texture3dRender
- volume
Renderer that produces 3D textures that sample SDFs, Volumes, or fields.
When rendering a field (either float or vector), it just produces the field value as the main output.
When rendering an SDF, it produces the SDF’s assigned density in the main output. If the SDF doesn’t have a density, it will fill the interior with a density of 1 and the exterior with a density of 0. The color output uses a material if one is assigned to the SDF, or the SDF’s color if it has one, or white on the interior if it doesn’t.
When rendering a volume, it produces the density value as the main output. The color output uses the volume’s color attribute if it has one, with the density value as the alpha. If the volume doesn’t have a color attribute, it will produce 0.
The renderer defines a box-shaped area to sample and fills the 3D texture with the results of the sampling.
Parameters
Name | Description | Regular Handling | Read-Only Handling |
---|---|---|---|
Volume Center | Center of the sampling box. | Runtime | Baked |
Volume Size | Size of the sampling box. | Runtime | Baked |
Output Resolution | |||
| |||
Resolution | Runtime | Baked | |
Pixel Format | |||
| |||
Input Smoothness | |||
| |||
Enable Normal Output | Enable producing normal vectors. For each point, this will produce a vector pointing in the direction that the nearest surface point is facing. These values can be accessed using a | ||
Enable World Pos Output | Enables the world xyz position output buffer. | ||
Enable Object Id Output | Enable object ID output, which produces a TOP with values assigned with the | ||
Enable Debug Output | |||
Enable Custom Output 1 | |||
Enable Custom Output 2 | |||
Enable Normal Smoothing | Whether to smooth out surface normals by sampling at larger distances. | Baked | Baked |
Normal Smoothing | How far apart to sample to calculate surface normals. | Runtime | Baked |
Material Mode | Semi-Baked | Semi-Baked | |
| |||
Enable Blending | Runtime | Semi-Baked | |
Blending | Runtime | Baked | |
Thickness | |||
Time Reference Operator | |||
Shader Builder Config | |||
Customize Shader Config |
Inputs
-
primary_definition_in
: (required)- Coordinate Types:
float
vec2
vec3
vec4
- Context Types:
Context
MaterialContext
CameraContext
LightContext
RayContext
ParticleContext
VertexContext
PixelContext
- Return Types:
float
vec4
Sdf
Volume
- Coordinate Types:
-
Camera (For Materials Only)
: (optional)- Coordinate Types:
vec2
- Context Types:
CameraContext
- Return Types:
Ray
- Coordinate Types:
-
Light
: (optional)- Coordinate Types:
vec3
- Context Types:
LightContext
- Return Types:
Light
- Coordinate Types: