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
A running instance of the engine.
TextureFromPool combined_tx
RenderBuffers(Instance &inst)
TextureFromPool shadow_tx
TextureFromPool specular_color_tx
TextureFromPool environment_tx
TextureFromPool ambient_occlusion_tx
TextureFromPool emission_tx
void acquire(int2 extent, void *owner)
TextureFromPool volume_light_tx
TextureFromPool specular_light_tx
TextureFromPool normal_tx
TextureFromPool vector_tx
TextureFromPool diffuse_light_tx
TextureFromPool diffuse_color_tx