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3D Primitive
Nodes » Procedural » Generators » 3D Primitive
Method This node renders a 3D primitive only usable with procedural node. The Primitive Type parameter defines the primitive shape used. Procedural Primitives Procedural Primitives Nodegraph Transform Name…
Nodes
Nodes
This is the Notch node reference. Notch node types: Cameras: Cameras define the point of view, perspective and aspect from which the scene is rendered. Cloning: Cloners instantiate multiple copies of geometry nodes – such as 3D Objects, Text Nodes and Shape…
Geometry
Nodes » Geometry
Method Geometry nodes all generate or are modified by geometry. Geometry is generally hooked into the Root node, although they can be applied to any node – they will still appear in the scene as long as there is a path to a Root node; they will inherit the…
Nodes
Nodes » Nodes
Method This section contains a group of mostly miscellaneous nodes. Colour Colour Ramp Comment Debug Log Image 2D Layer Precomp Mapping Motion Direction Follower Motion Predictor OSC Output Parent To Vertex Render Layer Render To Texture Root Screen…
Primitive Affector
Nodes » Particles » Affectors » Primitive Affector
Method This node is used to attract or repel particles from the surface of the selected primitive type. This is typically used to make particles form into a given shape. Particles will use the closest point on the primitive’s surface to move towards or away…
Primitive Emitter
Nodes » Particles » Emitters » Primitive Emitter
Method This node emits particles in the form of a 3D primitive shape. The Emitter Type parameter defines which shape is used. Particles can be emitted on the surface of the shape or inside the volume of the shape, depending on the Emit On Surface parameter. If the…
Primitive Affector
Nodes » Fields » Affectors » Primitive Affector
Method This node uses basic geometric shapes to affect the field. Example Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its…
Primitive Emitter
Nodes » Fields » Emitters » Primitive Emitter
Method This node emits colour/ink into the field using the volume of a primitive shape. Example Transform Name Description Position X Move its position along the x-axis in local space. …
Combine Geometry
Nodes » Geometry » Combine Geometry
Method Combine multiple sources of geometry into one to be used or affected by other nodes. Attributes Name Description Make Clone UVs Unique Force the UVs of cloned meshes to be combined into a single uv map with each clone taking up a…
Freeze Geometry
Nodes » Geometry » Freeze Geometry
Method Combines multiple geometry nodes and freezes them into a single mesh, preserving the materials of the source geometry. The resulting mesh is static: it won’t be regenerated or updated again until the timeline is reset. Once frozen, the source geometry…
Geometry Exporter
Nodes » Geometry » Geometry Exporter
Method The Geometry Exporter node allows sequences, or single frames, of geometry to be exported as OBJs or Alembic (Ogawa) files. The source object should be attached to the Geometry input of the Geometry Exporter node. All types of geometry sources can be…
Primitive Collision Affector
Nodes » Fields » Affectors » Primitive Collision Affector
Method This node allows fields to collide with the surface of primitive 3D shapes. The field will flow around or bounce off the shape’s surface and be prevented from entering it. Example Image Example Nodegraph …
Primitive Collision Affector
Nodes » Particles » Affectors » Primitive Collision Affector
Method This node simulates collisions between particles and a 3D primitive. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D primitive, but animating. Particle Events…
Raytracing Nodes
Techniques » Raytracing Techniques » Raytracing Nodes
Reflections nodes RT Mirror Reflection A single bounce mirror reflection node is the simplest and most efficient raytraced reflection. *This node is great for real-time projects. *There is no surface roughness for this node RT Multi-Bounce Reflection Using the…
Shading Nodes
Nodes » Shading Nodes
Method These nodes change the ways that material nodes apply to an objects, and how their materials are shaded on the object surface. Gallery Noise Fractal Shading Grid Shading Node Gradient Shading Node…
Render Nodes
Nodes » Procedural » Render Nodes
Method These nodes convert the procedural distance field into rendered geometry, voxel grids, or other systems. Gallery Procedural Meshing Procedural Shading Node Volume Generator Volumetric Tracer…
Geometry Network Receiver
Nodes » Geometry » Geometry Network Receiver
Method This node is in private beta, and requires a lot of technical setup. Please get in contact with us first if you wish to use it, at support@notch.one.
