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<chapter id="Plugins" xreflabel="Plugins">
<chapterinfo>
<author><firstname>Anders</firstname> <surname>Dahnielson</surname></author>
<author><firstname>Timothy</firstname> <othername role="mi">M</othername> <surname>Shead</surname></author>
</chapterinfo>
<title>Plugins</title>
<sect1>
<title>Introduction</title>
<para>
All objects you can insert into a scene are loaded as a set of plugins. Which makes it possible to extend and enhanche &k3d;'s
capabilites with new plugins. We describe here all plugins included with the &k3d; distribution.
</para>
<para>
There are basically three different kind of plugin objects: Source objects, that produce some kind of output.
Filter objects, that accept some sort of input and produce a modified output. And sink objects, that utilize
the input.
</para>
</sect1>
<sect1 id="Array1D" xreflabel="Array1D">
<title>Array1D</title>
<para>
Mesh filter object that take a mesh input and multiply it along one dimension.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>count</entry><entry>Count [integer]</entry></row>
<row><entry>offsetx</entry><entry>X Offset [number]</entry></row>
<row><entry>offsety</entry><entry>Y Offset [number]</entry></row>
<row><entry>offsetz</entry><entry>Z Offset [number]</entry></row>
<row><entry>rotatex</entry><entry>X Rotation [number]</entry></row>
<row><entry>rotatey</entry><entry>Y Rotation [number]</entry></row>
<row><entry>rotatez</entry><entry>Z Rotation [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>Example</title>
<informalfigure float="1">
<graphic fileref="./figures/plugins/Array1DExample.png"/>
</informalfigure>
<para>
This simple spiral staircase show the power of Array1D.
</para>
<para>
It was created using a single PolyCube as footstep, the mesh was then piped through the Array1D filter
which duplicated it twelve times; offsetting along the Y axis and rotating 16.36 degrees (you can just
enter "180 / 11" in the rotatey box) around the Y axis for each step.
</para>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManArray1D" />
</para>
</sect2>
</sect1>
<sect1 id="Atom" xreflabel="Atom">
<title>Atom</title>
<para>
Matrix filter object used by the PDB reader.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/atom.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Molecule"/>
</para>
</sect2>
</sect1>
<sect1 id="Axes" xreflabel="Axes">
<title>Axes</title>
<para>
Object which provides a configurable set of axes to help in visualizing the 3D workspace.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/axes.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>axes</entry><entry>Display XYZ axes [boolean]</entry></row>
<row><entry>xyplane</entry><entry>Display XY plane as a grid [boolean]</entry></row>
<row><entry>yzplane</entry><entry>Display YZ plane as a grid [boolean]</entry></row>
<row><entry>xzplane</entry><entry>Display XZ plane as a grid [boolean]</entry></row>
<row><entry>gridsize</entry><entry>The size of each grid square [number]</entry></row>
<row><entry>gridcount</entry><entry>Number of squares along each grid [positive integer]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="BendPoints" xreflabel="BendPoints">
<title>BendPoints</title>
<para>
Mesh filter object that apply a bend transformation to a geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/bendpoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>angle</entry><entry>Bend Angle [number]</entry></row>
<row><entry>tightness</entry><entry>Bend Tightness [number]</entry></row>
<row><entry>position</entry><entry>Bend position [number]</entry></row>
<row><entry>along</entry><entry>Axis to bend along [enumeration]</entry></row>
<row><entry>around</entry><entry>Axis to bend around [enumeration]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="BevelFaces" xreflabel="BevelFaces">
<title>BevelFaces</title>
<para>
Mesh filter object that apply a bevel using the faces of a geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/bevelfaces.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>inset</entry><entry>Inset [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BevelPoints"/>
</para>
</sect2>
</sect1>
<sect1 id="BevelPoints" xreflabel="BevelPoints">
<title>BevelPoints</title>
<para>
Mesh filter object that apply a bevel using the points in a geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/bevelpoints.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>distance</entry><entry>Distance [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BevelFaces"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapAdd" xreflabel="BitmapAdd">
<title>BitmapAdd</title>
<para>
Bitmap filter object which add value to each pixel.
</para>
<para>
Instead of affecting the apparent brightness of an image by multiplying,
we add a constant value from each pixel. Notice that our blacks have gone
to gray, or washed out, something that is often undesirable.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageAdd"/>, <xref linkend="BitmapGamma"/>, <xref linkend="BitmapMultiply"/>, <xref linkend="BitmapSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapChecker" xreflabel="BitmapChecker">
<title>BitmapChecker</title>
<para>
Bitmap source object that generate a checkerboard-like bitmap.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/checkerbitmap.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>check_width</entry><entry>Check Width [number]</entry></row>
<row><entry>check_height</entry><entry>Check Height [number]</entry></row>
<row><entry>color1</entry><entry>Color [color]</entry></row>
<row><entry>color2</entry><entry>Color [color]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapFileIn"/>, <xref linkend="BitmapSolid"/>.
</para>
</sect2>
</sect1>
<sect1 id="BitmapColorMonochrome" xreflabel="BitmapColorMonochrome">
<title>BitmapColorMonochrome</title>
<para>
Bitmap filter object which make any image black and white. Good default values
are weighed according to the eyes different sensitivity to red, green, and blue.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>red_weight</entry><entry>Red weight [double]</entry></row>
<row><entry>green_weight</entry><entry>Green weight [double]</entry></row>
<row><entry>blue_weight</entry><entry>Blue weight [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="BitmapFileIn" xreflabel="BitmapFileIn">
<title>BitmapFileIn</title>
<para>
Bitmap source object that read bitmap from a file.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/filebitmap.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>file</entry><entry>File [string]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapChecker"/>, <xref linkend="BitmapSequenceIn"/>, <xref linkend="BitmapSolid"/>.
</para>
</sect2>
</sect1>
<sect1 id="BitmapGamma" xreflabel="BitmapGamma">
<title>BitmapGamma</title>
<para>
Bitmap filter object which apply gamma value.
</para>
<para>
Also know as an exponential curve. A value of one means no change. The reason that the
gamma operator is so useful is that it does not change the white or black point of an
image. There is less chance for data loss, and images look more natural. Blacks don't
change to gray and whites don't blow out or get stepped on.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapAdd"/>, <xref linkend="BitmapMultiply"/>, <xref linkend="BitmapSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageAdd" xreflabel="BitmapImageAdd">
<title>BitmapImageAdd</title>
<para>
Adding two images together is, very simply, the process of adding every pixel in image A to
its corresponding pixel in image B. Commonly used for fire effects and adding mattes together.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapAdd"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageAtop" xreflabel="BitmapImageAtop">
<title>BitmapImageAtop</title>
<para>
This is similar to over, except that the background matte is used; the foreground will only appear where
there is background matte. Unlike inside, it will also keep the background information. Another way of
putting it is that it is the equivalent of inside and then over. Use this for applying atmosphere effects
to a foreground element, like putting smoke over a foreground character.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageInside"/>, <xref linkend="BitmapImageOver"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageDivide" xreflabel="BitmapImageDivide">
<title>BitmapImageDivide</title>
<para>
This operation divides one image by another.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="BitmapImageInside" xreflabel="BitmapImageInside">
<title>BitmapImageInside</title>
<para>
This operation places one image only inside the mask of a second image, therefore only the second image's
mask is considered in the composite; the rest comes from the color of the foreground image. An extremely
useful function to mask off images.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageOutside"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageMax" xreflabel="BitmapImageMax">
<title>BitmapImageMax</title>
<para>
Compares two images and takes the pixel with the higher value. This is a good tool for merging alpha masks.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageMin"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageMin" xreflabel="BitmapImageMin">
<title>BitmapImageMin</title>
<para>
Compares two images and takes the pixel with the lower value. Like BitmapImageMax, this is a good tool for merging alpha masks.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageMax"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageMix" xreflabel="BitmapImageMix">
<title>BitmapImageMix</title>
<para>
The weighted, normalized addition of two images. In other words, the two images are averaged together,
usually with one of the images contributing a larger percentage to the resultant image. Commonly used
for cross-fades.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<!-- <xref linkend="BitmapMatteKeyMix"/> -->
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageMultiply" xreflabel="BitmapImageMultiply">
<title>BitmapImageMultiply</title>
<para>
This operation multiplies one image by another. Commonly used for masking elements.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapMultiply"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageOutside" xreflabel="BitmapImageOutside">
<title>BitmapImageOutside</title>
<para>
This function places one image only outside of the mask of a second image, therefore only the second image's
mask is considered in the composite; the color comes from the foreground image. This is a great tool to mask
out effects.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageInside"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageOver" xreflabel="BitmapImageOver">
<title>BitmapImageOver</title>
<para>
This is the main compositing operation. The Over operator takes an image (combined with a matte) and lays it on
top of the second image. Intuitively, people understand compositing with a matte channel as if the matte were a
cookie-cutter which removes all excess information from the foreground image and the result is then pasted on
top of the background.
</para>
<para>
We assume the foreground image already having a built-in matte channel and the foreground's color channels have
already been pre-multiplied by that matte channel.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageUnder"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageScreen" xreflabel="BitmapImageScreen">
<title>BitmapImageScreen</title>
<para>
This mimics the effect of exposing two film negatives together. Technically, it inverts both layers, multiplies the
two together, and inverts the result back. It is particularly handy for doing reflections and luminescent elements,
as it preserves the highlights. Commonly used for adding reflections and light elements without losing highlight
detail.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="BitmapImageSubtract" xreflabel="BitmapImageSubtract">
<title>BitmapImageSubtract</title>
<para>
This operation subtracts one image from another. Every pixel in image A is subtracted from its corresponding
pixel in image B. Subtraction is commonly used for difference matting.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageSubtractAbs"/>, <xref linkend="BitmapSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageSubtractAbs" xreflabel="BitmapImageSubtractAbs">
<title>BitmapImageSubstractAbs</title>
<para>
Commonly used for finding the difference between elements. This is identical to subtract, except
that it takes the absolute value of the result. This is to see if similar images are different
by subtracting one from another. If the second image is brighter, BitmapImageSubtract won't
reveal anything, but BitmapImageSubtractAbs will.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageUnder" xreflabel="BitmapImageUnder">
<title>BitmapImageUnder</title>
<para>
A reverse of the over operation. This function is exactly like the BitmapImageOver operation, except
that it reverses the two input images. Somewhat trivial but included for completeness.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageOver"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapImageXOR" xreflabel="BitmapImageXOR">
<title>BitmapImageXOR</title>
<para>
This is somewhat like a combination BitmapImageInside and BitmapImageOutside. Commonly used for finding
areas that are mutually exclusive.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_b</entry><entry>"B" Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageInside"/>, <xref linkend="BitmapImageOutside"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapInstance" xreflabel="BitmapInstance">
<title>BitmapInstance</title>
<para>
Gives bitmap a position.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>scale</entry><entry>Scale [vector3]</entry></row>
<row><entry>angle</entry><entry>Angle [angle]</entry></row>
<row><entry>premultiplied</entry><entry>Image is pre-multiplied [boolean]</entry></row>
<row><entry>color_matrix</entry><entry>Color matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BitmapInvert" xreflabel="BitmapInvert">
<title>BitmapInvert</title>
<para>
Bitmap filter object that invert the input bitmap.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/invertbitmap.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapMatteInvert"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapMatteColorDiff" xreflabel="BitmapMatteColorDiff">
<title>BitmapMatteColorDiff</title>
<para>
Bitmap filter object which construct an alpha value based on the color channels by using a color difference method.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Threshold value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapMatteInvert"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapMatteInvert" xreflabel="BitmapMatteInvert">
<title>BitmapMatteInvert</title>
<para>
Bitmap filter object that invert the alpha of the input bitmap.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/invertbitmapalpha.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapInvert"/>, <xref linkend="BitmapMatteColorDiff"/>
</para>
</sect2>
</sect1>
<!--
<sect1 id="BitmapMatteKeyMix" xreflabel="BitmapMatteKeyMix">
<title>BitmapMatteKeyMix</title>
<para>
Mixing two images through using thirds alpha channel..
