UI_view2d_scrollers_calc(), uilist_prepare(), uiStyleInit(), unit_as_string(), blender::compositor::DisplaceSimpleOperation::update_memory_buffer_partial(), blender::compositor::HueSaturationValueCorrectOperation::update_memory_buffer_partial(), blender::compositor::MapRangeOperation::update_memory_buffer_partial(), blender::compositor::NormalizeOperation::update_memory_buffer_partial(), blender::compositor::PosterizeOperation::update_memory_buffer_partial(), blender::compositor::VariableSizeBokehBlurOperation::update_memory_buffer_partial(), valuefn(), Vector_ass_slice(), Vector_slice(), vfont_to_curve(), vgroup_invert_subset(), vgroup_levels_subset(), vgroup_normalize(), vgroup_quantize_subset(), vgroup_smooth_subset(), vgroups_datatransfer_interp(), view3d_center_camera_exec(), view3d_set_1_to_1_viewborder(), view3d_zoom_border_exec(), view_ghost_border_exec(), view_zoom_to_window_xy_camera(), viewzoom_apply_3d(), waveModifier_do(), weight_sample_invoke(), weightvg_update_vg(), wm_main_playanim_intern(), wm_pressure_curve(), WM_window_set_dpi(), WM_xr_session_state_nav_scale_set(), wpaint_blend(), and wpaint_get_active_weight().
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 |
Definition at line 40 of file NOD_static_types.h.
Referenced by blender::nodes::node_shader_map_range_cc::build_float_linear(), blender::nodes::node_shader_map_range_cc::build_float_stepped(), blender::nodes::node_shader_map_range_cc::build_vector_linear(), blender::nodes::node_shader_map_range_cc::build_vector_stepped(), btSoftBody::LJoint::Prepare(), IK_QSphericalSegment::SetLimit(), IK_QRevoluteSegment::SetLimit(), IK_QSwingSegment::SetLimit(), and IK_QElbowSegment::SetLimit().
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 |
Definition at line 44 of file NOD_static_types.h.
Referenced by acf_generic_channel_backdrop(), acf_generic_dataexpand_backdrop(), acf_generic_root_backdrop(), acf_group_backdrop(), acf_nla_controls_backdrop(), acf_nlaaction_backdrop(), acf_nlaaction_color(), acf_summary_backdrop(), add_ibuf_size(), add_node(), blender::compositor::MemoryBuffer::add_pixel(), MicrofacetFresnelClosure::alloc(), MicrofacetMultiClosure::alloc(), MicrofacetMultiFresnelClosure::alloc(), ANIM_channel_draw(), ANIM_draw_action_framerange(), annotation_draw_onionskins(), annotation_draw_stabilizer(), annotation_draw_strokes(), arrow_draw_geom(), arrow_draw_intern(), bake_targets_output_vertex_colors(), bc_get_cot(), BKE_brush_color_set(), BKE_gpencil_convert_mesh(), BKE_gpencil_from_image(), BKE_gpencil_stroke_set_random_color(), BKE_image_add_generated(), BKE_image_buf_fill_color(), BKE_image_fill_tile(), BKE_palette_color_add(), BKE_palette_color_remove(), blf_texture_draw(), BLI_voronoi_triangulate(), blender::compositor::blur_pixel(), bone_hint_color_shade(), bone_locked_color_shade(), bsdf_principled_hair_sigma_from_reflectance(), btAdjustInternalEdgeContacts(), button2d_draw_intern(), button2d_geom_draw_backdrop(), cage2d_draw_box_corners(), cage2d_draw_box_interaction(), cage2d_draw_circle_handles(), cage2d_draw_circle_wire(), cage3d_draw_box_corners(), cage3d_draw_box_interaction(), cage3d_draw_circle_handles(), cage3d_draw_circle_wire(), btMinkowskiPenetrationDepthSolver::calcPenDepth(), blender::nodes::SeparateRGBAFunction::call(), blender::nodes::node_shader_color_ramp_cc::ColorBandFunction::call(), blender::nodes::node_shader_sepcomb_rgb_cc::SeparateRGBFunction::call(), camera_view3d_reconstruction(), blender::compositor::MathBaseOperation::clamp_if_needed(), blender::compositor::MixBaseOperation::clamp_if_needed(), clip_draw_dopesheet_channels(), clip_draw_dopesheet_main(), closure_bsdf_microfacet_ggx_aniso_fresnel_params(), closure_bsdf_microfacet_ggx_fresnel_params(), closure_bsdf_microfacet_multi_ggx_aniso_fresnel_params(), closure_bsdf_microfacet_multi_ggx_aniso_params(), closure_bsdf_microfacet_multi_ggx_fresnel_params(), closure_bsdf_microfacet_multi_ggx_glass_fresnel_params(), closure_bsdf_microfacet_multi_ggx_glass_params(), closure_bsdf_microfacet_multi_ggx_params(), color_highlight_compress(), color_highlight_uncompress(), Color_idiv(), Color_imul(), color_mul_float(), color_scene_linear_to_srgb(), color_srgb_to_scene_linear(), colorramp_to_array(), VolumeNode::compile(), BsdfNode::compile(), Freestyle::Strip::computeTexCoordWithTips(), RGBToBWNode::constant_fold(), EmissionNode::constant_fold(), BackgroundNode::constant_fold(), InvertNode::constant_fold(), GammaNode::constant_fold(), BrightContrastNode::constant_fold(), SeparateColorNode::constant_fold(), SeparateRGBNode::constant_fold(), SeparateHSVNode::constant_fold(), RGBRampNode::constant_fold(), contract_shape(), convert_float_color_to_byte_color(), blender::io::obj::create_placeholder_image(), cursor_box_draw(), curve_draw_stroke_3d(), customdata_compare(), btCollisionWorld::debugDrawObject(), debugDrawSingleBatch(), btCollisionWorld::debugDrawWorld(), btMultiBodyDynamicsWorld::debugDrawWorld(), default_paint_slot_color_get(), blender::deg::deg_debug_graphviz_legend_color(), blender::deg::deg_debug_graphviz_node_color(), blender::deg::deg_debug_graphviz_relation_color(), ObjectManager::device_update_object_transform(), dial_3d_draw_util(), dial_draw_intern(), dial_geom_draw(), dial_ghostarc_draw(), dial_ghostarc_draw_helpline(), dilate_shape(), do_fill_tile(), do_solid_color(), btSoftBodyHelpers::Draw(), draw_anti_tria(), draw_anti_tria_rect(), blender::ed::space_node::draw_background_color(), draw_bone_degrees_of_freedom(), draw_bone_name(), blender::ed::spreadsheet::SpreadsheetLayoutDrawer::draw_byte_color(), draw_channel_strips(), draw_circle_in_quad(), draw_dividers(), draw_fcurve_handles(), draw_keyframe_shape(), draw_line_bounds(), draw_line_loop(), draw_line_pairs(), draw_marker_line(), draw_marker_texts(), draw_nla_main_data(), draw_overshoot_triangle(), draw_parallel_lines(), draw_plane_marker_ex(), draw_primitive_view(), draw_primitive_view_impl(), draw_scope_end(), draw_tile_background(), btIDebugDraw::drawAabb(), btIDebugDraw::drawArc(), drawAutoKeyWarning(), drawBox(), btIDebugDraw::drawBox(), btIDebugDraw::drawCapsule(), btIDebugDraw::drawCone(), btIDebugDraw::drawCylinder(), btIDebugDraw::drawPlane(), btIDebugDraw::drawSphere(), btIDebugDraw::drawSpherePatch(), btIDebugDraw::drawTriangle(), drop_color_invoke(), DRW_cache_cursor_get(), DRW_debug_bbox(), DRW_debug_line_v3v3(), DRW_debug_m4_as_bbox(), DRW_debug_polygon_v3(), DRW_debug_sphere(), DRW_globals_update(), drw_shgroup_bone_axes(), drw_shgroup_bone_custom_empty(), drw_shgroup_bone_custom_mesh_wire(), drw_shgroup_bone_custom_wire(), drw_shgroup_bone_relationship_lines_ex(), drw_shgroup_bone_wire(), dynamic_paint_apply_surface_vpaint_blend_cb(), dynamic_paint_set_init_color_tex_to_imseq_cb(), dynamic_paint_set_init_color_vcol_to_imseq_cb(), dynamicPaint_setInitialColor(), ED_gizmo_draw_preset_facemap(), ed_gizmo_draw_preset_geometry(), ED_gpencil_trace_image_to_bitmap(), ED_imapaint_bucket_fill(), ED_imbuf_sample_draw(), ED_node_socket_draw(), ED_region_do_draw(), ED_region_grid_draw(), ED_space_image_get_display_channel_mask(), edit_text_cache_populate_boxes(), EEVEE_bloom_init(), EEVEE_material_default_error_get(), blender::compositor::SMAAEdgeDetectionOperation::execute_pixel(), blender::compositor::SMAANeighborhoodBlendingOperation::execute_pixel(), blender::compositor::ConvertColorProfileOperation::execute_pixel_sampled(), blender::compositor::ConvertColorToVectorOperation::execute_pixel_sampled(), blender::compositor::ConvertRGBToYCCOperation::execute_pixel_sampled(), blender::compositor::PlaneDistortWarpImageOperation::execute_pixel_sampled(), blender::compositor::TextureAlphaOperation::execute_pixel_sampled(), blender::compositor::CompositorOperation::execute_region(), blender::compositor::PreviewOperation::execute_region(), blender::draw::extract_sculpt_data_init_subdiv(), film_get_pass_pixel_combined(), film_get_pass_pixel_float4(), blender::nodes::node_fn_input_color_cc::fn_node_input_color_build_multi_function(), blender::ed::space_node::frame_node_draw(), blender::ed::space_node::frame_node_draw_label(), fresnel_conductor(), FrsMaterial_ambient_set(), FrsMaterial_diffuse_set(), FrsMaterial_emission_set(), FrsMaterial_line_set(), FrsMaterial_mathutils_get_index(), FrsMaterial_mathutils_set_index(), FrsMaterial_specular_set(), Freestyle::BlenderStrokeRenderer::GenerateStrokeMesh(), blender::ed::geometry::geometry_color_attribute_add_exec(), blender::nodes::get_multi_function(), get_rgba_fixed_color(), EffectsExporter::getcol(), Freestyle::BlenderStrokeRenderer::GetStrokeShader(), gizmo2d_resize_setup(), gizmo2d_rotate_setup(), gizmo2d_xform_setup(), gizmo_cage