Geometry Connection Renderer
Nodes » Particles » Rendering » Geometry Connection Renderer
Method This node generates faces and lines based on the position of particles in the scene. Particles are joined with lines by proximity, and where lines form a triangle one is created. Example From the “No Thanks” sample.…
Face Tracking Geometry
Nodes » Geometry » Face Tracking Geometry
Method This node generates a 2D mesh using the predefined structure of the geometry generated by the Face Tracker node: 68 vertices linked as triangles with texture coordinates. It takes as input a Face Tracker node, which is required for the node to render anything.…
Geometry Network Sender
Nodes » Geometry » Geometry Network Sender
Method This node is in private beta, and requires a lot of technical setup. Please get in contact with us first if you wish to use it, at support@notch.one.
3D Object
Nodes » Geometry » 3D Object
Method This node renders a 3D object that has been imported from an external file in one of the supported 3D object file formats: Lightwave LWO, Wavefront OBJ, Cinema4D and FBX. As well as being rendered directly, 3D Object nodes may also be used as an input for…
Gradient 3D
Nodes » Post-FX » Generators » Gradient 3D
Method This node generates a 3D gradient that appears on all objects in the scene. Example Nodegraph Transform Name Description Position X Move its position along the x-axis in local space.…
Shape 3D
Nodes » Geometry » Shape 3D
Method This node renders a 3D primitive mesh that has been generated according to various attributes. The Shape Type parameter defines the primitive shape used. The Subdivisions X/Y parameters determine how many subdivisions the primitive has, and the Axis defines…
3D Object
Nodes » Procedural » Generators » 3D Object
Method Generates a procedural shape from a mesh object. Example Example Nodegraph Attributes Name Description Distance Offset Offsets the distance field values, causing the generated…
Execute Child Nodes
Nodes » Logic » Execute Child Nodes
Method Allows you to enable or disable the execution of connected child nodes at runtime. This is useful for menu systems or general logic. Example Nodegraph Attributes Name Description Execute Children Nodes …
3D Object Emitter
Nodes » Fields » Emitters » 3D Object Emitter
Method This node emits colour/ink into a field based on an input 3D object. The object is first voxelised, and the resultant voxels are used to contribute ink to the field. Example Transform Name Description…
Imported 3D Scene
Nodes » Geometry » Imported 3D Scene
Method This node instanciates a 3D scene which has been imported from one of the valid scene file formats: Lightwave LWS, FBX or Cinema4D. The scene resource must be set via the “Lightwave Scene” parameter. The scene is then rendered faithfully to the…
3D Object Outline
Nodes » Post-FX » Stylisation » 3D Object Outline
Method This node draws an outline around the visible edges of the 3D objects. !Deferred Rendering must be enabled in the layer Root node for this to work. *This node uses the scene depth buffer to render, so when used with a Render Layer all objects inside and out…
Optimising 3D scenes
FAQ » Optimising 3D scenes
Working in real-time allows for great speed, flexibility and experimentation vs offline rendering / video. But projects designed to run in real-time have one key consideration that video doesn’t: performance. Performance of most real-time 3D scenes is limited…
3D Plasma Deformer
Nodes » Deformers » 3D Plasma Deformer
Method This node deforms vertices based on a number of sine waves which form a plasma-like effect. This can be used to create soft spikes on the surface of an object. Example Example Bin Example Project…
3D Object Collision Affector
Nodes » Fields » Affectors » 3D Object Collision Affector
Method This node allows fields to collide with polygonal 3D objects. The field will flow around or bounce off the object’s surface and be prevented from entering it. Transform Name Description Position X Move its position along…
Select Render Layer For Child Nodes
Nodes » Nodes » Select Render Layer For Child Nodes
Method This node can assign its direct or indirect children to a different Render Layer than the one that the hierarchy would otherwise assign them to. This node is particularly useful in virtual production workflows, where separate render layers are used for front…
Materials
Nodes » Materials
Method Material nodes control how light interacts with the surfaces of objects. These nodes will accept a material input as a material. 3D Object Shape 3D Shatter Primitive 3D Text Multi Material (Used to create new materials from other…
Procedural
Nodes » Procedural
Method In Notch a procedural is a 3-dimensional field of signed distances. This is often known as a Signed Distance Field. An SDF alone does not represent geometry, but surfaces and volumes can be extracted from the field and rendered conventionally. Notch provides…
Particle Bone Deformer