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_a</entry><entry>"A" input bitmap [bitmap]</entry></row>
<row><entry>input_a</entry><entry>"B" input bitmap [bitmap]</entry></row>
<row><entry>input_c</entry><entry>"C" input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Threshold value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageMix"/>
</para>
</sect2>
</sect1>
-->
<sect1 id="BitmapMultiply" xreflabel="BitmapMultiply">
<title>BitmapMultiply</title>
<para>
Bitmap filter object which multiply value of each pixel.
</para>
<para>
Known as brightness when all channels except alpha is multiplied with the same value,
fade when all channels including the alpha is multiplied with the same value and
multiply when all channels is multiplied with different values.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageMultiply"/>, <xref linkend="BitmapAdd"/>, <xref linkend="BitmapGamma"/>, <xref linkend="BitmapSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapSequenceIn" xreflabel="BitmapSequenceIn">
<title>BitmapSequenceIn</title>
<para>
Load sequence of bitmaps from the filesystem.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>file</entry><entry>File [string]</entry></row>
<row><entry>time</entry><entry>Input time [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapFileIn"/>, <xref linkend="BitmapSequenceOut"/>.
</para>
</sect2>
</sect1>
<sect1 id="BitmapSequenceOut" xreflabel="BitmapSequenceOut">
<title>BitmapSequenceOut</title>
<para>
Save sequence of bitmaps to the filesystem.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>pixel_width</entry><entry>Output pixel width [positive integer]</entry></row>
<row><entry>pixel_height</entry><entry>Output pixel height [positive integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapSequenceIn"/>.
</para>
</sect2>
</sect1>
<sect1 id="BitmapSolid" xreflabel="BitmapSolid">
<title>BitmapSolid</title>
<para>
Bitmap source object that generate a solid color bitmap.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/solidbitmap.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>color</entry><entry>Color [color]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapFileIn"/>, <xref linkend="BitmapChecker"/>.
</para>
</sect2>
</sect1>
<sect1 id="BitmapSubtract" xreflabel="BitmapSubtract">
<title>BitmapSubtract</title>
<para>
Bitmap filter object which subtract value from each pixel.
</para>
<para>
Instead of a ecting the apparent brightness of an image by multiplying, we subtract
a constant value from each pixel. Notice that out whites have gone gray.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>value</entry><entry>Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="BitmapImageSubtract"/>, <xref linkend="BitmapAdd"/>, <xref linkend="BitmapGamma"/>, <xref linkend="BitmapMultiply"/>
</para>
</sect2>
</sect1>
<sect1 id="BitmapThreshold" xreflabel="BitmapThreshold">
<title>BitmapThreshold</title>
<para>
This will cut off channels at a certain value, turning everything below that cutoff to zero.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>red_threshold</entry><entry>Red channel threshold [double]</entry></row>
<row><entry>green_threshold</entry><entry>Green channel threshold [double]</entry></row>
<row><entry>blue_threshold</entry><entry>Blue channel threshold [double]</entry></row>
<row><entry>alpha_threshold</entry><entry>Alpha channel threshold [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="BlobbyAddOperator" xreflabel="BlobbyAddOperator">
<title>BlobbyAddOperator</title>
<para>
Blobby Add operator.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_mesh1</entry><entry>Input mesh 1</entry></row>
<row><entry>input_mesh2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BlobbyEllipsoid" xreflabel="BlobbyEllipsoid">
<title>BlobbyEllipsoid</title>
<para>
Creates a RenderMan Blobby Ellipsoid.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BlobbyMaxOperator" xreflabel="BlobbyMaxOperator">
<title>BlobbyMaxOperator</title>
<para>
Blobby Max operator.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_mesh1</entry><entry>Input mesh 1</entry></row>
<row><entry>input_mesh2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BlobbyMinOperator" xreflabel="BlobbyMinOperator">
<title>BlobbyMinOperator</title>
<para>
Blobby Min operator.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_mesh1</entry><entry>Input mesh 1</entry></row>
<row><entry>input_mesh2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BlobbyMultOperator" xreflabel="BlobbyMultOperator">
<title>BlobbyMultOperator</title>
<para>
Blobby Mult operator.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_mesh1</entry><entry>Input mesh 1</entry></row>
<row><entry>input_mesh2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="BlobbySegment" xreflabel="BlobbySegment">
<title>BlobbySegment</title>
<para>
Creates a RenderMan Blobby Segment.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="CatmullClark" xreflabel="CatmullClark">
<title>CatmullClark</title>
<para>
Mesh filter object which takes a solid polyhedron mesh as input, and output a Catmull-Clark subdivision.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/catmullclark.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>levels</entry><entry>Levels [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="CenterPoints" xreflabel="CenterPoints">
<title>CenterPoints</title>
<para>
Centers mesh points around the origin.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>center_x</entry><entry>Center X [boolean]</entry></row>
<row><entry>center_y</entry><entry>Center Y [boolean]</entry></row>
<row><entry>center_z</entry><entry>Center Z [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="CoarsenPolyhedra" xreflabel="CoarsenPolyhedra">
<title>CoarsenPolyhedra</title>
<para>
Coarsens polygonal surfaces.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>cost_function</entry><entry>Cost function [enumeration]</entry></row>
<row><entry>midvertex_function</entry><entry>Mid-vertex function [enumeration]</entry></row>
<row><entry>stop_function</entry><entry>Stop function [enumeration]</entry></row>
<row><entry>max_fold_angle</entry><entry>Maximum fold angle [number]</entry></row>
<row><entry>edge_number</entry><entry>Final edge number [integer]</entry></row>
<row><entry>max_edge_cost</entry><entry>Maximum edge cost [number]</entry></row>
<row><entry>volume_weight</entry><entry>Weight used for volume optimization [number]</entry></row>
<row><entry>boundary_weight</entry><entry>Weight used for boundary optimization [number]</entry></row>
<row><entry>shape_weight</entry><entry>Weight used for shape optimization [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="ColorBezierChannel" xreflabel="ColorBezierChannel">
<title>ColorBezierChannel</title>
<para>
Object which provide a animation channel representing a color value that can change over time.
Many &k3d; objects have various color properties you can change to achieve different effects.
And by connecting the ColorBezierChannel output to these properties you can animate anything
in a &k3d; scene!
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/colorbezierchannel.png"/>
<informaltable frame='none'>
<tgroup cols='2'>
<tbody>
<row><entry>Cursor X:</entry><entry>Display the cursors X value.</entry></row>
<row><entry>Cursor Y:</entry><entry>Display the cursors Y value.</entry></row>
<row><entry>Cursor Value:</entry><entry>Display the cursors value</entry></row>
<row><entry>Channel Straighten:</entry><entry>Equal to linear interpolation, affect whole channel.</entry></row>
<row><entry>Channel Mirror X:</entry><entry>Mirror along the X axis, affect whole channel.</entry></row>
<row><entry>Channel Mirror Y:</entry><entry>Mirror along the Y axis, affect whole channel.</entry></row>
<row><entry>Selection Straighten:</entry><entry>Equal to linear interpolation, affect only selected nodes.</entry></row>
<row><entry>Selection Delete:</entry><entry>Delete selected nodes.</entry></row>
<row><entry>View Fit:</entry><entry>Fit the view to whole graph.</entry></row>
<row><entry>View Close:</entry><entry>Close the Channel Properties window.</entry></row>
</tbody>
</tgroup>
</informaltable>
</informalfigure>
<para>
There are several things to note here - filling most of the Channel Properties is the Curve Graph, which displays a visual
representation of the Channel's value over time - just as in school, the graph X axis represents time while the graph Y
axis represents value.
</para>
<para>
The vertical green line that is moving across the Curve Graph during playback is displaying the current View Time, and
is always updated as the Document View Time changes. The vertical red line is the Cursor, which can be placed with the
mouse to "sample" the Channel value at specific points in the curve.