2d_draw_intern(), gizmo_cage3d_draw_intern(), gizmo_mesh_spin_init_setup(), gl_shaded_color(), gl_shaded_color_get(), gl_shaded_color_get_fl(), gpencil_add_material(), gpencil_brush_cursor_draw(), gpencil_draw_basic_stroke(), gpencil_draw_stroke_3d(), gpencil_draw_stroke_volumetric_3d(), gpencil_invert_image(), gpencil_light_ambient_add(), gpencil_material_hide_exec(), gpencil_primitive_arc(), gpencil_primitive_bezier(), gpencil_primitive_circle(), gpencil_primitive_line(), gpencil_primitive_rectangle(), gpencil_primitive_set_cp(), gpencil_shade_color(), gpencil_vertexpaint_set_exec(), gpu_batch_preset_rectf_tris_color_ex(), GPU_viewport_bind_from_offscreen(), gpu_viewport_draw_colormanaged(), GPU_viewport_draw_to_screen_ex(), blender::compositor::DebugInfo::graphviz_legend_color(), blender::compositor::DebugInfo::graphviz_legend_group(), blender::compositor::DebugInfo::graphviz_system(), hash_float_to_color(), hash_vector2_to_color(), hash_vector3_to_color(), hash_vector4_to_color(), histogram_draw_one(), hsl_to_rgb(), hsv_to_rgb(), icon_draw_rect_input(), icon_draw_rect_input_symbol(), icon_draw_rect_input_text(), icon_draw_size(), image_buf_fill_color_slice(), image_new_exec(), IMB_colormanagement_imbuf_for_write(), imb_load_openexr(), IMB_sampleImageAtLocation(), immDrawPixelsTexScaledFullSize(), immDrawPixelsTexTiled(), immDrawPixelsTexTiled_clipping(), immDrawPixelsTexTiled_scaling(), immDrawPixelsTexTiled_scaling_clipping(), immRectf_fast_with_color(), immRecti_fast_with_color(), immUniformThemeColor(), immUniformThemeColor3(), immUniformThemeColorAlpha(), immUniformThemeColorBlend(), immUniformThemeColorBlendShade(), immUniformThemeColorShade(), immUniformThemeColorShadeAlpha(), invert(), kernel_background_evaluate(), layerDefault_propcol(), light_emission_node_to_energy(), light_emission_unify(), manta_noise_get_rgba_fixed_color(), manta_smoke_get_rgba_fixed_color(), blender::eevee::MaterialModule::MaterialModule(), metaball_instance_data_set(), mf_eval(), mf_sample(), blender::attribute_math::ColorGeometry4bMixer::mix_in(), blender::attribute_math::ColorGeometry4fMixer::mix_in(), motion_path_cache(), move3d_draw_intern(), move_geom_draw(), nla_action_draw_keyframes(), nla_action_get_color(), nla_draw_strip(), nla_draw_use_dashed_outlines(), nla_strip_get_color_inside(), NODE_DEFINE(), blender::ed::space_node::node_draw_basis(), blender::ed::space_node::node_draw_extra_info_panel(), blender::ed::space_node::node_draw_hidden(), blender::ed::space_node::node_draw_sockets(), blender::nodes::node_shader_volume_principled_cc::node_shader_gpu_volume_principled(), blender::ed::space_node::node_socket_draw(), blender::ed::space_node::node_socket_draw_multi_input(), blender::ed::space_node::node_socket_draw_nested(), noise_texture_1d(), noise_texture_2d(), noise_texture_3d(), noise_texture_4d(), outliner_draw_iconrow_number(), OVERLAY_armature_cache_populate(), OVERLAY_bounds(), OVERLAY_collision(), OVERLAY_edit_gpencil_cache_init(), OVERLAY_edit_metaball_cache_populate(), OVERLAY_edit_uv_cache_init(), OVERLAY_empty_cache_populate(), OVERLAY_empty_shape(), OVERLAY_extra_cache_populate(), OVERLAY_extra_line_dashed(), OVERLAY_extra_loose_points(), OVERLAY_extra_point(), OVERLAY_extra_wire(), OVERLAY_fade_cache_init(), OVERLAY_forcefield(), overlay_gpencil_draw_stroke_color_name(), OVERLAY_image_empty_cache_populate(), OVERLAY_lattice_cache_populate(), OVERLAY_light_cache_populate(), OVERLAY_metaball_cache_populate(), OVERLAY_mode_transfer_cache_populate(), OVERLAY_object_name(), OVERLAY_particle_cache_populate(), OVERLAY_texture_space(), OVERLAY_volume_extra(), OVERLAY_wireframe_cache_populate(), blender::ed::sculpt_paint::paint::image::PaintingKernel< ImageBuffer >::paint(), paint_2d_bucket_fill(), paint_2d_fill_add_pixel_byte(), paint_2d_fill_add_pixel_float(), paint_brush_color_get(), blender::ed::sculpt_paint::image::ops::paint::ImagePaintMode::paint_bucket_fill(), paint_sample_color(), palette_blend_write(), palette_color_add_exec(), palette_color_delete_exec(), palette_extract_img_exec(), palette_join_exec(), palette_sort_exec(), panel_draw_highlight_border(), particle_batch_cache_ensure_edit_inner_pos(), particle_batch_cache_ensure_edit_tip_pos(), blender::bke::pbvh_vertex_color_set(), plane_track_colors(), premul_float_to_straight_uchar(), premul_to_straight_v4(), premul_ushort_to_straight_uchar(), btSoftBodyTriangleCallback::processTriangle(), proj_paint_color_attribute_create(), proj_paint_image_create(), blender::gpu::MTLFrameBuffer::read(), blender::io::alembic::read_custom_data_mcols(), blender::io::usd::USDLightReader::read_object_data(), region_draw_azone_tab_arrow(), region_draw_emboss(), region_draw_status_text(), Freestyle::PSStrokeRenderer::RenderStrokeRepBasic(), rgb_ramp_lookup(), rgb_to_hsl(), rgb_to_hsv(), rna_def_modifier_type_common(), blender::compositor::sample(), blender::compositor::sample_bilinear_horizontal(), blender::compositor::sample_bilinear_vertical(), blender::compositor::sample_image_at_location(), sculpt_mask_by_color_contiguous(), SCULPT_vertex_color_set(), blender::compositor::InvertOperation::set_color(), set_draw_marker_area_color(), set_fcurve_vertex_color(), set_roundbox_vertex(), set_viewport_material_props(), shadecolors4(), straight_to_premul_v4(), straight_uchar_to_premul_float(), straight_uchar_to_premul_ushort(), studiolight_calculate_radiance(), studiolight_evaluate_specular_radiance_buffer(), studiolight_irradiance_preview(), studiolight_lights_eval(), studiolight_matcap_preview(), studiolight_radiance_preview(), studiolight_spherical_harmonics_calculate_coefficients(), studiolight_spherical_harmonics_eval(), svm_brightness_contrast(), svm_combine_color(), svm_math_gamma_color(), svm_node_brightness(), svm_node_closure_bsdf(), svm_node_combine_color(), svm_node_combine_hsv(), svm_node_curves(), svm_node_gamma(), svm_node_hsv(), svm_node_invert(), svm_node_normal_map(), svm_node_principled_volume(), svm_node_rgb_ramp(), svm_node_separate_color(), svm_node_separate_hsv(), svm_node_tex_magic(), svm_node_tex_noise(), svm_node_tex_white_noise(), svm_node_wavelength(), svm_separate_color(), HdCyclesLight::Sync(), texture_paint_add_texture_paint_slot_invoke(), timeline_cache_color_get(), timeline_cache_draw_single(), timeline_cache_modify_color_based_on_state(), track_channel_color(), tselem_draw_icon(), ui_do_but_COLOR(), UI_draw_box_shadow(), ui_draw_but_HISTOGRAM(), ui_draw_but_HSVCIRCLE(), ui_draw_clip_tri(), ui_draw_dropshadow(), UI_draw_icon_tri(), UI_draw_roundbox_aa(), UI_draw_text_underline(), ui_draw_widget_back_color(), ui_draw_widget_menu_back_color(), UI_FontThemeColor(), UI_icon_get_theme_color(), ui_palette_set_active(), ui_shadowbox(), UI_view2d_dot_grid_draw(), UI_view2d_multi_grid_draw(), uiDefButImage(), uiTemplateColorPicker(), uiTemplateNodeSocket(), uiTemplatePalette(), blender::compositor::BokehBlurOperation::update_memory_buffer_partial(), blender::compositor::BrightnessOperation::update_memory_buffer_partial(), blender::compositor::ChangeHSVOperation::update_memory_buffer_partial(), blender::compositor::ChannelMatteOperation::update_memory_buffer_partial(), blender::compositor::ColorSpillOperation::update_memory_buffer_partial(), blender::compositor::ConvolutionEdgeFilterOperation::update_memory_buffer_partial(), blender::compositor::DirectionalBlurOperation::update_memory_buffer_partial(), blender::compositor::GammaCorrectOperation::update_memory_buffer_partial(), blender::compositor::GammaUncorrectOperation::update_memory_buffer_partial(), blender::compositor::GaussianBokehBlurOperation::update_memory_buffer_partial(), blender::compositor::GaussianBlurReferenceOperation::update_memory_buffer_partial(), blender::compositor::GlareThresholdOperation::update_memory_buffer_partial(), blender::compositor::InvertOperation::update_memory_buffer_partial(), blender::compositor::LuminanceMatteOperation::update_memory_buffer_partial(), blender::compositor::PlaneDistortWarpImageOperation::update_memory_buffer_partial(), blender::compositor::PreviewOperation::update_memory_buffer_partial(), blender::compositor::ProjectorLensDistortionOperation::update_memory_buffer_partial(), blender::compositor::SetAlphaMultiplyOperation::update_memory_buffer_partial(), blender::compositor::SetAlphaReplaceOperation::update_memory_buffer_partial(), blender::compositor::SMAAEdgeDetectionOperation::update_memory_buffer_partial(), blender::compositor::SMAANeighborhoodBlendingOperation::update_memory_buffer_partial(), blender::compositor::VariableSizeBokehBlurOperation::update_memory_buffer_partial(), blender::compositor::ZCombineOperation::update_memory_buffer_partial(), v3d_cursor_plane_draw(), v3d_cursor_plane_draw_grid(), vertex_color_brightness_contrast_exec(), vertex_color_hsv_exec(), vertex_color_invert_exec(), vertex_color_levels_exec(), vertex_color_set(), view2d_draw_lines_internal(), voronoi_addTriangulationPoint(), vpaint_get_current_col(), walkStacklessQuantizedTree(), walkStacklessQuantizedTreeAgainstRay(), widget_draw_icon(), WIDGETGROUP_gizmo_draw_prepare(), wm_block_create_about(), wm_gizmo_geometryinfo_draw(), WM_gizmo_get_color(), WM_gizmo_set_color(), wm_gizmo_vec_draw(), wm_xr_controller_aim_draw(), wm_xr_controller_model_draw(), workbench_volume_material_color(), workbench_volume_object_cache_populate(), blender::compositor::write_buffer_rect(), blender::compositor::MemoryBuffer::write_pixel(), write_severity(), xyY_to_xyz(), and xyz_to_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 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 |