Nodes » Deformers » Particle Bone Deformer
Method Use a particle a particle system to affect the bones of a 3D Object or Shatter Primitive 3D nodes. Attributes Name Description Physics Velocity Dampening Dampen the changes in velocity for smoother movement. Fixed…
Generators
Nodes » Procedural » Generators
Method These nodes serve the purpose of generating a distance field for use in a procedural. Usually, the starting point in the process of creating a procedural surface or volume is to add one of these nodes. Gallery 3D…
Rigid Body Collision Mesh
Nodes » Physics » Rigid Body Collision Mesh
Method The Rigid Body Collision Mesh node is used to allow rigid bodies to collide with a static, complex mesh – such as a displaced floor. Collisions with a Collision Mesh node use tests against polygons treated as thin planes. This is less robust than…
Affectors
Nodes » Fields » Affectors
Method Affector nodes modify the velocities of voxels in a field. Affectors need to be connected to a Field Root, and they will only affect voxels within that field system (unless modified appropriately). Gallery Curl…
Array Sources
Nodes » Interactive » Array Sources
Method These nodes act as sources for Array data. Arrays are used to instance multiple other nodes on the basis of an array of ‘points’. A ‘point’ holds the following data: Position, Scale, Rotation Colour A persistent ID Age since…
Deformers
Nodes » Deformers
Method Deformers change the positions of vertices in a parent mesh. Generally it’s used against the Shape 3D or 3D Object, or the Combine Geometry nodes. Gallery 3D Plasma Deformer Chunk Effector Deformer Colour…
Fields
Nodes » Fields
Introduction A field is a grid of voxels. A voxel is a 3D pixel that contains the following data: “Ink” – RGBA Colour information “Movement Vector” – XYZ Vector By holding colour / “ink” information in the voxel,…
Collision Affector
Nodes » Particles » Affectors » Collision Affector
Method This node simulates collisions between particles and a 3D object. It uses ray traced intersections with triangles contained in a bounding volume hierarchy structure. This allows for fast, accurate collisions with 3D objects, but animating, generated or…
Emitters
Nodes » Fields » Emitters
Method Emitter nodes spawn the colour/Ink that can be manipulated in a field system. Any Emitters need to be connected to a Field Root node, and they will only spawn a field within that field system (unless modified appropriately). Emitters constantly emit new ink…
Optimisation tools for Virtual Production
Techniques » Virtual Production » Optimisation tools for Virtual Production
Freeze Geometry Just like using Lego, the best way to create most virtual production scenes is by using modular building blocks. By using smaller blocks, you gain much greater flexibility on-set and during the creation process. However, GPUs aren’t very…
Particles
Nodes » Particles
Method Particle nodes are nodes used in a particles system. This system starts with a Particle Root Node, and is built out with Emitter, Affector and Shader nodes, before finally being rendered to the camera with a Renderer node. The Particle Root Node contains the…
Trail Renderer
Nodes » Particles » Rendering » Trail Renderer
Method This node generates trails of lines or points along the path of individual particles to create trail-like effects. This is done by sampling the particle position at regular time intervals and storing the samples as control points in a path buffer. The size of…
Mesh Renderer
Nodes » Particles » Rendering » Mesh Renderer
Method !Mesh Renderer is being deprecated and replaced by Clone to Particles which handles a wider range of meshes, including Shape 3D and Text nodes. This node renders an instance of a mesh at the location of every active particle. A 3D Object must be connected to…
Mesh Attractor
Nodes » Particles » Affectors » Mesh Attractor
Method This node is used to attract or repel particles from the surface of a given 3D object. This is typically used to make particles form into a given shape. Particles will use the closest point on the object’s surface to move towards or away from; this may be…
Spline
Nodes » Geometry » Spline
Method This node defines a spline in 3D space from a number of control points. Control points are specified by linking Null nodes to the Spline Nodes input. The position of each Null is used as the position of the control point; the rotation of the Null is used to…
Parent To Vertex
Nodes » Nodes » Parent To Vertex
Method This node parents a child node to follow the transformation values of the selected vertex, particle or point – allowing nodes to be attached to the motion & transform of particles, points or blobs. This node can be applied directly to these nodes. 3D…
Text
Nodes » Geometry » Text
Method This node generates and renders a 3D mesh from the text that has been generated according to various attributes using a supplied font. The font must be in TrueType or OpenType format and loaded as a Font resource. Text must be entered via the Text String…