</para>
<para>
Notice the yellow dot, along with a black line passing through it. The dot is a Key Frame, and the black line
represents the interpolated value of this Channel for the duration of the animation. We can animate the value of this Channel by
creating additional Key Frames by double-clicking with the left mouse button in the graph. We can select Key Frames
by click on them with the left mouse button and deselect all with the right mouse button.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Output Value [double]</entry></row>
<row><entry>output</entry><entry>Output Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ScalarBezierChannel"/>
</para>
</sect2>
</sect1>
<sect1 id="ColorProperty" xreflabel="ColorProperty">
<title>ColorProperty</title>
<para>
Using this you could have two Material objects "share"
one color, but have different shaders or (more likely) subtly-different
shader parameters - particularly useful if you wanted to animate the
color for both.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/colorproperty.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>value</entry><entry>The value exposed by this property</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ScalarProperty"/>
</para>
</sect2>
</sect1>
<sect1 id="Cone" xreflabel="Cone">
<title>Cone</title>
<para>
Source object for a cone quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/cone.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>radius [distance]</entry></row>
<row><entry>height</entry><entry>height [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsCone"/>, <xref linkend="PolyCone"/>
</para>
</sect2>
</sect1>
<sect1 id="Cylinder" xreflabel="Cylinder">
<title>Cylinder</title>
<para>
Source object for cylinder quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/cylinder.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>radius [distance]</entry></row>
<row><entry>zmax</entry><entry>zmax [distance]</entry></row>
<row><entry>zmin</entry><entry>zmin [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsCylinder"/>, <xref linkend="PolyCylinder"/>
</para>
</sect2>
</sect1>
<sect1 id="CylindricalWavePoints" xreflabel="CylindricalWavePoints">
<title>CylindricalWavePoints</title>
<para>
Mesh filter object which applies a cylindrical (radial) "wave" deformation to geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/cylindricalwavepoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>along</entry><entry>Along [enumeration]</entry></row>
<row><entry>amplitude</entry><entry>Amplitude [number]</entry></row>
<row><entry>wavelength</entry><entry>Wavelength [number]</entry></row>
<row><entry>phase</entry><entry>Phase [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="DeleteSelected" xreflabel="DeleteSelected">
<title>DeleteSelected</title>
<para>
Mesh filter object that delete selected geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/deleteselected.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Disk" xreflabel="Disk">
<title>Disk</title>
<para>
Source object for a disk quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/disk.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>radius [distance]</entry></row>
<row><entry>height</entry><entry>height [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsDisk"/>
</para>
</sect2>
</sect1>
<sect1 id="EdgesToBlobby" xreflabel="EdgesToBlobby">
<title>EdgesToBlobby</title>
<para>
Converts input edges to a max of segment blobbies.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>radius</entry><entry>Segments radius [number]</entry></row>
<row><entry>type</entry><entry>Operation [enumeration]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="FormatScalar" xreflabel="FormatScalar">
<title>FormatScalar</title>
<para>
Converts a scalar to a string using printf() style formatting.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input [double]</entry></row>
<row><entry>format</entry><entry>Format [string]</entry></row>
<row><entry>output</entry><entry>Output [string]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="FormatTime" xreflabel="FormatTime">
<title>FormatTime</title>
<para>
Converts a scalar to a string using strftime()-style formatting.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input [double]</entry></row>
<row><entry>format</entry><entry>Format [string]</entry></row>
<row><entry>output</entry><entry>Output [string]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="FrozenMesh" xreflabel="FrozenMesh">
<title>FrozenMesh</title>
<para>
Mesh filter object that "freezes" its input in a persistent form that can be edited manually.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/frozenmesh.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="GTSBoolean" xreflabel="GTSBoolean">
<title>GTSBoolean</title>
<para>
Merges polygonal surfaces using boolean operations.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>type</entry><entry>Operation [enumeration]</entry></row>
<row><entry>input1</entry><entry>Input mesh 1</entry></row>
<row><entry>input2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="GraphVizEngine" xreflabel="GraphVizEngine">
<title>GraphVizEngine</title>
<para>
Object which provide support for the GraphViz render engine.
</para>
<para>
This is a full-fledged render engine, but unlike the RenderMan and Yafray engines, it doesn't produce
a 3D rendering of your document; instead, it uses the GraphViz tools to produce a nice rendering of the
document DAG. For those unfamiliar, the GraphViz tools are a set of command-line tools for visualizing
graphs (that's graph in the formal mathematical sense of nodes and edges).
</para>
<para>
This is important for several reasons: 1) It's a test-bed where we can rapidly experiment with different
approaches to visualizing the DAG. 2) It's a short-term stopgap to get you productive with the DAG right
now. 3) It's a good teaching tool for generating diagrams for DAG-related documentation. 4) It's a neat
demo of how a radically-different sort of "render engine" can easily be integrated into K-3D.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>render_engine</entry><entry>Render Engine [string]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManEngine"/>, <xref linkend="YafRayEngine"/>.
</para>
</sect2>
</sect1>
<sect1 id="Hyperboloid" xreflabel="Hyperboloid">
<title>Hyperboloid</title>
<para>
Source object for hyperboloid.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/hyperboloid.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>x1</entry><entry>x1 [distance]</entry></row>
<row><entry>y1</entry><entry>y1 [distance]</entry></row>
<row><entry>z1</entry><entry>z1 [distance]</entry></row>
<row><entry>x2</entry><entry>x2 [distance]</entry></row>
<row><entry>y2</entry><entry>y2 [distance]</entry></row>
<row><entry>z2</entry><entry>z2 [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="KnotCurve" xreflabel="KnotCurve">
<title>KnotCurve</title>
<para>
Mesh source object that generate a knot curve.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/knotcurve.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>edgecount</entry><entry>Edge count [integer]</entry></row>
<row><entry>meridianwraps</entry><entry>Meridian wraps [integer]</entry></row>
<row><entry>longitudinalwraps</entry><entry>Longitudinal wraps [integer]</entry></row>
<row><entry>scale</entry><entry>Scale [number]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>closed</entry><entry>Closed Curve [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Lawn" xreflabel="Lawn">
<title>Lawn</title>
<para>
Mesh source object that generate a lawn.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/lawn.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>blade_count</entry><entry>Blade count [unsigned integer]</entry></row>
<row><entry>blade_width</entry><entry>Blade width [number]</entry></row>
<row><entry>blade_height</entry><entry>Blade height [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Lightning" xreflabel="Lightning">
<title>Lightning</title>
<para>
Mesh source object that generate a lightning.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/lightning.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>segments</entry><entry>Segments [integer]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="LinearPointNoise" xreflabel="LinearPointNoise">
<title>LinearPointNoise</title>
<para>
Applies a linear noise offset to mesh points.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>use_x</entry><entry>Use X [boolean]</entry></row>
<row><entry>use_y</entry><entry>Use Y [boolean]</entry></row>
<row><entry>use_z</entry><entry>Use Z [boolean]</entry></row>
<row><entry>move_x</entry><entry>Move X [boolean]</entry></row>
<row><entry>move_y</entry><entry>Move Y [boolean]</entry></row>
<row><entry>move_z</entry><entry>Move Z [boolean]</entry></row>
<row><entry>frequency_x</entry><entry>X Frequency [number]</entry></row>
<row><entry>frequency_y</entry><entry>Y Frequency [number]</entry></row>
<row><entry>frequency_z</entry><entry>Z Frequency [number]</entry></row>
<row><entry>offset_x</entry><entry>X Offset [number]</entry></row>
<row><entry>offset_y</entry><entry>Y Offset [number]</entry></row>
<row><entry>offset_z</entry><entry>Z Offset [number]</entry></row>
<row><entry>amplitude_x</entry><entry>X Amplitude [number]</entry></row>
<row><entry>amplitude_y</entry><entry>Y Amplitude [number]</entry></row>
<row><entry>amplitude_z</entry><entry>Z Amplitude [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="LinearWavePoints" xreflabel="LinearWavePoints">
<title>LinearWavePoints</title>
<para>
Mesh filter object which applies a linear "wave" deformation to geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/linearwavepoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>axis</entry><entry>Axis [enumeration]</entry></row>
<row><entry>along</entry><entry>Along [enumeration]</entry></row>
<row><entry>amplitude</entry><entry>Amplitude [number]</entry></row>
<row><entry>wavelength</entry><entry>Wavelength [number]</entry></row>
<row><entry>phase</entry><entry>Phase [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="LissajousCurve" xreflabel="LissajousCurve">
<title>LissajousCurve</title>
<para>
Mesh source object that generate a geometry composed of Lissajous curves.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/lissajouscurve.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>edgecount</entry><entry>Edge count [integer]</entry></row>
<row><entry>mamp</entry><entry>Modulation amplitude [number]</entry></row>
<row><entry>mfreq</entry><entry>Modulation frequency [number]</entry></row>
<row><entry>mphase</entry><entry>Modulation phase [number]</entry></row>
<row><entry>xamp</entry><entry>X amplitude [number]</entry></row>
<row><entry>xfreq</entry><entry>X frequency [number]</entry></row>
<row><entry>xphase</entry><entry>X phase [number]</entry></row>
<row><entry>yamp</entry><entry>Y amplitude [number]</entry></row>
<row><entry>yfreq</entry><entry>Y frequencey [number]</entry></row>
<row><entry>yphase</entry><entry>Y phase [number]</entry></row>
<row><entry>zamp</entry><entry>Z amplitude [number]</entry></row>
<row><entry>zfreq</entry><entry>Z frequency [number]</entry></row>
<row><entry>zphase</entry><entry>Z phase [number]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>closed</entry><entry>Closed Curve [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="LookAt" xreflabel="LookAt">
<title>LookAt</title>
<para>
Matrix filter object.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/lookat.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>target_matrix</entry><entry>Target matrix [matrix4]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="MakePath" xreflabel="MakePath">
<title>MakePath</title>
<para>
Mesh filter object.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/makepath.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>start_time</entry><entry>Start Time [number]</entry></row>
<row><entry>time</entry><entry>Time [number]</entry></row>
<row><entry>end_time</entry><entry>End Time [number]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="MakeSDS" xreflabel="MakeSDS">
<title>MakeSDS</title>
<para>
Mesh filter object which converts any polyhedron into a Catmull-Clark subdivision mesh surface.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/makesds.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="MergeMesh" xreflabel="MergeMesh">
<title>MergeMesh</title>
<para>
Mesh filter object that combines two input meshes into one output mesh.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/mergemesh.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>input_mesh1</entry><entry>Input mesh 1</entry></row>
<row><entry>input_mesh2</entry><entry>Input mesh 2</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="MeshInstance" xreflabel="MeshInstance">
<title>MeshInstance</title>
<para>
Object that renders an instance of a geometric mesh.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/meshinstance.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>color</entry><entry>Color [color]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Molecule" xreflabel="Molecule">
<title>Molecule</title>
<para>
Matrix filter object used by the PDB reader.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/molecule.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>drawStyle</entry><entry>Draw Style [enum]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Atom"/>
</para>
</sect2>
</sect1>
<sect1 id="Newell" xreflabel="Newell">
<title>Newell</title>
<para>
Mesh source object that generate Newell primitives.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/newell.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>size</entry><entry>Size [number]</entry></row>
<row><entry>type</entry><entry>Primitive type [enumeration]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Teapot"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsCircle" xreflabel="NurbsCircle">
<title>NurbsCircle</title>
<para>
Mesh source object that generate a NURBS circle.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbscircle.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>thetamax</entry><entry>End angle [number]</entry></row>
<row><entry>u_segments</entry><entry>Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="NurbsCone" xreflabel="NurbsCone">
<title>NurbsCone</title>
<para>