Definition at line 124 of file NOD_static_types.h.
Referenced by bc_get_ambient(), bc_get_base_color(), bc_get_cot(), bc_get_emission(), bc_get_reflective(), bc_get_specular(), blender::color::BLI_mix_colors(), calculate_average_color(), do_vpaint_brush_blur_loops(), do_vpaint_brush_blur_verts(), do_vpaint_brush_smear(), blender::compositor::FastGaussianBlurOperation::FastGaussianBlurOperation(), fromFloat(), blender::compositor::GaussianBlurBaseOperation::GaussianBlurBaseOperation(), blender::compositor::GaussianBlurReferenceOperation::GaussianBlurReferenceOperation(), blender::compositor::GaussianBokehBlurOperation::GaussianBokehBlurOperation(), EffectsExporter::getcol(), gpencil_modifier_type_init(), blender::color::mix_add(), blender::color::mix_alpha_add(), blender::color::mix_alpha_sub(), blender::color::mix_blend(), blender::color::mix_color(), blender::color::mix_colorburn(), blender::color::mix_colordodge(), blender::color::mix_darken(), blender::color::mix_difference(), blender::color::mix_exclusion(), blender::color::mix_hardlight(), blender::color::mix_hue(), blender::color::mix_lighten(), blender::color::mix_linearburn(), blender::color::mix_linearlight(), blender::color::mix_luminosity(), blender::color::mix_mul(), blender::color::mix_overlay(), blender::color::mix_pinlight(), blender::color::mix_saturation(), blender::color::mix_screen(), blender::color::mix_softlight(), blender::color::mix_sub(), blender::color::mix_vividlight(), LightsExporter::operator()(), blender::compositor::ScaleOperation::ScaleOperation(), MaterialNode::set_alpha(), MaterialNode::set_ambient(), MaterialNode::set_diffuse(), MaterialNode::set_emission(), MaterialNode::set_opacity(), MaterialNode::set_reflective(), MaterialNode::set_specular(), AnimationImporter::translate_Animations(), blender::compositor::TranslateCanvasOperation::TranslateCanvasOperation(), blender::compositor::TranslateOperation::TranslateOperation(), vertex_color_set(), vpaint_blend(), vpaint_do_draw(), vpaint_do_paint(), vpaint_get_current_col(), and DocumentImporter::writeLight().
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 |
Definition at line 110 of file NOD_static_types.h.
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 |
Definition at line 110 of file NOD_static_types.h.
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 |
Definition at line 46 of file NOD_static_types.h.
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 |
Definition at line 46 of file NOD_static_types.h.
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 |
Definition at line 34 of file NOD_static_types.h.
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 |
Definition at line 106 of file NOD_static_types.h.
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 Curve |
Definition at line 122 of file NOD_static_types.h.
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 |
Definition at line 122 of file NOD_static_types.h.
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 |
Definition at line 36 of file NOD_static_types.h.
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 |
Definition at line 36 of file NOD_static_types.h.
Referenced by blender::nodes::node_geo_curve_spline_parameter_cc::accumulated_lengths_curve_domain(), acf_dscurves_setting_ptr(), action_get_item_transforms(), action_to_animato(), blender::bke::adapt_curve_domain_curve_to_point_impl(), blender::bke::adapt_curve_domain_point_to_curve_impl(), blender::geometry::add_curves_on_mesh(), add_node(), animdata_filter_ds_obdata(), blender::ed::curves::any_point_selected(), AnimationImporter::apply_matrix_curves(), apply_objects_internal(), AnimationImporter::Assign_transform_animations(), CurveComponent::attributes_for_write(), bc_has_animations(), BKE_curves_add(), BKE_curves_batch_cache_dirty_tag(), BKE_curves_batch_cache_free(), BKE_curves_boundbox_get(), BKE_curves_data_update(), BKE_id_attribute_copy_domains_temp(), BKE_object_material_array_p(), BKE_object_material_len_p(), blender::deg::DepsgraphRelationBuilder::build_animdata_curves_targets(), blender::bke::build_point_to_curve_map(), blender::bke::calculate_evaluated_offsets(), blender::nodes::node_geo_curve_sample_cc::SampleCurveFunction::call(), CurvesNode::compile(), GeometrySet::compute_boundbox_without_instances(), CurvesNode::constant_fold(), blender::bke::construct_curve_length_gvarray(), blender::nodes::node_geo_curve_spline_parameter_cc::construct_curve_length_parameter_varray(), blender::nodes::node_geo_curve_spline_parameter_cc::construct_curve_parameter_varray(), blender::nodes::node_geo_input_spline_length_cc::construct_curve_point_count_gvarray(), blender::nodes::node_geo_input_tangent_cc::construct_curve_tangent_gvarray(), blender::nodes::node_geo_curve_spline_parameter_cc::construct_index_on_spline_varray(), blender::bke::copy_with_removed_curves(), blender::bke::copy_with_removed_points(), blender::nodes::node_geo_curve_primitive_arc_cc::create_arc_curve_from_points(), blender::nodes::node_geo_curve_primitive_arc_cc::create_arc_curve_from_radius(), blender::bke::create_attribute_providers_for_curve(), blender::bke::tests::create_basic_curves(), blender::nodes::node_geo_curve_primitive_bezier_segment_cc::create_bezier_segment_curve(), blender::geometry::create_curve_from_vert_indices(), blender::nodes::node_geo_string_to_curves_cc::create_curve_instances(), blender::nodes::node_geo_curve_primitive_line_cc::create_direction_line_curve(), blender::nodes::node_geo_curve_primitive_circle_cc::create_point_circle_curve(), blender::nodes::node_geo_curve_primitive_line_cc::create_point_line_curve(), blender::nodes::node_geo_curve_primitive_quadratic_bezier_cc::create_quadratic_bezier_curve(), blender::nodes::node_geo_curve_primitive_circle_cc::create_radius_circle_curve(), blender::nodes::node_geo_curve_primitive_spiral_cc::create_spiral_curve(), blender::nodes::node_geo_curve_primitive_star_cc::create_star_curve(), GeometrySet::create_with_curves(), blender::nodes::node_geo_curve_sample_cc::curve_accumulated_lengths(), curve_create_curves_lines(), curve_create_curves_pos(), curve_eval_render_wire_verts_edges_len_get(), curve_eval_to_curves(), blender::nodes::node_geo_curve_fill_cc::curve_fill_calculate(), blender::bke::curve_legacy_to_curves(), blender::nodes::node_geo_curve_spline_parameter_cc::curve_length_point_domain(), blender::bke::curve_normal_point_domain(), blender::bke::curve_normals_varray(), curve_rename_fcurves(), blender::nodes::node_geo_input_tangent_cc::curve_tangent_point_domain(), curves_batch_cache_clear(), curves_batch_cache_ensure_procedural_indices(), curves_batch_cache_ensure_procedural_pos(), curves_batch_cache_ensure_procedural_strand_data(), curves_batch_cache_fill_segments_indices(), curves_batch_cache_fill_segments_proc_pos(), curves_batch_cache_fill_strands_data(), curves_batch_cache_get(), curves_batch_cache_init(), curves_batch_cache_valid(), curves_batch_ensure_attribute(), curves_blend_read_data(), curves_blend_read_expand(), curves_blend_read_lib(), curves_blend_write(), blender::bke::curves_bounds(), curves_ensure_attributes(), curves_ensure_procedural_data(), curves_foreach_id(), curves_free_data(), curves_init_data(), blender::bke::curves_new_nomain(), blender::bke::curves_new_nomain_single(), blender::ed::curves::curves_poll_impl(), blender::ed::curves::set_selection_domain::curves_set_selection_domain_exec(), curves_to_curve_eval(), blender::nodes::node_geo_deform_curves_on_surface_cc::deform_curves(), blender::nodes::node_geo_delete_geometry_cc::delete_curves_selection(), GeometryManager::device_update_mesh(), Freestyle::Controller::displayDensityCurves(), blender::nodes::node_geo_curve_fill_cc::do_cdt(), do_version_bbone_scale_fcurve_fix(), blender::io::usd::USDHairWriter