Category:Node:GafferScene

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GafferScene Nodes

Name Description
Name Description
AimConstraint Transforms objects so that they are aimed at a specified target.
AttributeQuery Query a particular location in a scene and outputs attribute.
AttributeTweaks Makes modifications to attributes.
AttributeVisualiser Visualises attribute values by applying a constant shader to display them as a colour.
BoundQuery Queries a particular location in a scene and outputs the bound.
Camera Produces scenes containing a camera.
CameraTweaks Applies modifications to camera parameters.
ClosestPointSampler Samples primitive variables from the closest point on the surface of a source primitive, and transfers the values onto new primitive variable on the sampling objects.
CollectPrimitiveVariables Make copies of target primitive variables with different suffixes, where the new suffixed copies come from different Contexts.
CollectScenes Builds a scene by bundling multiple input scenes together, each under their own root location.
CollectTransforms Collects transforms in different Contexts, storing the results as attributes.
CoordinateSystem Produces scenes containing a coordinate system.
CopyAttributes Copies attributes from a source scene, adding them to the attributes of the main input scene.
CopyOptions Copies options from a source scene, adding them to the options of the main input scene.
CopyPrimitiveVariables Copies primitive variables from a source scene, adding them to the objects of the main input scene.
Cube Produces scenes containing a cube.
CurveSampler Samples primitive variables from parametric positions on some source curves.
CustomAttributes Applies arbitrary user-defined attributes to locations in the scene.
CustomOptions Applies arbitrary user-defined options to the root of the scene.
DeleteAttributes Deletes attributes from locations within the scene.
DeleteCurves Delete curves from a curves primitive using a primitive variable to choose the curves.
DeleteFaces Deletes faces from a mesh using a primitive variable to choose the faces.
DeleteGlobals A node which removes named items from the globals.
DeleteObject Deletes the object at a location, keeping the location itself intact.
DeleteOptions A node which removes options from the globals.
DeleteOutputs A node which removes outputs from the globals.
DeletePoints Deletes points from a points primitive using a primitive variable to choose the points.
DeletePrimitiveVariables Deletes primitive variables from objects.
DeleteRenderPasses Deletes render passes from the scene globals.
DeleteSets A node which removes object sets.
Duplicate Duplicates a part of the scene.
Encapsulate Encapsulates a portion of the scene by collapsing the hierarchy and replacing it with a procedural which will be evaluated at render time.
ExistenceQuery Queries the existence of a specified location in a scene.
ExternalProcedural References external geometry procedurals and archives.
FilterQuery Queries a filter for a particular location in a scene and outputs the results.
FramingConstraint Position a camera so that all of a target is visible.
FreezeTransform Resets the transforms at the specified scene locations, baking the old transforms into the vertices of any child objects so that they remain the same in world space.
Grid Produces scenes containing a grid.
Group Groups together several input scenes under a new parent.
ImageScatter Scatters points across an image, using pixel values to control the density of the points.
ImageToPoints Converts an image into a points primitive, with a point for each pixel in the image.
Instancer Copies from an input scene onto the vertices of a target object, making one copy per vertex.
Isolate Isolates objects by removing paths not matching a filter from the scene.
LightToCamera Converts lights into cameras.
LocaliseAttributes Copies inherited attributes into local attributes.
MapOffset Adds an offset to object texture coordinates.
MapProjection Applies texture coordinates to meshes via a camera projection.
MergeCurves Merge curves from all filtered location into a single curves primitive, or into multiple destinations.
MergeMeshes Merge meshes from all filtered location into a single mesh, or into multiple destinations.
MergePoints Merge points from all filtered location into a single points primitive, or into multiple destinations.
MeshTessellate Tessellates meshes according to their subdivision scheme, converting them into higher polygon meshes which follow the limit surface - usually the smooth regular quads of a Catmull-Clark scheme.
OptionTweaks Makes modifications to options.
Orientation Converts between different representations of orientation, stored as primitive variables on an object.
Outputs Defines the image outputs to be created by the renderer.
Parameters Modifies the parameters of cameras and procedurals.
Parent Parents additional child hierarchies into the main scene hierarchy.
ParentConstraint Constrains objects from one part of the scene hierarchy as if they were children of another part of the hierarchy.
PathFilter Chooses locations by matching them against a list of paths.
Plane Produces scenes containing a plane.
PointConstraint Translates objects so that they are constrained to the world space position of the target.
PointsType Changes the render type for PointsPrimitive objects.
PrimitiveVariableQuery Queries primitive variables at a scene location, creating an output for each primitive variable.
PrimitiveVariables Adds arbitrary primitive variables to objects.
Prune A node for removing whole branches from the scene hierarchy.
Rename Renames locations in the scene.
RenderPasses Appends render passes to the scene globals.
RenderPassShader Sets up a global shader in the options to replace a shader used by a render pass type.
RenderPassWedge Causes upstream nodes to be dispatched multiple times in a range of contexts, each time with a different value for the renderPass context variable.
ResamplePrimitiveVariables Resamples primitive variables, changing their interpolation.
ReverseWinding Reverses the winding order of each face of a mesh; this has the effect of flipping the geometric normal.
Scatter Scatters points evenly over the surface of meshes.
SceneReader Reads scene data from external cache files such as SceneCache (SCC), Alembic (ABC) and USD.
SceneWriter Writes scenes to cache files on disk. File formats such as SceneCache (SCC), Alembic (ABC) and USD are supported.
Set Creates and edits sets of objects.
SetFilter A filter which uses sets to define which locations are matched.
SetQuery Queries the set memberships of a location, and outputs a list of the sets that it belongs to.
SetVisualiser Visualises Set membership values by applying a custom shader and coloring based on which sets each object belongs to.
ShaderAssignment Assigns shaders to objects.
ShaderQuery Queries shader parameters from a scene location, creating outputs for each parameter.
ShaderTweaks Makes modifications to shader parameter values.
ShuffleAttributes ShuffleAttributes is used to copy or rename arbitrary numbers of attributes at the filtered locations.
ShufflePrimitiveVariables ShufflePrimitiveVariables is used to copy or rename arbitrary numbers of primitive variables at the filtered locations.
ShuffleRenderPasses Shuffles render passes, allowing them to be copied and/or renamed.
Sphere Produces scenes containing a sphere.
StandardAttributes Modifies the standard attributes on objects - these should be respected by all renderers.
StandardOptions Specifies the standard options (global settings) for the scene.
SubTree A node for extracting a specific branch from a scene.
Text Creates an object containing a mesh representation of an arbitrary string of text.
Transform Applies a transformation to the local matrix of all locations matched by the filter.
TransformQuery Queries a particular location in a scene and outputs the transform.
Unencapsulate Expands capsules created by Encapsulate back into regular scene hierarchy.
UnionFilter Combines several input filters, matching the union of all the locations matched by them.
UVSampler Samples primitive variables from specified UV positions on the surface of a source primitive, and transfers the values onto new primitive variables on the sampling object.
Wireframe Creates a wireframe representation of a mesh.

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