Mesh source object that generate a NURBS cone.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbscone.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>thetamax</entry><entry>End angle [number]</entry></row>
<row><entry>u_segments</entry><entry>Radial Segments [integer]</entry></row>
<row><entry>v_segments</entry><entry>Radial Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Cone"/>, <xref linkend="PolyCone"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsCylinder" xreflabel="NurbsCylinder">
<title>NurbsCylinder</title>
<para>
Mesh source object that generate a NURBS cylinder.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbscylinder.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>zmax</entry><entry>ZMax [number]</entry></row>
<row><entry>zmin</entry><entry>ZMin [number]</entry></row>
<row><entry>thetamax</entry><entry>End angle [number]</entry></row>
<row><entry>u_segments</entry><entry>Radial Segments [integer]</entry></row>
<row><entry>v_segments</entry><entry>Radial Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Cylinder"/>, <xref linkend="PolyCylinder"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsDisk" xreflabel="NurbsDisk">
<title>NurbsDisk</title>
<para>
Mesh source object that generate a NURBS disk.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbsdisk.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>thetamax</entry><entry>End angle [number]</entry></row>
<row><entry>u_segments</entry><entry>Radial Segments [integer]</entry></row>
<row><entry>v_segments</entry><entry>Radial Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Disk"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsGrid" xreflabel="NurbsGrid">
<title>NurbsGrid</title>
<para>
Mesh source object that generate a NURBS grid.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbsgrid.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>columns</entry><entry>Columns [integer]</entry></row>
<row><entry>rows</entry><entry>Rows [integer]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="PolyGrid"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsHyperboloid" xreflabel="NurbsHyperboloid">
<title>NurbsHyperboloid</title>
<para>
Mesh source object that generate a NURBS hyperboloid.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbshyperboloid.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>x1</entry><entry>x1 [distance]</entry></row>
<row><entry>y1</entry><entry>y1 [distance]</entry></row>
<row><entry>z1</entry><entry>z1 [distance]</entry></row>
<row><entry>x2</entry><entry>x2 [distance]</entry></row>
<row><entry>y2</entry><entry>y2 [distance]</entry></row>
<row><entry>z2</entry><entry>z2 [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="NurbsPolygon" xreflabel="NurbsPolygon">
<title>NurbsPolygon</title>
<para>
Mesh source object that generate a NURBS polygon.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbspolygon.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>u_segments</entry><entry>Sides [integer]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="NurbsSphere" xreflabel="NurbsSphere">
<title>NurbsSphere</title>
<para>
Mesh source object that generate a NURBS sphere.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbssphere.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>zmax</entry><entry>ZMax [number]</entry></row>
<row><entry>zmin</entry><entry>ZMin [number]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [number]</entry></row>
<row><entry>u_segments</entry><entry>Radial Segments [integer]</entry></row>
<row><entry>v_segments</entry><entry>Radial Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Sphere"/>, <xref linkend="PolySphere"/>
</para>
</sect2>
</sect1>
<sect1 id="NurbsTorus" xreflabel="NurbsTorus">
<title>NurbsTorus</title>
<para>
Mesh source object that generate a NURBS torus.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/nurbstorus.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>majorradius</entry><entry>Major Radius [distance]</entry></row>
<row><entry>minorradius</entry><entry>Minor Radius [distance]</entry></row>
<row><entry>phimin</entry><entry>Phi Minimum [angle]</entry></row>
<row><entry>phimax</entry><entry>Phi Maximum [angle]</entry></row>
<row><entry>thetamax</entry><entry>Theta Maximum [angle]</entry></row>
<row><entry>u_segments</entry><entry>U Segments [integer]</entry></row>
<row><entry>v_segments</entry><entry>V Segments [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Torus"/>, <xref linkend="PolyTorus"/>
</para>
</sect2>
</sect1>
<sect1 id="Orientation" xreflabel="Orientation">
<title>Orientation</title>
<para>
Matrix filter object that modify orientation.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/orientation.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>x</entry><entry>X [angle]</entry></row>
<row><entry>y</entry><entry>Y [angle]</entry></row>
<row><entry>z</entry><entry>Z [angle]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RotatePoints"/>, <xref linkend="Transform"/>.
</para>
</sect2>
</sect1>
<sect1 id="Paraboloid" xreflabel="Paraboloid">
<title>Paraboloid</title>
<para>
Source object for paraboloid.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/paraboloid.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>radius [distance]</entry></row>
<row><entry>zmin</entry><entry>zmin [distance]</entry></row>
<row><entry>zmax</entry><entry>zmax [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="PlanarMap" xreflabel="PlanarMap">
<title>PlanarMap</title>
<para>
Object which maps values to geometry using a planar projection map
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>s0</entry><entry>S0 [number]</entry></row>
<row><entry>s1</entry><entry>S1 [number]</entry></row>
<row><entry>t0</entry><entry>T0 [number]</entry></row>
<row><entry>t1</entry><entry>T1 [number]</entry></row>
<row><entry>default_s</entry><entry>Default S [number]</entry></row>
<row><entry>default_t</entry><entry>Default T [number]</entry></row>
<row><entry>tag_points</entry><entry>Tag Points [boolean]</entry></row>
<row><entry>tag_point_groups</entry><entry>Tag Point Groups [boolean]</entry></row>
<row><entry>tag_edges</entry><entry>Tag Edges [boolean]</entry></row>
<row><entry>tag_faces</entry><entry>Tag Faces [boolean]</entry></row>
<row><entry>tag_polyhedra</entry><entry>Tag Polyhedra [boolean]</entry></row>
<row><entry>tag_linear_curve_groups</entry><entry>Tag Linear Groups [boolean]</entry></row>
<row><entry>tag_cubic_curve_groups</entry><entry>Tag Cubic Curve Groups [boolean]</entry></row>
<row><entry>tag_bilinear_patches</entry><entry>Tag Bilinear Patches [boolean]</entry></row>
<row><entry>tag_bicubic_patches</entry><entry>Tag Bicubic Patches [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="PointsToBlobby" xreflabel="PointsToBlobby">
<title>PointsToBlobby</title>
<para>
Converts input points to a parametric surface.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="PolyCone" xreflabel="PolyCone">
<title>PolyCone</title>
<para>
Mesh source object that generate a polygon cone.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polycone.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>u_segments</entry><entry>Columns [integer]</entry></row>
<row><entry>v_segments</entry><entry>Rows [integer]</entry></row>
<row><entry>bottom</entry><entry>Cap cone bottom [boolean]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>height</entry><entry>Z Max [number]</entry></row>
<row><entry>u_power</entry><entry>Radial Power [number]</entry></row>
<row><entry>v_power</entry><entry>Length Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Cone"/>, <xref linkend="NurbsCone"/>.
</para>
</sect2>
</sect1>
<sect1 id="PolyCube" xreflabel="PolyCube">
<title>PolyCube</title>
<para>
Mesh source object that generate a polygon cube.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polycube.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
<row><entry>depth</entry><entry>Depth [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="PolyCushion" xreflabel="PolyCushion">
<title>PolyCushion</title>
<para>
Mesh source object that generate a polygon cushion.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polycushion.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>length_segments</entry><entry></entry></row>
<row><entry>radial_segments</entry><entry></entry></row>
<row><entry>diameter</entry><entry></entry></row>
<row><entry>width</entry><entry></entry></row>
<row><entry>height</entry><entry></entry></row>
<row><entry>depth</entry><entry></entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="PolyCylinder" xreflabel="PolyCylinder">
<title>PolyCylinder</title>
<para>
Mesh source object that generate a polygon cylinder.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polycylinder.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>u_segments</entry><entry>Columns [integer]</entry></row>
<row><entry>v_segments</entry><entry>Rows [integer]</entry></row>
<row><entry>top</entry><entry>Cap cylinder top [boolean]</entry></row>
<row><entry>bottom</entry><entry>Cap cylinder bottom [boolean]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>zmax</entry><entry>Z Max [number]</entry></row>
<row><entry>zmin</entry><entry>Z Min [number]</entry></row>
<row><entry>u_power</entry><entry>Radial Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Cylinder"/>, <xref linkend="NurbsCylinder"/>
</para>
</sect2>
</sect1>
<sect1 id="PolyGrid" xreflabel="PolyGrid">
<title>PolyGrid</title>
<para>
Mesh source object that generate a polygon grid.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polygrid.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>columns</entry><entry>Columns [integer]</entry></row>
<row><entry>rows</entry><entry>Rows [integer]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>height</entry><entry>Height [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsGrid"/>
</para>
</sect2>
</sect1>
<sect1 id="PolySphere" xreflabel="PolySphere">
<title>PolySphere</title>
<para>
Mesh source object that generate a polygon sphere.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polysphere.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>u_segments</entry><entry>Columns [integer]</entry></row>
<row><entry>v_segments</entry><entry>Rows [integer]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>u_power</entry><entry>Radial Power [number]</entry></row>
<row><entry>v_power</entry><entry>Length Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Sphere"/>, <xref linkend="NurbsSphere"/>
</para>
</sect2>
</sect1>
<sect1 id="PolySphereTessellation" xreflabel="PolySphereTessellation">
<title>PolySphereTessellation</title>
<para>
Generates a polygonal sphere by recursive subdivision of an isocahedron.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>tessellation_level</entry><entry>Columns [integer]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="PollyTerrainFFT" xreflabel="PollyTerrainFFT">
<title>PollyTerrainFFT</title>
<para>
Generates an FFT-based fractal terrain.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>iterations</entry><entry>Iterations [integer]</entry></row>
<row><entry>dimension</entry><entry>Fractal dimension [number]</entry></row>
<row><entry>randomseed</entry><entry>Random seed [integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="PolyTerrainHfBM" xreflabel="PolyTerrainHfBM">
<title>PolyTerrainHfBM</title>
<para>
Generates an HfBM-based fractal terrain.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>iterations</entry><entry>Iterations [integer]</entry></row>
<row><entry>dimension</entry><entry>Fractal dimension [number]</entry></row>
<row><entry>lacunarity</entry><entry>Lacunarity [number]</entry></row>
<row><entry>octaves</entry><entry>Octaves [number]</entry></row>
<row><entry>offset</entry><entry>Offset [number]</entry></row>
<row><entry>frequency</entry><entry>Frequency [number]</entry></row>
<row><entry>noiseoffset</entry><entry>Noise Offset [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="PolyText" xreflabel="PolyText">
<title>PolyText</title>
<para>
Mesh source object that generate a polygon text.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polytext.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>font</entry><entry>Font path [string]</entry></row>
<row><entry>text</entry><entry>Text [string]</entry></row>
<row><entry>curve_divisions</entry><entry>Curve edge count [integer]</entry></row>
<row><entry>height</entry><entry>Font height [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="PolyTorus" xreflabel="PolyTorus">
<title>PolyTorus</title>
<para>
Mesh source object that generate a polygon torus.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polytorus.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>u_segments</entry><entry>Columns [integer]</entry></row>
<row><entry>v_segments</entry><entry>Rows [integer]</entry></row>
<row><entry>majorradius</entry><entry>Major Radius [number]</entry></row>
<row><entry>minorradius</entry><entry>Minor Radius [number]</entry></row>
<row><entry>u_power</entry><entry>Major Power [number]</entry></row>
<row><entry>v_power</entry><entry>Minor Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Torus"/>, <xref linkend="NurbsTorus"/>
</para>
</sect2>
</sect1>
<sect1 id="PolygonizeBlobbies" xreflabel="PolygoneBlobbies">
<title>PolygoneBlobbies</title>
<para>
Polygonizes blobbies implicit surfaces.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>voxelsize</entry><entry>Voxel size [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
</para>
</sect2>
</sect1>
<sect1 id="Polyhedron" xreflabel="Polyhedron">
<title>Polyhedron</title>
<para>
Mesh source object that generate a polyhedron.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/polyhedron.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>number</entry><entry>Polyhedron Number [number]</entry></row>
<row><entry>dual</entry><entry></entry></row>
<row><entry>size</entry><entry>Size [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Position" xreflabel="Position">
<title>Position</title>
<para>
Matrix filter object that modify position.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/position.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>x</entry><entry>X [number]</entry></row>
<row><entry>y</entry><entry>Y [number]</entry></row>
<row><entry>z</entry><entry>Z [number]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="TranslatePoints"/>, <xref linkend="Transform"/>.