::do_write(), blender::bke::domain_custom_data(), blender::bke::domain_num(), drivers_path_rename_fix(), DRW_curves_batch_cache_create_requested(), DRW_curves_batch_cache_dirty_tag(), DRW_curves_batch_cache_free(), DRW_curves_batch_cache_free_old(), DRW_curves_batch_cache_get_edit_points(), DRW_curves_batch_cache_validate(), drw_curves_cache_get(), DRW_curves_material_count_get(), DRW_curves_pos_buffer_get(), DRW_curves_texture_for_evaluated_attribute(), DRW_shgroup_curves_create_sub(), blender::nodes::node_geo_duplicate_elements_cc::duplicate_curves(), ensure_seg_pt_count(), AnimationImporter::evaluate_animation(), blender::bke::evaluated_attribute_if_necessary(), everything_selected(), blender::ed::sculpt_paint::ShrinkCurvesEffect::execute(), blender::ed::sculpt_paint::ScaleCurvesEffect::execute(), blender::geometry::execute_realize_curve_task(), AnimationExporter::export_curve_animation_set(), fcurve_path_rename(), fcurves_path_remove_fix(), fcurves_path_rename_fix(), fcurves_to_pchan_links_get(), blender::bke::curves::fill_points(), blender::ed::sculpt_paint::find_curves_brush_position(), AnimationImporter::find_frames(), AnimationImporter::find_frames_old(), blender::geometry::gather_curves_to_realize(), blender::geometry::gather_realize_tasks_recursive(), blender::nodes::node_geo_curve_to_mesh_cc::geometry_set_curve_to_mesh(), blender::bke::get_attribute_accessor_for_write(), blender::bke::get_curve_single_vert(), blender::bke::get_curves_accessor_functions(), blender::ed::sculpt_paint::get_curves_selection(), get_domains(), AnimationExporter::get_modified_export_curve(), blender::bke::get_mutable_attribute(), blender::nodes::node_geo_string_to_curves_cc::get_pivot_point(), blender::ed::sculpt_paint::get_point_selection(), blender::bke::get_span_attribute(), blender::bke::get_varray_attribute(), blender::nodes::node_geo_curve_spline_parameter_cc::CurveParameterFieldInput::get_varray_for_context(), blender::nodes::node_geo_curve_spline_parameter_cc::CurveLengthParameterFieldInput::get_varray_for_context(), blender::nodes::node_geo_curve_spline_parameter_cc::IndexOnSplineFieldInput::get_varray_for_context(), blender::nodes::node_geo_curve_endpoint_selection_cc::EndpointFieldInput::get_varray_for_context(), blender::ed::curves::has_anything_selected(), blender::geometry::interpolate_position_with_interpolation(), blender::geometry::interpolate_position_without_interpolation(), intersection_curve_shadow_transparency(), intersection_get_shader_flags(), intersection_get_shader_from_isect_prim(), make_new_animlistelem(), mesh_new_from_evaluated_curve_type_object(), modifier_apply_obdata(), AnimationImporter::modify_fcurve(), NODE_DEFINE(), blender::nodes::node_geo_curve_fillet_cc::node_geo_exec(), blender::nodes::node_geo_curve_length_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_arc_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_bezier_segment_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_circle_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_line_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_quadratic_bezier_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_quadrilateral_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_spiral_cc::node_geo_exec(), blender::nodes::node_geo_curve_primitive_star_cc::node_geo_exec(), blender::nodes::node_geo_curve_reverse_cc::node_geo_exec(), blender::nodes::node_geo_curve_sample_cc::node_geo_exec(), blender::nodes::node_geo_deform_curves_on_surface_cc::node_geo_exec(), blender::nodes::node_geo_mesh_to_curve_cc::node_geo_exec(), blender::nodes::node_geo_separate_components_cc::node_geo_exec(), blender::nodes::node_geo_set_material_cc::node_geo_exec(), object_origin_set_exec(), outliner_add_id_contents(), overlay_edit_curves_add_ob_to_pass(), OVERLAY_sculpt_curves_cache_populate(), Hair::pack_curves(), parent_set_invoke_menu(), blender::geometry::preprocess_curves(), blender::ed::curves::primitive_random_sphere(), CurveComponent::release(), GeometryComponentEditData::remember_deformed_curve_positions_if_necessary(), CurveComponent::replace(), GeometrySet::replace_curves(), request_attribute(), blender::geometry::retrieve_curve_sizes(), blender::ed::sculpt_paint::retrieve_selected_curves(), blender::ed::sculpt_paint::retrieve_selected_points(), blender::ed::sculpt_paint::sample_curves_3d_brush(), blender::ed::curves::select_all::select_all_exec(), blender::nodes::node_geo_curve_handle_type_selection_cc::select_by_handle_type(), blender::ed::sculpt_paint::select_end::select_end_exec(), blender::ed::sculpt_paint::select_grow::select_grow_invoke_per_curve(), blender::ed::sculpt_paint::select_grow::select_grow_modal(), blender::ed::sculpt_paint::select_grow::select_grow_update(), blender::ed::sculpt_paint::select_random::select_random_exec(), blender::nodes::node_geo_set_curve_handles_cc::set_position_in_component(), blender::nodes::node_geo_curve_set_handle_type_cc::set_type_in_component(), shader_setup_from_curve(), blender::ed::curves::snap_curves_to_surface::snap_curves_to_surface_exec_object(), tag_component_curve_types_changed(), tag_component_normals_changed(), tag_component_positions_changed(), tag_component_topology_changed(), blender::bke::tests::TEST(), blender::nodes::transform_geometry_set(), AnimationImporter::translate_animation_OLD(), blender::nodes::translate_geometry_set(), blender::ed::curves::convert_to_particle_system::try_convert_single_object(), blender::geometry::try_curves_conversion_in_place(), unlink_material_fn(), AnimationImporter::unused_fcurve(), and blender::ed::sculpt_paint::use_add_density_mode().
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 Curves |
Definition at line 36 of file NOD_static_types.h.
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 |
Definition at line 38 of file NOD_static_types.h.
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 |
Definition at line 40 of file NOD_static_types.h.
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 |
Definition at line 122 of file NOD_static_types.h.
def_group |
Definition at line 21 of file NOD_static_types.h.
def_group_output |
Definition at line 23 of file NOD_static_types.h.
Definition at line 28 of file NOD_static_types.h.
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 |
Definition at line 116 of file NOD_static_types.h.
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 |
Definition at line 124 of file NOD_static_types.h.
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 |
Definition at line 91 of file NOD_static_types.h.
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 |
Definition at line 52 of file NOD_static_types.h.
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 |
Definition at line 93 of file NOD_static_types.h.
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 |
Definition at line 104 of file NOD_static_types.h.
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 |
Definition at line 106 of file NOD_static_types.h.
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 |
Definition at line 94 of file NOD_static_types.h.
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 |
Definition at line 98 of file NOD_static_types.h.
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 |
Definition at line 96 of file NOD_static_types.h.
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 |
Definition at line 102 of file NOD_static_types.h.
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 |
Definition at line 100 of file NOD_static_types.h.
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 |
Definition at line 120 of file NOD_static_types.h.
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 |
Definition at line 87 of file NOD_static_types.h.
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 |
Definition at line 108 of file NOD_static_types.h.
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 |
Definition at line 118 of file NOD_static_types.h.
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 |
Definition at line 112 of file NOD_static_types.h.
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 |
Definition at line 36 of file NOD_static_types.h.
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 |
Definition at line 42 of file NOD_static_types.h.
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 |
Definition at line 118 of file NOD_static_types.h.
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 |
Definition at line 50 of file NOD_static_types.h.
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 |
Definition at line 50 of file NOD_static_types.h.
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 |
Definition at line 122 of file NOD_static_types.h.