Notch 0.9.23 Release Notes
Release Notes » Notch 0.9.23 Release Notes
0.9.23.195 (15th patch release, 12th April 2021): Important You must update the firmware of your Kinect 4 Azure devices to use this version of Notch Builder, as we now support Kinect Azure SDK 1.4.1. The Notch installer now includes library files for NCAM…
Object Distance Field Affector
Nodes » Particles » Affectors » Object Distance Field Affector
Method This node simulates collisions between particles and a 3D object. It uses signed distance fields to calculate collisions which enables some other effects to be achieved, such as attraction and repulsion from object surfaces or making particles flow around the…
Procedural Meshing
Nodes » Procedural » Render Nodes » Procedural Meshing
Method Extracts a surface from a procedural by first voxelising it (but only voxelising the spatial areas which are required) and then constructing a smoothened surface over the voxels. The surface produced is a triangle mesh which can be texture and deformed, can…
Render Particles To Surfaces
Nodes » Particles » Rendering » Render Particles To Surfaces
Method This node renders particles onto nearby 3D surfaces. This means that instead of rendering particles directly into space, they instead appear as splats on 3D geometry, only being visible when they are close enough to 3D geometry. This is particularly useful when…
Spline Attractor
Nodes » Particles » Affectors » Spline Attractor
Method This node attracts particles towards a spline shape. The particles will flow along the spline towards a goal point which moves from the beginning to the end of the spline at a rate determined by the Spline Rate parameter. The splines used by this node are…
Skybox
Nodes » Geometry » Skybox
Method This node defines a sky box which can be used as a background for a 3D scene. Sky boxes can be created from images that are arranged in a spherical or dual paraboloid format. The image is converted into a cube map to be used as a sky box. The cube map is stored…
Rigid Body Collision Affector
Nodes » Particles » Affectors » Rigid Body Collision Affector
Method This node simulates collisions between particles and a Rigid Body Systems. Attributes Name Description Collision Velocity Scale Scales the velocity of the particle after a collision so they can be made to slow down. Point…
Cloners and Particles
Techniques » Raytracing Techniques » Cloners and Particles
Cloners Cloners will work well with any raytracing nodes and scenes, as long as they are using shape 3d’s or 3d objects. Particles Particles will work well with any raytracing nodes and scenes, as long as they are using shape 3d’s or 3d objects. …
Live Network Editing
Techniques » Virtual Production » Live Network Editing
The ability to respond on-site is probably one of the most critical aspects of virtual production. There is little point of having a real-time virtual set rendering unless you can make the creative changes needed on-set to bring the creative wins you’re looking…
Generators
Nodes » Post-FX » Generators
Method These nodes effect the input image by compositing mathematically generated patterns onto them. Generators nodes don’t affect all the same nodes as the rest of the post-fx nodes, as each node functions differently. The Gradient 2D node and Gradient…
Displace To Shape
Nodes » Particles » Shading » Displace To Shape
Method This node displaces a particle so that it is positioned onto the surface of a 3D primitive shape. Example Transform Name Description Position X Position x in local space Position Y …
Affectors
Nodes » Particles » Affectors
Method Particle Affector nodes modify particle motion. Affectors can be connected to a Particle Root node or a Particle Mesh Deformer, which makes them effect every particle in the system. Alternatively they can be connected to a Emitter Node, whereby they only…
UV Camera
Nodes » Cameras » UV Camera
Method Renders the contents of a connected 3D objects surface back into its UV texture map. This is most commonly used with media servers for projection mapped objects, where Notch renders the contents of the object’s surface and passes it to the media server…
Rendering
Nodes » Particles » Rendering
Method Rendering nodes visualise the particles by spawning images, meshes or trails. Multiple rendering nodes may be connected to the same particle system, allowing the same particles to be rendered in multiple different ways at once. Any Rendering nodes need to be…
Stylisation
Nodes » Post-FX » Stylisation
Method These nodes modify the image. Stylisation nodes can be applied directly to all the same nodes as the rest of the post-fx nodes. Gallery 3D Object Outline Cross Hatch Digital Block Glitch Digital Chroma…
Cloning
Nodes » Cloning