</para>
</sect2>
</sect1>
<sect1 id="RenderManArray1D" xreflabel="RenderManArray1D">
<title>RenderManArray1D</title>
<para>
Matrix filter object.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanarray1d.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>instance</entry><entry>Instance [object]</entry></row>
<row><entry>count</entry><entry>Count [integer]</entry></row>
<row><entry>offsetx</entry><entry>X Offset [number]</entry></row>
<row><entry>offsety</entry><entry>Y Offset [number]</entry></row>
<row><entry>offsetz</entry><entry>Z Offset [number]</entry></row>
<row><entry>rotatex</entry><entry>X Rotation [number]</entry></row>
<row><entry>rotatey</entry><entry>Y Rotation [number]</entry></row>
<row><entry>rotatez</entry><entry>Z Rotation [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Array1D"/>, <xref linkend="RenderManArray2D"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManArray2D" xreflabel="RenderManArray2D">
<title>RenderManArray2D</title>
<para>
Marix filter object.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanarray2d.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>instance</entry><entry>Instance [object]</entry></row>
<row><entry>ucount</entry><entry>U Axis Count [integer]</entry></row>
<row><entry>uoffsetx</entry><entry>U Axis X Offset [number]</entry></row>
<row><entry>uoffsety</entry><entry>U Axis Y Offset [number]</entry></row>
<row><entry>uoffsetz</entry><entry>U Axis Z Offset [number]</entry></row>
<row><entry>urotatex</entry><entry>U Axis X Rotation [number]</entry></row>
<row><entry>urotatey</entry><entry>U Axis Y Rotation [number]</entry></row>
<row><entry>urotatez</entry><entry>U Axis Z Rotation [number]</entry></row>
<row><entry>vcount</entry><entry>V Axis Count [integer]</entry></row>
<row><entry>voffsetx</entry><entry>V Axis X Offset [number]</entry></row>
<row><entry>voffsety</entry><entry>V Axis Y Offset [number]</entry></row>
<row><entry>voffsetz</entry><entry>V Axis Z Offset [number]</entry></row>
<row><entry>vrotatex</entry><entry>V Axis X Rotation [number]</entry></row>
<row><entry>vrotatey</entry><entry>V Axis Y Rotation [number]</entry></row>
<row><entry>vrotatez</entry><entry>V Axis Z Rotation [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManArray1D"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManBackgroundPlane" xreflabel="RenderManBackgroundPlane">
<title>RenderManBackgroundPlane</title>
<para>
Object for putting a shader onto a plane (good for lens flares, incorporating live shots, etc).
The "distance" parameter ranges from 0.0 (nearplane) to 1.0 (farplane), so you can stack multiple
objects in-front-of, in-between, or behind your scene, in any order you choose.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanbackgroundplane.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>distance</entry><entry>Distance [scalar]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManBackgroundSphere"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManBackgroundSphere" xreflabel="RenderManBackgroundSphere">
<title>RenderManBackgroundSphere</title>
<para>
Object for putting a shader onto a sphere. The "distance" parameter ranges from 0.0 (nearplane)
to 1.0 (farplane), so you can stack multiple objects in-front-of, in-between, or behind your scene,
in any order you choose.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanbackgroundsphere.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>distance</entry><entry>Distance [scalar]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManBackgroundPlane"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManCSGOperator" xreflabel="RenderManCSGOperator">
<title>RenderManCSGOperator</title>
<para>
Object which controls how solid primitives will be combined within CSG trees.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermancsgoperator.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>type</entry><entry>Operation [enumeration]</entry></row>
<row><entry>instance1</entry><entry>Instance1 [object]</entry></row>
<row><entry>instance2</entry><entry>Instance2 [object]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManCSGSolid"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManCSGSolid" xreflabel="RenderManCSGSolid">
<title>RenderManCSGSolid</title>
<para>
Object which defines a solid primitive for use within a CSG tree.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermancsgsolid.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>instance</entry><entry>Instance [object]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="RenderManCSGOperator"/>
</para>
</sect2>
</sect1>
<sect1 id="RenderManDisplacementShader" xreflabel="RenderManDisplacementShader">
<title>RenderManDisplacementShader</title>
<para>
Source object for displacement shaders.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermandisplacementshader.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>shader_name</entry><entry>Shader Name [string]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManEngine" xreflabel="RenderManEngine">
<title>RenderManEngine</title>
<para>
Object which provide support for RenderMan renderers, and control the position, orientation,
and display of the RenderMan camera view within the 3D workspace.
</para>
<para>
&k3d; currently supports <ulink url="http://www.aqsis.com/">Aqsis</ulink>, BMRT (no longer available),
<ulink url="https://renderman.pixar.com">PRMan</ulink>, NetPRMan, <ulink url="http://www.3delight.com/">3Delight</ulink>,
<ulink url="http://www.dotcsw.com/rdc.html">RenderDotC</ulink> and <ulink url="http://www.cs.berkeley.edu/~okan/Pixie/pixie.htm">Pixie</ulink>;
note that Aqsis and Pixie is the only free (as is freedom) renderers.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>render_engine</entry><entry>Render Engine [string]</entry></row>
<row><entry>pixel_width</entry><entry>Output pixel width [positive integer]</entry></row>
<row><entry>pixel_height</entry><entry>Output pixel height [positive integer]</entry></row>
<row><entry>pixel_aspect_ratio</entry><entry>Output pixel aspect ratio [positive real]</entry></row>
<row><entry>default_atmosphere_shader</entry><entry>Default atmosphere shader [object]</entry></row>
<row><entry>default_interior_shader</entry><entry>Default interior shader [object]</entry></row>
<row><entry>default_exterior_shader</entry><entry>Default exterior shader [object]</entry></row>
<row><entry>imager_shader</entry><entry>Imager shader [object]</entry></row>
<row><entry>orthographic</entry><entry>Orthographic [boolean]</entry></row>
<row><entry>left</entry><entry>Left [number]</entry></row>
<row><entry>right</entry><entry>Right [number]</entry></row>
<row><entry>top</entry><entry>Top [number]</entry></row>
<row><entry>bottom</entry><entry>Bottom [number]</entry></row>
<row><entry>near</entry><entry>Near plane distance [number]</entry></row>
<row><entry>far</entry><entry>Far plane distance [number]</entry></row>
<row><entry>bucket_width</entry><entry>Bucket Width [positive integer]</entry></row>
<row><entry>bucket_height</entry><entry>Bucket Height [positive integer]</entry></row>
<row><entry>grid_size</entry><entry>Grid Size [positive integer]</entry></row>
<row><entry>eye_splits</entry><entry>Eye Splits [positive integer]</entry></row>
<row><entry>texture_memory</entry><entry>Texture Memory [positive integer]</entry></row>
<row><entry>render_alpha</entry><entry>Render Alpha [boolean]</entry></row>
<row><entry>pixel_xsamples</entry><entry>Pixel X Samples [positive real]</entry></row>
<row><entry>pixel_ysamples</entry><entry>Pixel Y Samples [positive real]</entry></row>
<row><entry>pixel_filter</entry><entry>Pixel Filter [string]</entry></row>
<row><entry>pixel_filter_width</entry><entry>Pixel Filter Width [positive real]</entry></row>
<row><entry>pixel_filter_height</entry><entry>Pixel Filter Height [positive real]</entry></row>
<row><entry>exposure</entry><entry>Exposure [real]</entry></row>
<row><entry>gamma</entry><entry>Gamma [real]</entry></row>
<row><entry>dof</entry><entry>Depth of Field [boolean]</entry></row>
<row><entry>fstop</entry><entry>f-stop [real]</entry></row>
<row><entry>focal_length</entry><entry>Focal Length [distance]</entry></row>
<row><entry>focus_plane</entry><entry>Focus Plane [distance]</entry></row>
<row><entry>shading_rate</entry><entry>Shading Rate [real]</entry></row>
<row><entry>shading_interpolation</entry><entry>Shading Interpolation [string]</entry></row>
<row><entry>two_sided</entry><entry>Two Sided [boolean]</entry></row>
<row><entry>crop_window_left</entry><entry>Crop Window Left [real]</entry></row>
<row><entry>crop_window_right</entry><entry>Crop Window Right [real]</entry></row>
<row><entry>crop_window_top</entry><entry>Crop Window Top [real]</entry></row>
<row><entry>crop_window_bottom</entry><entry>Crop Window Bottom [real]</entry></row>
<row><entry>motion_blur</entry><entry>Motion Blur [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="GraphVizEngine"/>, <xref linkend="YafRayEngine"/>.
</para>
</sect2>
</sect1>
<sect1 id="RenderManImagerShader" xreflabel="RenderManImagerShader">
<title>RenderManImagerShader</title>
<para>
Source object for imager shaders.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanimagershader.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>shader_name</entry><entry>Shader Name [string]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="RenderManLatLongEnvironmentMap" xreflabel="RenderManLatLongEnvironmentMap">
<title>RenderManLatLongEnvironmentMap</title>
<para>
Bitmap sink object. Converts a bitmap into a RenderMan LatLong Environment Map that
allows you to use an image for simulating things like reflections with the appropriate
shaders, e.g. k3d_shiny, k3d_shiny_metal, etc. Note that this is a "LatLong" map where
the image is treated like a "Mercator Projection", and is commonly used with
hand-generated maps, video footage, etc.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>filter</entry><entry>Filter [string]</entry></row>
<row><entry>swidth</entry><entry>Filter S Width [positive real]</entry></row>
<row><entry>twidth</entry><entry>Filter T Width [positive real]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="RenderManLight" xreflabel="RenderManLight">
<title>RenderManLight</title>
<para>
A lightsource object.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanlight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>shader</entry><entry>Light shader [object]</entry></row>
<row><entry>raytraced-shadows</entry><entry>Render raytraced shadows from this light [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManLightShader" xreflabel="RenderManLightShader">
<title>RenderManLightShader</title>
<para>
Source object for light shaders.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanlightshader.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>shader_name</entry><entry>Shader Name [string]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManMaterial" xreflabel="RenderManMaterial">
<title>RenderManMaterial</title>
<para>
Object which provide a grouping of shaders and parameter settings that control what a geometry
will appear to be made of.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanmaterial.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>surface_shader</entry><entry>Surface shader [object]</entry></row>
<row><entry>displacement_shader</entry><entry>Displacement shader [object]</entry></row>
<row><entry>atmosphere_shader</entry><entry>Atmosphere shader [object]</entry></row>
<row><entry>interior_shader</entry><entry>Interior shader [object]</entry></row>
<row><entry>exterior_shader</entry><entry>Exterior shader [object]</entry></row>
<row><entry>truedisplacement</entry><entry>Enable true displacement during rendering (BMRT specific) [boolean]</entry></row>
<row><entry>truedisplacementbounds</entry><entry>Displacement bounds [number]</entry></row>
<row><entry>matte</entry><entry>Render geometry as a matte [boolean]</entry></row>
<row><entry>camerarays</entry><entry>Render camera rays (BMRT specific) [boolean]</entry></row>
<row><entry>reflectionrays</entry><entry>Render reflection rays (BMRT specific) [boolean]</entry></row>
<row><entry>color</entry><entry>Color [object]</entry></row>
<row><entry>opacity</entry><entry>Opacity [object]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManScript" xreflabel="RenderManScript">
<title>RenderManScript</title>
<para>
This is a transformable object that you place in your scene and move around as you please. It has
a single "script" property which is executed with RenderMan context anytime the document is rendered,
so you can generate anything and everything you want. Typically, the script will make calls to the
RenderMan API to generate geometry.
</para>
<para>
The script environment is maintained between script execution, so a script can initialize data structures
that will be available the next time it is executed. At execution time, the script will have ApplicationContext,
DocumentContext, ObjectContext, and RenderManContext. Currently, RenderManScript is hard-coded to use the
JavaScript which is the only engine that has a RenderMan object model
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanscript.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>script</entry><entry>Script</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="RenderManShadowMap" xreflabel="RenderManShadowMap">
<title>RenderManShadowMap</title>
<para>
Object that automatically generate RenderMan shadow maps for fast rendering.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanshadowmap.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>create</entry><entry>Create shadow map during rendering [boolean]</entry></row>
<row><entry>view</entry><entry>View shadow map creation during rendering [boolean]</entry></row>
<row><entry>pixel_width</entry><entry>Output pixel width [positive integer]</entry></row>
<row><entry>pixel_height</entry><entry>Output pixel height [positive integer]</entry></row>
<row><entry>pixel_aspect_ratio</entry><entry>Output pixel aspect ratio [positive real]</entry></row>
<row><entry>orthographic</entry><entry>Orthographic [boolean]</entry></row>
<row><entry>left</entry><entry>Left [number]</entry></row>
<row><entry>right</entry><entry>Right [number]</entry></row>
<row><entry>top</entry><entry>Top [number]</entry></row>
<row><entry>bottom</entry><entry>Bottom [number]</entry></row>
<row><entry>near</entry><entry>Near plane distance [number]</entry></row>
<row><entry>far</entry><entry>Far plane distance [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManSurfaceShader" xreflabel="RenderManSurfaceShader">
<title>RenderManSurfaceShader</title>
<para>
Source object for surface shaders.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermansurfaceshader.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>shader_name</entry><entry>Shader Name [string]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManTextureMap" xreflabel="RenderManTextureMap">
<title>RenderManTextureMap</title>
<para>
Bitmap sink object which converts a bitmap into a RenderMan Texture Map
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermantexturemap.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input bitmap [bitmap]</entry></row>
<row><entry>output</entry><entry>Output bitmap [bitmap]</entry></row>
<row><entry>swrap</entry><entry>S Wrap [string]</entry></row>
<row><entry>twrap</entry><entry>T Wrap [string]</entry></row>
<row><entry>filter</entry><entry>Filter [string]</entry></row>
<row><entry>swidth</entry><entry>Filter S Width [positive real]</entry></row>
<row><entry>twidth</entry><entry>Filter T Width [positive real]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RenderManVolumeShader" xreflabel="RenderManVolumeShader">
<title>RenderManVolumeShader</title>
<para>
Source object for volume shaders.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rendermanvolumeshader.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>shader_name</entry><entry>Shader Name [string]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="RotatePoints" xreflabel="RotatePoints">
<title>RotatePoints</title>
<para>
Matrix filter object for rotation.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/rotatepoints.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>x</entry><entry>X rotate [number]</entry></row>
<row><entry>y</entry><entry>Y rotate [number]</entry></row>
<row><entry>z</entry><entry>Z rotate [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Orientation"/>
</para>
</sect2>
</sect1>
<sect1 id="ScalarAdd" xreflabel="ScalarAdd">
<title>ScalarAdd</title>
<para>
Object which add two scalar inputs and produce their sum as output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input1</entry><entry>First input [double]</entry></row>
<row><entry>input2</entry><entry>Second input [double]</entry></row>
<row><entry>output</entry><entry>Sum of inputs [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarBezierChannel" xreflabel="ScalarBezierChannel">
<title>ScalarBezierChannel</title>
<para>
Object which provide a animation channel representing a scalar value that can change over time.
All &k3d; objects have various scalar value properties you can change to achieve different effects.
And by connecting the ScalarBezierChannel output to these properties you can animate pretty much
anything in a &k3d; scene - let it be an angle, a distance, or a shader parameter!
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/scalarbezierchannel.png"/>
<informaltable frame='none'>
<tgroup cols='2'>
<tbody>
<row><entry>Cursor X:</entry><entry>Display the cursors X value.</entry></row>
<row><entry>Cursor Y:</entry><entry>Display the cursors Y value.</entry></row>
<row><entry>Cursor Value:</entry><entry>Display the cursors value</entry></row>
<row><entry>Channel Straighten:</entry><entry>Equal to linear interpolation, affect whole channel.</entry></row>
<row><entry>Channel Mirror X:</entry><entry>Mirror along the X axis, affect whole channel.</entry></row>
<row><entry>Channel Mirror Y:</entry><entry>Mirror along the Y axis, affect whole channel.</entry></row>
<row><entry>Selection Straighten:</entry><entry>Equal to linear interpolation, affect only selected nodes.</entry></row>
<row><entry>Selection Delete:</entry><entry>Delete selected nodes.</entry></row>
<row><entry>View Fit:</entry><entry>Fit the view to whole graph.</entry></row>
<row><entry>View Close:</entry><entry>Close the Channel Properties window.</entry></row>
</tbody>
</tgroup>
</informaltable>
</informalfigure>
<para>
There are several things to note here - filling most of the Channel Properties is the Curve Graph, which displays a visual
representation of the Channel's value over time - just as in school, the graph X axis represents time while the graph Y
axis represents value.
</para>
<para>
The vertical green line that is moving across the Curve Graph during playback is displaying the current View Time, and
is always updated as the Document View Time changes. The vertical red line is the Cursor, which can be placed with the
mouse to "sample" the Channel value at specific points in the curve.
</para>
<para>
Notice the yellow dot, along with a black line passing through it. The dot is a Key Frame, and the black line
represents the interpolated value of this Channel for the duration of the animation. We can animate the value of this Channel by
creating additional Key Frames by double-clicking with the left mouse button in the graph. We can select Key Frames
by click on them with the left mouse button and deselect all with the right mouse button.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input Value [double]</entry></row>
<row><entry>output</entry><entry>Output Value [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ColorBezierChannel"/>
</para>
</sect2>
</sect1>
<sect1 id="ScalarDivide" xreflabel="ScalarDivide">
<title>ScalarDivide</title>
<para>
Object which divide two scalar inputs and produce their quotient as output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input1</entry><entry>First input [double]</entry></row>
<row><entry>input2</entry><entry>Second input [double]</entry></row>
<row><entry>output</entry><entry>Quotient of inputs [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarModulo" xreflabel="ScalarModulo">
<title>ScalarModulo</title>
<para>
Object which modulo two scalar inputs and produce their remainder as output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input1</entry><entry>First input [double]</entry></row>
<row><entry>input2</entry><entry>Second input [double]</entry></row>
<row><entry>output</entry><entry>Remainder of inputs [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarMultiply" xreflabel="ScalarMultiply">
<title>ScalarMultiply</title>
<para>
Object which multiply two scalar inputs and produce their product as output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input1</entry><entry>First input [double]</entry></row>
<row><entry>input2</entry><entry>Second input [double]</entry></row>
<row><entry>output</entry><entry>Product of inputs [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarProperty" xreflabel="ScalarProperty">
<title>ScalarProperty</title>
<para>
Object that exposes a single scalar value as a property, to act as a "data source" for other objects.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/scalarproperty.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>value</entry><entry>The value exposed by this property</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ColorProperty"/>
</para>
</sect2>
</sect1>
<sect1 id="ScalarPseudoRand" xreflabel="ScalarPseudoRand">
<title>ScalarPseudoRand</title>
<para>
Object which produce pseudo-random output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>seed</entry><entry>seed [double]</entry></row>
<row><entry>output</entry><entry>pseudo-random output [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarSine" xreflabel="ScalarSine">
<title>ScalarSine</title>
<para>
Object which applies a sine function to its input.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input</entry><entry>Input [double]</entry></row>
<row><entry>output</entry><entry>Sine wave [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ScalarSubtract" xreflabel="ScalarSubtract">
<title>ScalarSubtract</title>
<para>
Object which subtract two scalar inputs and produce their difference as output.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input1</entry><entry>First input [double]</entry></row>
<row><entry>input2</entry><entry>Second input [double]</entry></row>
<row><entry>output</entry><entry>Difference of inputs [double]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="Scale" xreflabel="Scale">
<title>Scale</title>
<para>
Matrix filter object for scaling.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/scale.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>x</entry><entry>X [number]</entry></row>
<row><entry>y</entry><entry>Y [number]</entry></row>
<row><entry>z</entry><entry>Z [number]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ScalePoints"/>, <xref linkend="Transform"/>.