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 |
Definition at line 54 of file NOD_static_types.h.
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 |
Definition at line 54 of file NOD_static_types.h.
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 |
Definition at line 46 of file NOD_static_types.h.
Group |
Definition at line 21 of file NOD_static_types.h.
GROUP |
Definition at line 21 of file NOD_static_types.h.
GROUP_OUTPUT |
Definition at line 23 of file NOD_static_types.h.
GroupOutput |
Definition at line 23 of file NOD_static_types.h.
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 |
Definition at line 110 of file NOD_static_types.h.
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 |
Definition at line 110 of file NOD_static_types.h.
Referenced by blender::nodes::SeparateHSVAFunction::call(), blender::nodes::SeparateHSLAFunction::call(), color_filter_task_cb(), colorfn(), do_hue_sat_fac(), do_version_hue_sat_node(), ED_image_draw_info(), blender::compositor::ChangeHSVOperation::execute_pixel_sampled(), blender::compositor::ColorMatteOperation::execute_pixel_sampled(), gpencil_layer_random_color_get(), gpencil_vertexpaint_hsv_exec(), NODE_DEFINE(), blender::dot::Cluster::set_random_cluster_bgcolors(), svm_node_combine_hsv(), svm_node_hsv(), blender::compositor::ChangeHSVOperation::update_memory_buffer_partial(), blender::compositor::ColorMatteOperation::update_memory_buffer_partial(), vertex_color_hsv_exec(), and workbench_material_ubo_data().
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 |
Definition at line 47 of file NOD_static_types.h.
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 |
Definition at line 47 of file NOD_static_types.h.
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 |
Definition at line 83 of file NOD_static_types.h.
Referenced by blender::nodes::GeoNodeExecParams::check_input_geometry_set(), blender::nodes::node_geo_attribute_capture_cc::node_geo_exec(), blender::nodes::node_geo_curve_set_handle_type_cc::node_geo_exec(), blender::nodes::node_geo_input_named_attribute_cc::node_geo_exec(), blender::nodes::node_geo_mesh_primitive_circle_cc::node_geo_exec(), blender::nodes::node_geo_mesh_primitive_cone_cc::node_geo_exec(), blender::nodes::node_geo_mesh_primitive_cube_cc::node_geo_exec(), blender::nodes::node_geo_mesh_primitive_cylinder_cc::node_geo_exec(), blender::nodes::node_geo_mesh_primitive_uv_sphere_cc::node_geo_exec(), blender::nodes::node_geo_realize_instances_cc::node_geo_exec(), blender::nodes::node_geo_remove_attribute_cc::node_geo_exec(), blender::nodes::node_geo_set_curve_handles_cc::node_geo_exec(), blender::nodes::node_geo_set_material_cc::node_geo_exec(), and blender::nodes::node_geo_store_named_attribute_cc::node_geo_exec().
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance |
Definition at line 83 of file NOD_static_types.h.
Referenced by blender::nodes::node_geo_instance_on_points_cc::add_instances_from_component(), GHOST_XrSession::attachActionSets(), bpy_class_call(), GHOST_XrGraphicsBindingOpenGL::checkVersionRequirements(), GHOST_DirectManipulationHelper::create(), blender::opensubdiv::GLComputeEvaluator::Create(), GHOST_XrActionSet::createAction(), GHOST_XrSession::createActionBindings(), GHOST_XrSession::createActions(), GHOST_XrSession::createActionSet(), GHOST_XrAction::createBinding(), Freestyle::Canvas::Draw(), eevee_cache_finish(), eevee_cache_init(), eevee_cache_populate(), eevee_instance_free(), eevee_render_to_image(), blender::opensubdiv::GLComputeEvaluator::EvalPatches(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesFaceVarying(), blender::opensubdiv::GLComputeEvaluator::EvalPatchesVarying(), blender::opensubdiv::GLComputeEvaluator::EvalStencils(), blender::bke::pbvh::pixels::NodeData::free_func(), DebugFlags::get(), GHOST_XrAction::GHOST_XrAction(), GHOST_XrActionProfile::GHOST_XrActionProfile(), GHOST_XrActionSet::GHOST_XrActionSet(), GHOST_XrControllerModel::GHOST_XrControllerModel(), GHOST_XrEventPollNext(), init_controller_model_extension_functions(), GHOST_XrSession::loadControllerModel(), blender::nodes::node_geo_instance_on_points_cc::node_geo_exec(), Freestyle::Functions1D::TimeStampF1D::operator()(), Freestyle::Functions1D::ChainingTimeStampF1D::operator()(), OVERLAY_instance_free(), pyrna_struct_as_instance(), pyrna_struct_CreatePyObject(), RNA_def_struct_register_funcs(), and HdCyclesGeometry< Base, CyclesBase >::Sync().
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 |
Definition at line 44 of file NOD_static_types.h.
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 |
Definition at line 44 of file NOD_static_types.h.
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 |
Definition at line 91 of file NOD_static_types.h.
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 |
Definition at line 42 of file NOD_static_types.h.
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 |
Definition at line 50 of file NOD_static_types.h.
Referenced by NODE_DEFINE(), blender::io::obj::store_bsdf_properties(), svm_node_closure_bsdf(), and workbench_material_ubo_data().
Definition at line 28 of file NOD_static_types.h.
Definition at line 28 of file NOD_static_types.h.
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 nNote |
Definition at line 87 of file NOD_static_types.h.
NODE_GROUP |
Definition at line 21 of file NOD_static_types.h.
Referenced by blender::compositor::NodeGraph::add_bNode(), animdata_filter_ds_nodetree(), blo_do_versions_250(), blender::deg::DepsgraphNodeBuilder::build_nodetree(), blender::deg::DepsgraphRelationBuilder::build_nodetree(), buttons_texture_modifier_geonodes_users_add(), buttons_texture_users_find_nodetree(), check_tree_for_time_node(), blender::compositor::COM_convert_bnode(), blender::ed::space_node::compo_tag_output_nodes(), do_versions_after_linking_250(), ED_node_set_active(), free_localized_node_groups(), blender::ed::space_node::get_exec_time_other_nodes(), blender::ed::curves::has_surface_deformation_node(), blender::nodes::NodeRef::is_group_node(), blender::ed::space_node::node_add_group_exec(), blender::ed::space_node::node_common_set_butfunc(), blender::ed::space_node::node_draw_basis(), blender::ed::space_node::node_get_accessed_attributes_row(), node_get_active(), node_get_static_idname(), blender::ed::space_node::node_link_item_apply(), blender::ed::space_node::node_link_item_compare(), node_preview_init_tree_recursive(), node_preview_tag_used_recursive(), blender::ed::space_node::node_shader_script_update_text_recursive(), node_tree_has_compositor_output(), nodeTypeUndefined(), ntree_foreach_texnode_recursive(), ntree_shader_groups_expand_inputs(), ntree_shader_groups_flatten(), ntree_shader_groups_remove_muted_links(), ntree_shader_unlink_hidden_value_sockets(), ntreeCompositClearTags(), ntreeHasTree(), ntreeLocalize(), process_nodes_for_depsgraph(), register_node_type_cmp_group(), register_node_type_geo_group(), register_node_type_sh_group(), register_node_type_tex_group(), texture_nodes_fetch_images_for_pool(), blender::ed::space_node::ui_node_draw_input(), blender::ed::space_node::ui_node_draw_node(), and blender::ed::space_node::ui_node_link_items().
NODE_GROUP_OUTPUT |
Definition at line 23 of file NOD_static_types.h.
Referenced by blender::compositor::NodeGraph::add_proxies_group(), add_realize_node_tree(), blender::compositor::COM_convert_bnode(), do_versions_after_linking_260(), ED_node_set_active(), blender::ed::curves::ensure_surface_deformation_node_exists(), flatten_group_do(), group_copy_outputs(), group_gpu_move_outputs(), is_group_extension_socket(), blender::nodes::NodeRef::is_group_output_node(), blender::ed::space_node::node_get_execution_time(), blender::ed::space_node::node_get_extra_info(), blender::ed::space_node::node_group_make_insert_selected(), blender::ed::space_node::node_group_make_use_node(), blender::ed::space_node::node_group_separate_selected(), blender::ed::space_node::node_group_ungroup(), nodeAddSocket(), ntree_shader_groups_expand_inputs(), ntreeSetOutput(), register_node_type_group_output(), and blender::ed::space_node::should_create_drag_link_search_menu().
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 |
Definition at line 120 of file NOD_static_types.h.
Referenced by FrsNoise_init(), and gpencil_modifier_type_init().
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 |
Definition at line 32 of file NOD_static_types.h.
Referenced by GeometryExporter::create_mesh_primitive_list(), GeometryExporter::createNormalsSource(), EEVEE_render_update_passes(), EEVEE_renderpasses_init(), blender::eevee::Film::init(), kernel_write_data_passes(), passtype_from_name(), poselib_preview_cleanup(), and RE_pass_find_by_type().
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 |
Definition at line 32 of file NOD_static_types.h.
Referenced by blender ::dot::arrowType_to_string(), btPolyhedralContactClipping::clipFaceAgainstHull(), btPolyhedralContactClipping::clipHullAgainstHull(), btPolyhedralContactClipping::findSeparatingAxis(), initialize2(), and testContainment().
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 |
Definition at line 91 of file NOD_static_types.h.
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 |
Definition at line 91 of file NOD_static_types.h.