Method Cloning nodes clone 3D objects in various ways. Cloning is supported for 3D Objects, 3D Shapes, and Image Planes. Cloning is rendered using hardware instancing on the GPU, making it performance efficient. To clone an object it must be parented to the output of…
Render To Surfaces
Nodes » Nodes » Render To Surfaces
Method This node renders connected objects and lights onto the surface of chosen objects. Attributes Name Description Width Width of rendered texture. Height Width of rendered texture. Background Colour …
Node Hierarchies
Node Hierarchies
Data Flow Nodes are connected in a parent / child hierarchy. This is first and foremost a transform hierarchy: parent transformations are applied to the child, composited with the child’s own transformation – so the parent moves the child with itself. The…
Auto Bounding Box
Nodes » Geometry » Auto Bounding Box
Method This node generates a bounding box based on the combined size of nodes input into the nodes Bounds Nodes input. Inputs Name Description Typical Node Input Bounds Nodes Input nodes from which a combined bounding box will be…
Generators
Nodes » Generators
Method These nodes generate different black and white effects that can be overlayed, or used to modify other nodes. Also fields. Lots of cool stuff with fields. Generators can be applied directly to these nodes, however, if applied to other nodes it will affect the…
Points Affector
Nodes » Particles » Affectors » Points Affector
Method This node affects particles by positional vortex forces created around points from another particle system, or vertices of a 3D Object. This can be used to make one particle system “move through” another and appear to affect it.…
Depth Image Collision Affector
Nodes » Particles » Affectors » Depth Image Collision Affector
Method This node simulates collisions between particles and a Kinect depth. Example graph Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move…
Bake Lighting To Object
Nodes » Lighting » Bake Lighting To Object
Method The Bake Lighting To Object node bakes static lighting information for objects in the scene into lightmap textures, which are then applied back on to the objects to replace dynamic lighting. Baking the static lighting of the scene will drastically improve the…
Voxel Cone Shading
Nodes » Particles » Shading » Voxel Cone Shading
Method This node calculates lighting on particles using Voxel Cone Shading. This allows for soft shadows to be calculated that also take into account particle transparency. This effect must first voxelise the particles, which requires a limited spatial area denoted by…
Bone
Nodes » Geometry » Bone
Method This node is used for skeletal deformation of 3D Objects. Bones/skeletons apply transformations to vertices in a 3D object. Transforms are applied hierarchically and different bones in the skeleton may affect vertices by different amounts, which allows for…
Antialiasing Methods
Techniques » Antialiasing Methods
There’s a number of antialiasing techniques available in Notch. They all attempt to antialias your render, but all of them cope better or worse with different rendering situations and all have different trade-offs. They can be used together, but often it…
Screen Space Ambient Occlusion
Nodes » Lighting » Screen Space Ambient Occlusion
Method Add a screen space ambient occlusion (SSAO) node to the scene, this will produce subtle ambient occlusion shadows, to ground objects to surfaces and to add depth to geometry details. Example Nodegraph Example …
Image Plane
Nodes » Geometry » Image Plane
Method This node is used to render an image or video on a plane in 3D space. The image may be set directly via the Image parameter or linked via the Video Node input. Image Plane nodes have similar rendering options to other geometry nodes such as 3D Objects or…
Flocking Affector
Nodes » Particles » Affectors » Flocking Affector
Method This node simulates a flocking behavior on a particle system. This is typically used to make particles behave like a flock of birds or a shoal of fish. The simulation solves several different behaviour goals: making particles move towards their goal position…
Screen Projection
Nodes » Nodes » Screen Projection
Method This node reprojects the main render onto a quad in 3D space, then outputs the result into the UV space of that quad. This allows content to be rendered from the point of view of a camera and reprojected onto a quad that represents an LED screen, then producing…
Reflections and Refractions
Techniques » Raytracing Techniques » Reflections and Refractions
Reflections Raytraced reflections are more accurate reflections than Screen Spaced Reflections. The images below show the difference between each raytracing nodes reflections. Sky light The Sky light reflects the skydome HDR environment map, it will not reflect the…
SPH Affector
Nodes » Particles » Affectors » SPH Affector
Method This node simulates fluid dynamics on a particle system using the SPH (Smoothed Particle Hydrodynamics) simulation method. This is typically used to simulate liquid effects. It solves a fluid simulation by locally solving pressure forces between a particle and…