</para>
</sect2>
</sect1>
<sect1 id="ScalePoints" xreflabel="ScalePoints">
<title>ScalePoints</title>
<para>
Mesh filter object that scale points in geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/scalepoints.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>x</entry><entry>X scale [number]</entry></row>
<row><entry>y</entry><entry>Y scale [number]</entry></row>
<row><entry>z</entry><entry>Z scale [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Scale"/>
</para>
</sect2>
</sect1>
<sect1 id="SetMaterial" xreflabel="SetMaterial">
<title>SetMaterial</title>
<para>
Object which sets geometry materials.
</para>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="ShearPoints" xreflabel="ShearPoints">
<title>ShearPoints</title>
<para>
Mesh filter object that shear points in geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/shearpoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>direction</entry><entry>Direction [enumeration]</entry></row>
<row><entry>axis</entry><entry>Axis [enumeration]</entry></row>
<row><entry>shear_factor</entry><entry>Shear Factor [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="SmoothPoints" xreflabel="SmoothPoints">
<title>SmoothPoints</title>
<para>
Mesh filter object that smooth points in geometry by averaging point locations.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/smoothpoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>smoothing</entry><entry>Smoothing [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="SoftObject" xreflabel="SoftObject">
<title>SoftObject</title>
<para>
Mesh source object for implicit "soft objects".
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/softobject.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
<row><entry>hardness</entry><entry>Hardness [number]</entry></row>
<row><entry>skeletontype</entry><entry>Skeleton Type [enumeration]</entry></row>
<row><entry>potentialtype</entry><entry>Potential Type [enumeration]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Sphere" xreflabel="Sphere">
<title>Sphere</title>
<para>
Source object for a sphere quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/sphere.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>radius</entry><entry>radius [distance]</entry></row>
<row><entry>zmax</entry><entry>zmax [distance]</entry></row>
<row><entry>zmin</entry><entry>zmin [distance]</entry></row>
<row><entry>thetamax</entry><entry>thetamax [angle]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsSphere"/>, <xref linkend="PolySphere"/>
</para>
</sect2>
</sect1>
<sect1 id="SphereizePoints" xreflabel="SphereizePoints">
<title>SphereizePoints</title>
<para>
Mesh filter object which "sphereizes" meshes by making them conform to the surface of a sphere.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/sphereizepoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>sphere_factor</entry><entry>Sphere Factor [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Starfield" xreflabel="Starfield">
<title>Starfield</title>
<para>
Mesh source object that generate a startfield.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/starfield.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>width</entry><entry>Width [number]</entry></row>
<row><entry>count</entry><entry>Count [integer]</entry></row>
<row><entry>radius</entry><entry>Radius [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="TagColor" xreflabel="TagColor">
<title>TagColor</title>
<para>
Filter object for working with tags.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/tagcolor.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>new_color</entry><entry>New Color [color]</entry></row>
<row><entry>default_color</entry><entry>Default Color [color]</entry></row>
<row><entry>tag_points</entry><entry>Tag Points [boolean]</entry></row>
<row><entry>tag_point_groups</entry><entry>Tag Point Groups [boolean]</entry></row>
<row><entry>tag_edges</entry><entry>Tag Edges [boolean]</entry></row>
<row><entry>tag_faces</entry><entry>Tag Faces [boolean]</entry></row>
<row><entry>tag_polyhedra</entry><entry>Tag Polyhedra [boolean]</entry></row>
<row><entry>tag_linear_curve_groups</entry><entry>Tag Linear Groups [boolean]</entry></row>
<row><entry>tag_cubic_curve_groups</entry><entry>Tag Cubic Curve Groups [boolean]</entry></row>
<row><entry>tag_bilinear_patches</entry><entry>Tag Bilinear Patches [boolean]</entry></row>
<row><entry>tag_bicubic_patches</entry><entry>Tag Bicubic Patches [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="TaperPoints" xreflabel="TaperPoints">
<title>TaperPoints</title>
<para>
Mesh filter object which applies a "taper" transformation to geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/taperpoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>axis</entry><entry>Axis [enumeration]</entry></row>
<row><entry>taper_fator</entry><entry>Taper Factor [number]</entry></row>
<row><entry>displace_x</entry><entry>Displace X [boolean]</entry></row>
<row><entry>displace_y</entry><entry>Displace Y [boolean]</entry></row>
<row><entry>displace_z</entry><entry>Displace Z [boolean]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Teapot" xreflabel="Teapot">
<title>Teapot</title>
<para>
Source object for teapot quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/teapot.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Newell"/>
</para>
</sect2>
</sect1>
<sect1 id="TimeSource" xreflabel="TimeSource">
<title>TimeSource</title>
<para>
Source object for time output.
</para>
<para>
Although multiple TimeSource objects are not explicitly forbidden, they probably aren't ever what you really want, anyway.
What you really want to do is to take the output of your one TimeSource, and "split" it so you can modify the branches in some way.
To do that insert a ScalarMultiply object, that takes two doubles as input and produces their product as an output, you could
connect the TimeSource to one input, set the other input to 2, and connect the output to whatever channels or other objects used "time" as
an input, and those objects would then be moving at twice the normal rate, but still under the control of a single TimeSource.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/timesource.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>start_time</entry><entry>Start Time [seconds]</entry></row>
<row><entry>end_time</entry><entry>End Time [seconds]</entry></row>
<row><entry>frame_rate</entry><entry>Frame Rate [frames per second]</entry></row>
<row><entry>time</entry><entry>Time [seconds]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="ScalarAdd"/>, <xref linkend="ScalarDivide"/> <xref linkend="ScalarModulo"/>, <xref linkend="ScalarMultiply"/>, <xref linkend="ScalarSubtract"/>
</para>
</sect2>
</sect1>
<sect1 id="Torus" xreflabel="Torus">
<title>Torus</title>
<para>
Source object for a torus quadric.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/torus.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>render_final</entry><entry>Visible in the final rendered image [boolean]</entry></row>
<row><entry>render_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>motion_blur</entry><entry>Enable motion blur for this object [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>material</entry><entry>Surface material [object]</entry></row>
<row><entry>majorradius</entry><entry>Major Radius [distance]</entry></row>
<row><entry>minorradius</entry><entry>Minor Radius [distance]</entry></row>
<row><entry>phimin</entry><entry>Phi Minimum [angle]</entry></row>
<row><entry>phimax</entry><entry>Phi Maximum [angle]</entry></row>
<row><entry>thetamax</entry><entry>Theta Maximum [angle]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="NurbsTorus"/>, <xref linkend="PolyTorus"/>
</para>
</sect2>
</sect1>
<sect1 id="Transform" xreflabel="Transform">
<title>Transform</title>
<para>
Matrix filter object for transformation.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/transform.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Orientation"/>, <xref linkend="Position"/>, <xref linkend="Scale"/>.
</para>
</sect2>
</sect1>
<sect1 id="TranslatePoints" xreflabel="TranslatePoints">
<title>TranslatePoints</title>
<para>
Mesh filter object which translate points in geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/translatepoints.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>x</entry><entry>X translate [number]</entry></row>
<row><entry>y</entry><entry>Y translate [number]</entry></row>
<row><entry>z</entry><entry>Z translate [number]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="Position"/>
</para>
</sect2>
</sect1>
<sect1 id="TriangulateFaces" xreflabel="TriangulateFaces">
<title>TriangulateFaces</title>
<para>
Mesh filter object which triangulates geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/triangulatefaces.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="TwistPoints" xreflabel="TwistPoints">
<title>TwistPoints</title>
<para>
Mesh filter object which applies a "twist" transformation to points in geometry.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/twistpoints.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_mesh</entry><entry>Input mesh [mesh]</entry></row>
<row><entry>output_mesh</entry><entry>Output mesh [mesh]</entry></row>
<row><entry>axis</entry><entry>Axis [enumeration]</entry></row>
<row><entry>angle</entry><entry>Angle [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="Viewport" xreflabel="Viewport">
<title>Viewport</title>
<para>
Object which controls the position, orientation, and display of a camera view within the 3D workspace.
</para>
<note>
<para>
This section is not fully updated.
</para>
</note>
<informalfigure float="1">
<graphic fileref="./figures/plugins/viewport.png"/>
</informalfigure>
<para>
Of course, &k3d; wouldn't be a 3D program without some way of seeing your virtual world! Each
Document in &k3d; can contain an unlimited number of Cameras, each Camera representing a virtual
view into your document through a Camera Viewport. By dragging your mouse through the Camera Viewport,
you can interactively pan, tilt, and dolly the virtual camera, select geometry and even move, orient,
and scale whole objects.
</para>
<sect2 id="navigation_manipulation">
<title>Navigation / Manipulation</title>
<para>
The following is not just limited to camera navigation but apply to the manipulation of all objects in
the scene that has a position and orientation.
</para>
<sect3 id="rotate_pan">
<title>Rotate / Pan & Tilt</title>
<para>
Hold down the right mouse button to pan and tilt.
</para>
</sect3>
<sect3 id="cant_dutchtilt">
<title>Cant / Dutch Tilt</title>
<para>
Hold press the Ctrl key and hold down the right mouse button to dutch tilt.
</para>
</sect3>
<sect3 id="scale_zoom">
<title>Scale / Zoom</title>
<para>
Hold down the middle mouse button.
</para>
</sect3>
<sect3 id="translate_dolly">
<title>Translate / Dolly</title>
<para>
You can dolly by pressing the Shif key while holding down the right mouse button. The behaviour is dependent
on what active axis is selected. With the Y axis active, mouse movement dolly the Camera along the X and Z axes.
</para>
<para>
Shift+Control while holding down the right mouse button dolly along the active axis. When a given axis is active,
mouse movement alters an object around the other two axes; holding down CTRL constrains the change to the Active Axis.