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 |
Definition at line 23 of file NOD_static_types.h.
Referenced by blender::fn::MFParamType::ForSingleOutput(), blender::fn::MFParamType::ForVectorOutput(), and blender::fn::supports_threading_by_slicing_params().
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 |
Definition at line 52 of file NOD_static_types.h.
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 |
Definition at line 52 of file NOD_static_types.h.
in reality light always falls off quadratically PARTICLE_INFO |
Definition at line 83 of file NOD_static_types.h.
in reality light always falls off quadratically ParticleInfo |
Definition at line 83 of file NOD_static_types.h.
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 |
Definition at line 108 of file NOD_static_types.h.
Referenced by add_feather_vertex_exec(), BVHBuild::add_reference_points(), blender::ed::space_node::add_reroute_insert_socket_link(), add_vertex_extrude(), add_vertex_subdivide(), btGImpactCollisionAlgorithm::addContactPoint(), addPoint(), annotation_stroke_arrow_calc_points(), annotation_stroke_arrow_init_conv_point(), apply_lengths_iter(), apply_stroke_envelope(), ApplySnapResize(), ApplySnapRotation(), ApplySnapTranslation(), Freestyle::BoxGrid::assignCells(), Freestyle::SphericalGrid::assignCells(), base_surface_grids_write(), BKE_brush_sample_masktex(), BKE_brush_sample_tex_3d(), BKE_curvemap_remove_point(), BKE_curveprofile_move_handle(), BKE_curveprofile_move_point(), BKE_curveprofile_remove_point(), BKE_effectors_apply(), BKE_gpencil_stroke_join(), BKE_gpencil_stroke_trim(), BKE_mask_calc_handle_adjacent_interp(), BKE_mask_calc_handle_point(), BKE_mask_calc_handle_point_auto(), BKE_mask_calc_tangent_polyline(), BKE_mask_clipboard_copy_from_layer(), BKE_mask_clipboard_paste_to_layer(), BKE_mask_get_handle_point_adjacent(), BKE_mask_layer_evaluate_deform(), BKE_mask_point_add_uw(), BKE_mask_point_direction_switch(), BKE_mask_point_free(), BKE_mask_point_handle(), BKE_mask_point_handles_mode_get(), BKE_mask_point_normal(), BKE_mask_point_parent_matrix_get(), BKE_mask_point_segment_co(), BKE_mask_point_segment_diff(), BKE_mask_point_segment_feather_diff(), BKE_mask_point_select_set(), BKE_mask_point_select_set_handle(), BKE_mask_point_set_handle(), BKE_mask_point_sort_uw(), BKE_mask_point_weight(), BKE_mask_point_weight_scalar(), BKE_mask_spline_ensure_deform(), BKE_mask_spline_feather_points(), BKE_mask_spline_feather_resolution(), BKE_mask_spline_free(), BKE_mask_spline_point_next_bezt(), BKE_mask_spline_project_co(), BKE_mask_spline_resolution(), BKE_nurb_minmax(), boundInsert(), boundIntersectPoint(), PointCloud::Point::bounds_grow(), box_select_exec(), bpy_bm_geometry_intersect_face_point(), brush_add(), brush_length(), brush_puff(), bt_distance_point_plane(), bt_quantize_clamp(), btConvexHullShape(), btNearestPointInLineSegment(), blender::deg::DepsgraphNodeBuilder::build_mask(), blender::deg::DepsgraphRelationBuilder::build_mask(), calculate_autoscale_factor(), calculate_average_length(), blender::bke::curves::bezier::calculate_vector_handle(), check_sliding_handle_type(), circle_select_exec(), GHOST_WindowWin32::clientToScreen(), btPolyhedralContactClipping::clipFaceAgainstHull(), Freestyle::GridHelpers::closestPointOnPolygon(), SphereTriangleDetector::collide(), copy_particle_edit(), count_selected_keys(), createTransMaskingData(), createTransParticleVerts(), Freestyle::CulledOccluderSource::cullViewEdges(), Freestyle::ViewMapBuilder::CullViewEdges(), curvemap_make_table(), CurveProfile_buttons_layout(), dBoxBox2(), deflect_emitter_iter(), delete_exec(), delete_feather_points(), disconnect_hair(), dist_squared_to_looptri_uv_edges(), dist_to_sphere_shell(), Freestyle::distance2D(), Freestyle::GridHelpers::distancePointToPolygon(), do_lasso_select_mask(), do_particle_interpolation(), do_physical_effector(), do_texture_effector(), blender::io::alembic::ABCCurveWriter::do_write(), draw_frustum_bound_sphere_calc(), draw_single_handle(), draw_spline_points(), draw_track_path_keyframe_points(), draw_track_path_lines(), draw_track_path_points(), dynamic_paint_create_uv_surface_direct_cb(), dynamic_paint_create_uv_surface_neighbor_cb(), dynamic_paint_output_surface_image_paint_cb(), dynamic_paint_output_surface_image_wetmap_cb(), dynamic_paint_surface_pre_step_cb(), ED_mask_feather_find_nearest(), ED_mask_find_nearest_diff_point(), ED_mask_point_find_nearest(), ED_mask_select_toggle_all(), ED_mask_selected_minmax(), ED_mask_spline_select_check(), ED_mask_spline_select_set(), ED_transform_calc_gizmo_stats(), EDBM_unified_findnearest_from_raycast(), eff_calc_visibility(), ensure_edit_inner_points_count(), ensure_edit_tip_points_count(), libmv::EuclideanBundleCommonIntrinsics(), libmv::EuclideanIntersect(), libmv::EuclideanScaleToUnity(), blender::compositor::PlaneDistortMaskOperation::execute_pixel_sampled(), Freestyle::GridHelpers::expandProscenium(), filtcolum(), filtcolumf(), filtrow(), filtrowf(), Freestyle::BoxGrid::findCell(), Freestyle::SphericalGrid::findCell(), finSelectedSplinePoint(), flushTransParticles(), for_mouse_hit_keys(), foreach_mouse_hit_key_iter(), foreach_mouse_hit_point(), generate_perimeter_cap(), get_closest_vertex_to_point_in_nurbs(), get_effector_data(), get_effector_tot(), BCBezTriple::get_in_tangent(), BCBezTriple::get_out_tangent(), PointCloud::get_point(), BCBezTriple::get_tangent(), BVHSpatialSplit::get_unaligned_point(), get_updated_data_for_edge(), GIM_TRIANGLE::get_uv_parameters(), SphereTriangleDetector::getClosestPoints(), GHOST_SystemWin32::getCursorPosition(), gim_get_point_inertia(), gpencil_origin_set(), gpencil_snap_to_guide(), gpencil_stroke_copy_point(), handle_position_for_minmax(), hide_exec(), image_sample_apply(), imb_filterx(), IMB_filtery(), init_particle_interpolation(), Freestyle::insideProscenium(), libmv::InternalReprojectionError(), GIM_TRIANGLE::is_point_inside(), isect_sweeping_sphere_tri_v3(), btGeometryUtil::isPointInsidePlanes(), iterate_lengths_iter(), libmv_reprojectionErrorForImage(), libmv_reprojectionErrorForTrack(), libmv_reprojectionPointForTrack(), lineart_gpencil_generate(), M_Interpolate_poly_3d_calc(), marker_to_path_point(), mask_blend_read_data(), mask_blend_read_expand(), mask_blend_read_lib(), mask_blend_write(), mask_calc_point_handle(), mask_duplicate_exec(), mask_evaluate_apply_point_parent(), mask_feather_weight_clear_exec(), mask_foreach_id(), mask_has_selection(), mask_normals_make_consistent_exec(), mask_parent_clear_exec(), mask_parent_set_exec(), mask_point_scaled_handle(), mask_select_linked_pick_invoke(), mask_shape_key_feather_reset_exec(), mask_shape_key_rekey_exec(), mask_spline_point_next(), mask_spline_point_prev(), mask_spline_points_copy(), MaskHandleToTransData(), MaskPointToTransData(), merge_point(), GIM_AABB::merge_point(), mesh_remap_interp_poly_data_get(), mirror_point(), libmv::ModalSolver(), nearest_key_fn(), DISTANCE_PLANE_3D_FUNC::operator()(), Freestyle::BoxGrid::Transform::operator()(), Freestyle::SphericalGrid::Transform::operator()(), OVERLAY_extra_point(), paintcurve_point_get_closest(), particle_batch_cache_ensure_edit_inner_pos(), particle_batch_cache_ensure_edit_tip_pos(), patch_eval_bspline_weights(), pd_point_from_loc(), pd_point_from_particle(), pd_point_from_soft(), PE_apply_mirror(), PE_create_particle_edit(), PE_deselect_all_visible_ex(), PE_free_ptcache_edit(), PE_lasso_select(), PE_mirror_particle(), PE_mirror_x(), PE_mouse_particles(), pe_select_all_exec(), pe_update_hair_particle_edit_pointers(), PE_update_object(), PE_update_selection(), PlaneProject(), point_calculate_handle(), point_draw_handles(), POINT_IN_HULL(), point_init(), point_inside_ellipse(), point_is_selected(), libmv::EuclideanReconstruction::PointForTrack(), libmv::ProjectiveReconstruction::PointForTrack(), precalc_guides(), Freestyle::FEdgeXDetector::ProcessSilhouetteFace(), btTriangleRaycastCallback::processTriangle(), psys_cache_edit_paths(), psys_cache_edit_paths_iter(), btContactArray::push_contact(), gim_contact_array::push_contact(), btAxisSweep3Internal< BP_FP_INT_TYPE >::quantize(), quantize(), btQuantizedBvhTree::quantizePoint(), quantizeWithClamp(), blender::io::alembic::AbcCurveReader::read_mesh(), blender::io::usd::USDCurvesReader::read_mesh(), blender::io::usd::USDNurbsReader::read_mesh(), recalc_lengths(), BVH2::refit_primitives(), rekey_particle(), remove_doubles_exec(), remove_tagged_keys(), remove_tagged_particles(), reveal_exec(), rotate_around_center_v2(), scale_point_factor(), scale_point_to_length(), scale_points_to_length(), GHOST_WindowWin32::screenToClient(), SCULPT_brush_strength_factor(), select_action_apply(), select_exec(), select_key(), select_key_op(), select_keys(), select_less_keys(), select_more_keys(), select_random_exec(), select_root(), select_sliding_point(), select_tip(), seq_point_image_isect(), Freestyle::Operators::sequentialSplit(), set_handle_type_exec(), slide_point_check_initial_feather(), slide_point_customdata(), slide_point_delta_all_feather(), slide_point_modal(), slide_point_restore_spline(), slide_spline_curvature_customdata(), BVHSpatialSplit::split_point_primitive(), stroke_march_count(), stroke_march_next_point(), stroke_march_next_point_no_interp(), subdivide_particle(), blender::tests::TEST(), TestPointAgainstAabb2(), testVoronoiEdge(), track_mask_gpencil_layer_rasterize(), GIM_BOX_BOX_TRANSFORM_CACHE::transform(), transform(), undoptcache_free_data(), undoptcache_from_editcache(), undoptcache_to_editcache(), update_cut_data_for_all_nurbs(), update_cut_data_for_nurb(), update_velocities(), vnormal(), and wrap().