</para>
</sect3>
</sect2>
<!-- Functionality moved into Viewport -->
<!--
<sect3 id="visibility">
<title>Visibility</title>
<para>
Objects in &k3d; can be hidden, so that they do not appear in rendered output. This can
be handy to clear up a cluttered display while modeling, or to avoid unwanted selections. You can toggle
an object's Visibility by clicking on the check-box to the far left of its name. Objects that are
selected-but-not-visible will NOT be modified by tools, since it would be very easy to modify hidden
objects without realizing it!
</para>
</sect3>
<sect3 id="selection">
<title>Selection</title>
<para>
Objects in &k3d; can be selected for subsequent modification. You can toggle an object's Selected state by
clicking on the check-box to the immediate left of its name. Note that when you select/deselect a Mesh object,
you are also selecting/deselecting all of its points and polygons.
</para>
</sect3>
-->
<sect2 id="select_deselect">
<title>Select / Deselect</title>
<para>
You can use the mouse to select and deselect geometry interactivly. Selected geometry will be highlighted
as white. When selecting in &k3d;, it's important to keep in mind that there are three "levels" of selection:
1) Objects 2) Polygons 3) Points.
</para>
<sect3 id="select_objects">
<title>Objects</title>
<para>
The first type of selection is the easiest: selecting an entire Object. You can do this in one of two ways:
through the Hierarchy (clicking on the second square in front of the object) or by clicking on the Object with
SHIFT and the Left Mouse Button.
</para>
</sect3>
<sect3 id="select_polygons">
<title>Polygons</title>
<para>
Next, you might want to select polygons using a rectangular Rubber Band Box. Just drag the mouse with the Left
Mouse Button down. An important thing to keep in mind is that every polygon that fits completely within the Rubber
Band Box will be selected, whether it's visible or not. You may want to disable solid rendering for the Viewport
while making selections, to avoid selecting unseen polygons by mistake.
</para>
<para>
Next, we'll select polygons using an arbitrarily-shaped Lasso. Hold down SHIFT while dragging the mouse with the Left
Mouse Button down. Again, any polygon contained in the Lasso will be selected. When selecting with Rubber Band Boxes or
Lassos, you will often need to move the Camera so you have a "clear shot" at the polygons you want to select.
</para>
<para>
You can select individual polygons by clicking within them with the Left Mouse Button. Again, any polygon under the
mouse pointer is a candidate for selection.
</para>
</sect3>
<sect3 id="select_points">
<title>Points</title>
<para>
We've covered Objects and Polygons so far, but what about Points? Actually, we've already been selecting Points,
albeit indirectly - whenever you select a Polygon, you're selecting all its Points. This applies at the Object level,
too - selecting an Object selects all its Polygons and Points. It's useful, though, to be able to select individual Points.
To do this, we switch our Document to Point Edit Mode. We can now select individual Points using the same Rubber Band Box
and Lasso techniques used earlier to select Polygons. You can use SHIFT click to select individual polygons while in
Point Edit Mode.
</para>
</sect3>
<sect3 id="deselection">
<title>Deselection</title>
<para>
You can deselect everything in your entire Document by clicking the Right Mouse Button in any Camera
Viewport. Your Document can contain any combination of selected and unselected Objects, Polygons, and Points,
and you'll need to keep track of what's selected, so you don't make inadvertent alterations. Use an Right Mouse
Button click between selections to avoid leaving something selected by mistake. To deselect selectively, simply
hold down CTRL while using any of the previously mentioned selection techniques.
</para>
</sect3>
</sect2>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>point_size</entry><entry>Point size [integer]</entry></row>
<row><entry>background_color</entry><entry>Background color [color]</entry></row>
<row><entry>fog</entry><entry>Fog [boolean]</entry></row>
<row><entry>fog_near</entry><entry>Fog near distance [number]</entry></row>
<row><entry>fog_far</entry><entry>Fog far distance [number]</entry></row>
<row><entry>orthographic</entry><entry>Orthographic [boolean]</entry></row>
<row><entry>left</entry><entry>Left [number]</entry></row>
<row><entry>right</entry><entry>Right [number]</entry></row>
<row><entry>top</entry><entry>Top [number]</entry></row>
<row><entry>bottom</entry><entry>Bottom [number]</entry></row>
<row><entry>near</entry><entry>Near plane distance [number]</entry></row>
<row><entry>far</entry><entry>Far plane distance [number]</entry></row>
<row><entry>headlight</entry><entry>Headlight [boolean]</entry></row>
<row><entry>show_lights</entry><entry>Show Lights [boolean]</entry></row>
<row><entry>draw_points</entry><entry>Draw Points [boolean]</entry></row>
<row><entry>draw_edges</entry><entry>Draw Edges [boolean]</entry></row>
<row><entry>draw_faces</entry><entry>Draw Faces [boolean]</entry></row>
<row><entry>draw_linear_curves</entry><entry>Draw Linear Curves [boolean]</entry></row>
<row><entry>draw_cubic_curves</entry><entry>Draw Cubic Curves [boolean]</entry></row>
<row><entry>draw_nucurves</entry><entry>Draw NURBS Curves [boolean]</entry></row>
<row><entry>draw_bilinear_patches</entry><entry>Draw Bilinear Patches [boolean]</entry></row>
<row><entry>draw_bicubic_patches</entry><entry>Draw Bicubic Patches [boolean]</entry></row>
<row><entry>draw_nupatches</entry><entry>Draw NURBS Patches [boolean]</entry></row>
<row><entry>draw_face_orientations</entry><entry>Draw Face Orientations [boolean]</entry></row>
<row><entry>draw_two_sided</entry><entry>Draw Two Sided [boolean]</entry></row>
<row><entry>draw_safe_zone</entry><entry>Draw Safe Zone [boolean]</entry></row>
<row><entry>viewport_host</entry><entry>Viewport Host [object]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
</sect1>
<sect1 id="YafRayEngine" xreflabel="YafRayEngine">
<title>YafRayEngine</title>
<para>
Object which provide support for the YafRay renderer, and control the position, orientation,
and display of the YafRay camera view within the 3D workspace.
</para>
<para>
<ulink url="http://www.coala.uniovi.es/~jandro/noname/">YafRay</ulink> is a fun and free (as in freedom)
little radiosity renderer capable of producing some very nice images.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafrayengine.png"/>
</informalfigure>
<sect2>
<title>Properties</title>
<informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>pixel_width</entry><entry>Output pixel width [positive integer]</entry></row>
<row><entry>pixel_height</entry><entry>Output pixel height [positive integer]</entry></row>
</tbody>
</tgroup>
</informaltable>
</sect2>
<sect2>
<title>See also</title>
<para>
<xref linkend="GraphVizEngine"/>, <xref linkend="RenderManEngine"/>.
</para>
</sect2>
</sect1>
<sect1 id="YafRayHemiLight" xreflabel="YafRayHemiLight">
<title>YafRayHemilight</title>
<para>
A hemilight source for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafrayhemilight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>emit</entry><entry>Emit Light [boolean]</entry></row>
<row><entry>color</entry><entry>Light color [object]</entry></row>
<row><entry>power</entry><entry>Power [number]</entry></row>
<row><entry>samples</entry><entry>Samples [positive integer]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="YafRayMaterial" xreflabel="YafRayMaterial">
<title>YafRayMaterial</title>
<para>
A material for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafraymaterial.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>color</entry><entry>Color</entry></row>
<row><entry>specular_color</entry><entry>Specular Color</entry></row>
<row><entry>reflected_color</entry><entry>Reflected Color</entry></row>
<row><entry>transmitted_color</entry><entry>Transmitted Color</entry></row>
<row><entry>hardness</entry><entry>Hardness</entry></row>
<row><entry>index_of_refraction</entry><entry>Index of Refraction</entry></row>
<row><entry>minimum_reflection</entry><entry>Minimum Reflection</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="YafRayPointLight" xreflabel="YafRayPointLight">
<title>YafRayPointLight</title>
<para>
A pointlight source for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafraypointlight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>emit</entry><entry>Emit Light [boolean]</entry></row>
<row><entry>color</entry><entry>Light color [object]</entry></row>
<row><entry>cast_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>power</entry><entry>Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="YafRaySoftLight" xreflabel="YafRaySoftLight">
<title>YafRaySoftLight</title>
<para>
A softlight source for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafraysoftlight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>emit</entry><entry>Emit Light [boolean]</entry></row>
<row><entry>color</entry><entry>Light color [object]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>power</entry><entry>Power [number]</entry></row>
<row><entry>radius</entry><entry>Softness [number]</entry></row>
<row><entry>resolution</entry><entry>Shadowmap resolution [positive integer]</entry></row>
<row><entry>bias</entry><entry>Shadowmap bias [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="YafRaySpotLight" xreflabel="YafRaySpotLight">
<title>YafRaySpotLight</title>
<para>
A spotlight source for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafrayspotlight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>emit</entry><entry>Emit Light [boolean]</entry></row>
<row><entry>color</entry><entry>Light color [object]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>power</entry><entry>Power [number]</entry></row>
<row><entry>size</entry><entry>Angle [number]</entry></row>
<row><entry>nblend</entry><entry>Edge softness [number]</entry></row>
<row><entry>beam_falloff</entry><entry>Beam falloff [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
<sect1 id="YafRaySunLight" xreflabel="YafRaySunLight">
<title>YafRaySunLight</title>
<para>
A sunlight source for the YafRay render.
</para>
<informalfigure float="1">
<graphic fileref="./figures/plugins/yafraysunlight.png"/>
</informalfigure>
<sect2><title>Properties</title><informaltable frame='none'>
<tgroup cols='2' align='left'>
<thead>
<row><entry>Name</entry><entry>Description</entry></row>
</thead>
<tbody>
<row><entry>name</entry><entry>Object name [string]</entry></row>
<row><entry>input_matrix</entry><entry>Input matrix [matrix4]</entry></row>
<row><entry>position</entry><entry>Position [vector3]</entry></row>
<row><entry>orientation</entry><entry>Orientation [angle_axis]</entry></row>
<row><entry>scale</entry><entry>Scale Matrix [vector3]</entry></row>
<row><entry>output_matrix</entry><entry>Output matrix [matrix4]</entry></row>
<row><entry>emit</entry><entry>Emit Light [boolean]</entry></row>
<row><entry>color</entry><entry>Light color [object]</entry></row>
<row><entry>cast_shadows</entry><entry>Cast shadows [boolean]</entry></row>
<row><entry>viewport_visible</entry><entry>Visible [boolean]</entry></row>
<row><entry>power</entry><entry>Power [number]</entry></row>
</tbody>
</tgroup>
</informaltable></sect2>
</sect1>
</chapter>
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