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 |
Definition at line 85 of file NOD_static_types.h.
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 |
Definition at line 85 of file NOD_static_types.h.
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 |
Definition at line 46 of file NOD_static_types.h.
Referenced by btAdjustInternalEdgeContacts(), blender::nodes::SeparateRGBAFunction::call(), colorfn(), draw_filled_lasso(), DRW_cache_cursor_get(), ED_image_draw_info(), GPU_clear_color(), paint_cursor_cursor_draw_3d_view_brush_cursor_active(), StrokeAttribute_init(), UI_ThemeGetColorPtr(), widget_state(), and widget_state_label().
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 RGB |
Definition at line 26 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
Definition at line 30 of file NOD_static_types.h.
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 |
Definition at line 110 of file NOD_static_types.h.
Referenced by blender::nodes::SeparateHSVAFunction::call(), blender::nodes::SeparateHSLAFunction::call(), do_version_hue_sat_node(), blender::compositor::ChangeHSVOperation::execute_pixel_sampled(), blender::compositor::ColorCorrectionOperation::execute_pixel_sampled(), blender::compositor::KeyingOperation::execute_pixel_sampled(), NODE_DEFINE(), svm_node_combine_hsv(), blender::compositor::ChangeHSVOperation::update_memory_buffer_partial(), blender::compositor::KeyingOperation::update_memory_buffer_partial(), and blender::compositor::ColorCorrectionOperation::update_memory_buffer_row().
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 |
Definition at line 93 of file NOD_static_types.h.
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 |
Definition at line 93 of file NOD_static_types.h.
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 |
Definition at line 124 of file NOD_static_types.h.
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 |
Definition at line 124 of file NOD_static_types.h.
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 |
Definition at line 114 of file NOD_static_types.h.
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 |
Definition at line 114 of file NOD_static_types.h.
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 |
Definition at line 116 of file NOD_static_types.h.
Referenced by register_node_type_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 SH_NODE_BLACKBODY |
Definition at line 89 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_BRIGHTCONTRAST |
Definition at line 34 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_CAMERA |
Definition at line 38 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_CLAMP |
Definition at line 40 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_COMBHSV_LEGACY |
Definition at line 110 of file NOD_static_types.h.
Referenced by register_node_type_sh_combhsv(), and versioning_replace_legacy_combined_and_separate_color_nodes().
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 |
Definition at line 46 of file NOD_static_types.h.
Referenced by register_node_type_sh_combrgb(), and versioning_replace_legacy_combined_and_separate_color_nodes().
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 |
Definition at line 122 of file NOD_static_types.h.
Referenced by blender::ed::space_node::node_shader_set_butfunc(), ntreeBlendReadData(), ntreeBlendWrite(), and register_node_type_sh_curve_float().
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 |
Definition at line 36 of file NOD_static_types.h.
Referenced by do_version_curvemapping_walker(), blender::ed::space_node::node_shader_set_butfunc(), ntreeBlendReadData(), ntreeBlendWrite(), register_node_type_sh_curve_vec(), and vector_curve_node_remap().
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 |
Definition at line 50 of file NOD_static_types.h.
Referenced by blo_do_versions_280(), closure_node_filter(), ntree_shader_weight_tree_invert(), and register_node_type_sh_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 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 |
Definition at line 54 of file NOD_static_types.h.
Referenced by register_node_type_sh_fresnel().
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 |
Definition at line 47 of file NOD_static_types.h.
Referenced by register_node_type_sh_hue_sat().
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 |
Definition at line 44 of file NOD_static_types.h.
Referenced by register_node_type_sh_invert().
Definition at line 28 of file NOD_static_types.h.
Referenced by Freestyle::BlenderStrokeRenderer::GetStrokeShader(), blender::ed::space_node::node_shader_set_butfunc(), and register_node_type_sh_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 SH_NODE_NORMAL |
Definition at line 32 of file NOD_static_types.h.
Referenced by blender::ed::space_node::node_shader_set_butfunc(), and register_node_type_sh_normal().
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 |
Definition at line 91 of file NOD_static_types.h.
Referenced by blender::io::usd::USDMaterialReader::follow_connection(), proj_paint_add_slot(), register_node_type_sh_normal_map(), and blender::io::obj::store_image_textures().
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 |
Definition at line 52 of file NOD_static_types.h.
Referenced by blender::eevee::DefaultWorldNodeTree::DefaultWorldNodeTree(), ED_node_set_active(), ED_node_shader_default(), EEVEE_shader_default_world_nodetree(), blender::ed::space_node::node_shader_set_butfunc(), ntree_shader_weight_tree_invert(), ntree_weight_tree_tag_nodes(), ntreeShaderOutputNode(), and register_node_type_sh_output_world().
in reality light always falls off quadratically SH_NODE_PARTICLE_INFO |
Definition at line 83 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_POINT_INFO |
Definition at line 85 of file NOD_static_types.h.
Referenced by register_node_type_sh_point_info().
Definition at line 26 of file NOD_static_types.h.
Referenced by blender::ed::space_node::node_shader_set_butfunc(), ntree_shader_expand_socket_default(), register_node_type_sh_rgb(), MaterialNode::set_ambient(), MaterialNode::set_reflective(), and MaterialNode::set_specular().
Definition at line 30 of file NOD_static_types.h.
Referenced by ntree_shader_groups_expand_inputs(), and register_node_type_sh_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 SH_NODE_SCRIPT |
Definition at line 93 of file NOD_static_types.h.
Referenced by node_foreach_path(), blender::ed::space_node::node_shader_script_update_poll(), blender::ed::space_node::node_shader_script_update_text_recursive(), ntreeBlendReadData(), ntreeBlendWrite(), and register_node_type_sh_script().
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 |
Definition at line 124 of file NOD_static_types.h.
Referenced by blender::ed::space_node::node_shader_set_butfunc(), register_node_type_sh_sepcolor(), and versioning_replace_legacy_combined_and_separate_color_nodes().
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 |
Definition at line 114 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 SH_NODE_TEX_BRICK |
Definition at line 104 of file NOD_static_types.h.
Referenced by register_node_type_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 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 |
Definition at line 106 of file NOD_static_types.h.
Referenced by blo_do_versions_260(), blender::io::usd::create_usd_preview_shader(), blender::io::usd::create_uvmap_shader(), and register_node_type_sh_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 SH_NODE_TEX_IMAGE |
Definition at line 94 of file NOD_static_types.h.
Referenced by BKE_linestyle_default_shader(), blo_do_versions_260(), blender::io::usd::USDMaterialReader::convert_usd_uv_texture(), blender::io::usd::create_usd_preview_shader(), blender::io::usd::create_usd_preview_surface_material(), ED_object_get_active_image(), blender::io::usd::export_texture(), fill_texpaint_slots_cb(), MaterialNode::get_diffuse_image(), image_node_colorspace(), image_walk_ntree_all_users(), is_image_texture_node(), blender::io::usd::USDMaterialReader::load_tex_image(), blender::ed::space_node::node_add_file_exec(), blender::ed::space_node::node_shader_set_butfunc(), nodeSupportsActiveFlag(), ntree_foreach_texnode_recursive(), ntreeBlendReadData(), proj_paint_add_slot(), register_node_type_sh_tex_image(), blender::io::obj::store_image_textures(), texpaint_slot_node_find_cb(), texture_nodes_fetch_images_for_pool(), and workbench_material_get_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 SH_NODE_TEX_NOISE |
Definition at line 98 of file NOD_static_types.h.
Referenced by register_node_type_sh_tex_noise(), update_noise_and_wave_distortion(), and update_noise_node_dimensions().
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 |
Definition at line 96 of file NOD_static_types.h.
Referenced by blo_do_versions_290(), and register_node_type_sh_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 SH_NODE_TEX_VORONOI |
Definition at line 102 of file NOD_static_types.h.
Referenced by register_node_type_sh_tex_voronoi(), update_voronoi_node_coloring(), update_voronoi_node_crackle(), update_voronoi_node_dimensions(), update_voronoi_node_f3_and_f4(), update_voronoi_node_fac_output(), and update_voronoi_node_square_distance().
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 |
Definition at line 100 of file NOD_static_types.h.
Referenced by register_node_type_sh_tex_wave(), update_noise_and_wave_distortion(), and update_wave_node_directions_and_offset().
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 |
Definition at line 120 of file NOD_static_types.h.
Referenced by register_node_type_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 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 |
Definition at line 108 of file NOD_static_types.h.
Referenced by register_node_type_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 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 |
Definition at line 118 of file NOD_static_types.h.
Referenced by blender::ed::space_node::node_shader_set_butfunc(), and register_node_type_sh_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 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 |
Definition at line 42 of file NOD_static_types.h.
Referenced by ntree_shader_groups_expand_inputs(), register_node_type_sh_vect_math(), update_mapping_node_inputs_and_properties(), update_vector_math_node_add_and_subtract_operators(), update_vector_math_node_average_operator(), update_vector_math_node_cross_product_operator(), update_vector_math_node_dot_product_operator(), update_vector_math_node_normalize_operator(), and update_vector_math_node_operators_enum_mapping().
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 |
Definition at line 112 of file NOD_static_types.h.
Referenced by register_node_type_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 SH_NODE_WIREFRAME |
Definition at line 87 of file NOD_static_types.h.
Referenced by register_node_type_sh_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 stones |
Definition at line 102 of file NOD_static_types.h.
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 |
Definition at line 104 of file NOD_static_types.h.
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 |
Definition at line 106 of file NOD_static_types.h.
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 |
Definition at line 94 of file NOD_static_types.h.
Referenced by BKE_texture_fetch_images_for_pool(), BKE_texture_is_image_user(), blo_do_versions_260(), blo_do_versions_pre250(), blender::deg::DepsgraphNodeBuilder::build_texture(), blender::deg::DepsgraphRelationBuilder::build_texture(), image_changed(), image_match_len_exec(), image_open_exec(), image_open_invoke(), image_walk_id_all_users(), load_tex_task_cb_ex(), multitex(), multitex_nodes_intern(), paint_stroke_new(), RE_texture_evaluate(), and stencil_fit_image_aspect_exec().
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 |
Definition at line 98 of file NOD_static_types.h.
Referenced by BKE_texture_dependsOnTime(), multitex(), and sculpt_fix_noise_tear().
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 |
Definition at line 96 of file NOD_static_types.h.
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 |
Definition at line 102 of file NOD_static_types.h.
Referenced by multitex(), and blender::ed::space_node::node_texture_buts_proc().
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 |
Definition at line 100 of file NOD_static_types.h.
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 |
Definition at line 120 of file NOD_static_types.h.
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 |
Definition at line 104 of file NOD_static_types.h.
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 |
Definition at line 106 of file NOD_static_types.h.
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 |
Definition at line 94 of file NOD_static_types.h.
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 |
Definition at line 98 of file NOD_static_types.h.
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 |
Definition at line 96 of file NOD_static_types.h.
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 Texture |
Definition at line 94 of file NOD_static_types.h.
Referenced by EffectsExporter::createTexture(), gpencil_modifier_type_init(), blender::eevee::Film::read_aov(), and blender::eevee::Film::read_pass().
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 |
Definition at line 102 of file NOD_static_types.h.
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 |
Definition at line 100 of file NOD_static_types.h.
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 |
Definition at line 120 of file NOD_static_types.h.
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 Transform |
Definition at line 108 of file NOD_static_types.h.
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 |
Definition at line 47 of file NOD_static_types.h.
Referenced by blender::StdUnorderedMapWrapper< Key, Value >::add(), blender::StdUnorderedMapWrapper< Key, Value >::add_new(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::foreach_item(), blender::compositor::GaussianAlphaBlurBaseOperation::GaussianAlphaBlurBaseOperation(), blender::IntrusiveMapSlot< Key, Value, KeyInfo >::IntrusiveMapSlot(), blender::StdUnorderedMapWrapper< Key, Value >::lookup(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_default(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_default_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add_cb(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add_cb_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add_default(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_or_add_default_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_ptr(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::lookup_ptr_as(), blender::color::mix_add(), blender::color::mix_alpha_add(), blender::color::mix_alpha_sub(), blender::color::mix_blend(), blender::color::mix_color(), blender::color::mix_colorburn(), blender::color::mix_colordodge(), blender::color::mix_darken(), blender::color::mix_difference(), blender::color::mix_exclusion(), blender::color::mix_hardlight(), blender::color::mix_hue(), blender::color::mix_lighten(), blender::color::mix_linearburn(), blender::color::mix_linearlight(), blender::color::mix_luminosity(), blender::color::mix_mul(), blender::color::mix_overlay(), blender::color::mix_pinlight(), blender::color::mix_saturation(), blender::color::mix_screen(), blender::color::mix_softlight(), blender::color::mix_sub(), blender::color::mix_vividlight(), blender::SimpleMapSlot< Key, Value >::occupy(), blender::IntrusiveMapSlot< Key, Value, KeyInfo >::occupy(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::MutableValueIterator::operator*(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::ValueIterator::operator*(), blender::threading::parallel_reduce(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::pop(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::pop_as(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::pop_default(), blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::pop_default_as(), blender::SimpleMapSlot< Key, Value >::value(), blender::IntrusiveMapSlot< Key, Value, KeyInfo >::value(), and vpaint_blend().
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 |
Definition at line 42 of file NOD_static_types.h.
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 |
Definition at line 108 of file NOD_static_types.h.
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 vector |
Definition at line 108 of file NOD_static_types.h.
Referenced by blender::fn::VariableState::ensure_is_mutable(), faceforward(), blender::math::faceforward(), blender::nodes::node_fn_input_vector_cc::fn_node_input_vector_build_multi_function(), btLemkeAlgorithm::greaterZero(), openSubdiv_createEvaluatorInternal(), project(), blender::nodes::node_geo_curve_primitive_arc_cc::rotate_vector_around_axis(), safe_divide(), svm_node_camera(), svm_node_vector_math(), svm_node_vector_rotate(), blender::tests::TEST(), and Freestyle::SweepLine< T, Point >::~SweepLine().
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 |
Definition at line 118 of file NOD_static_types.h.
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 |
Definition at line 36 of file NOD_static_types.h.
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 |
Definition at line 118 of file NOD_static_types.h.
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 |
Definition at line 42 of file NOD_static_types.h.
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 |
Definition at line 108 of file NOD_static_types.h.
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 |
Definition at line 112 of file NOD_static_types.h.
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 |
Definition at line 112 of file NOD_static_types.h.
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 |
Definition at line 102 of file NOD_static_types.h.
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 |
Definition at line 87 of file NOD_static_types.h.
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 |
Definition at line 87 of file NOD_static_types.h.
Referenced by modifier_type_init().
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 |
Definition at line 108 of file NOD_static_types.h.
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 |
Definition at line 114 of file NOD_static_types.h.
Referenced by bsdf_ashikhmin_shirley_eval_reflect(), bsdf_ashikhmin_shirley_sample(), bsdf_microfacet_beckmann_eval_reflect(), bsdf_microfacet_beckmann_sample(), bsdf_microfacet_ggx_eval_reflect(), bsdf_microfacet_ggx_sample(), bsdf_microfacet_multi_ggx_eval_reflect(), bsdf_microfacet_multi_ggx_glass_eval_reflect(), bsdf_microfacet_multi_ggx_glass_eval_transmit(), bsdf_microfacet_multi_ggx_glass_sample(), bsdf_microfacet_multi_ggx_sample(), bsdf_principled_hair_eval(), bsdf_principled_hair_sample(), btSoftBodyHelpers::CreateFromVtkFile(), ensure_valid_reflection(), newPerlin(), orthogonalize_m3_zero_axes_impl(), perlin_1d(), perlin_2d(), perlin_3d(), perlin_4d(), MD5Hash::process(), and xyY_to_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 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 |
Definition at line 114 of file NOD_static_types.h.
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 |
Definition at line 114 of file NOD_static_types.h.
Referenced by bsdf_ashikhmin_shirley_eval_reflect(), bsdf_ashikhmin_shirley_sample(), bsdf_microfacet_beckmann_eval_reflect(), bsdf_microfacet_beckmann_sample(), bsdf_microfacet_ggx_eval_reflect(), bsdf_microfacet_ggx_sample(), bsdf_microfacet_multi_ggx_eval_reflect(), bsdf_microfacet_multi_ggx_glass_eval_reflect(), bsdf_microfacet_multi_ggx_glass_eval_transmit(), bsdf_microfacet_multi_ggx_glass_sample(), bsdf_microfacet_multi_ggx_sample(), bsdf_principled_hair_eval(), bsdf_principled_hair_sample(), newPerlin(), orthogonalize_m3_zero_axes_impl(), perlin_2d(), perlin_3d(), perlin_4d(), setRotation(), sky_radiance_preetham(), and xyY_to_xyz().