Local Contrast
Nodes » Post-FX » Colour Processing » Local Contrast
Method This Node increases the appearance of small scale edges. Raw texture Processed texture Example Nodegraph Attributes Name Description Active Turn the effect on or off. …
Post-FX
Nodes » Post-FX
Method Post-FX nodes are mostly effects added onto an image, after the scene is rendered. These can vary from Colour Correction to FXAA antialiasing, and are generally used to enhance an image. The order of operations are decided based on the Y value of the node in…
Cylindrical Camera
Nodes » Cameras » Cylindrical Camera
Method Cylindrical Camera enables a 360 degree panoramic render. Transform Name Description Position X Move its position along the x-axis in local space. Position Y Move its position along the y-axis in local space.…
Proxy Camera
Nodes » Cameras » Proxy Camera
Method This node copies the camera transformations of the highest priority camera from the previous layer in the project. Only functions with “Layers As Separate Effects” turned off, as for this to work there must be a previously rendered layer to take…
Multi Camera
Nodes » Cameras » Multi Camera
Method The Multi Camera node enables multiple camera views to be rendered simultaneously, for example for output to a single media server canvas. Multiple cameras are passed in via the Camera Nodes input and combined into the main canvas with the views arranged…
Mapping
Nodes » Nodes » Mapping
Method This node controls how texture coordinates (UVs) are generated for a given material or piece of 3D geometry. This allows UVs to be created procedurally, e.g. via planar, spherical or camera perspective mappings. The Mapping node acts on a Material…
Cameras
Nodes » Cameras
Method Cameras are used to view a 3D scene. Cameras are generally hooked into the Root node, although they can be applied to any node – they will still appear in the scene as long as there is a path to a Root node; they will inherit the transformation values…
Ray Tracing
Nodes » Ray Tracing
Method Ray tracing is a more accurate “photorealistic” rendering technique for calculating lighting, shadows and reflections in a 3D scene. Raytracing brings to Notch a number of features not previously possible with the traditional renderer and greatly…
Rigid Body Effector
Nodes » Cloning » Effectors » Rigid Body Effector
Method The Rigid Body Effector node turns clones into rigid bodies. The resulting bodies are able to collide with each other, or with other bodies that are part of the same physics system – under the same Rigid Body Root. If this node is parented via a Rigid…
Stereo Camera
Nodes » Cameras » Stereo Camera
Method Places a 3D Camera in the space, which records two perspective views using the Interoccular distance, focused at a point in the centre of the camera and displaced from the camera by the Convergence Distance. The Images are then combined together, using the…
Line Renderer
Nodes » Geometry » Line Renderer
Method This node is used to render lines with thickness and antialiasing. Lines may be taken from wireframes of 3D objects connected via the Line Source Node input. Lines are rendered as thickened quads with soft edges. Optionally smoke/laser-like effects can be…
Noise Shading
Nodes » Particles » Shading » Noise Shading
Method This node shades particles using values generated by a fractal noise function, similar to the Fractal Noise Generator node but in 3D. The noise function may be sampled by the position of the particle in 3D, or the life of the particle. Example…
Image Displacement
Nodes » Particles » Shading » Image Displacement
Method This node displaces the position of a particle based on an image or input video source. This is very similar in operation to the Displacement Map Deformer node for 3D objects. For this node to operate an image must be supplied either via the Image attribute or…
Convex Hull
Nodes » Geometry » Convex Hull
Method Generates a containing mesh based on an input object. The mode can control how accurate the generated outer mesh is. Attributes Name Description Mode Determines how convex hull mode generates the wrapped hull around the input…
Pathtracer
Nodes » Ray Tracing » Pathtracer
Method The Pathtracer node simulates lighting of solid objects accurately with support for multiple bounces of specular and diffuse reflections and refractions with varying roughness and other material attributes. This is achieved by casting lots and lots of rays,…
Image Tile File Loader
Nodes » Video Processing » Input Output » Image Tile File Loader
Method This node loads a series of images from disk based on a specified path, and puts them in tiles inside a single large texture, who’s resolution is defined by the Width and Height parameters. This texture can be used with materials on 3D geometry nodes,…
Lighting
Nodes » Particles » Shading » Lighting
Method This node shades particles based on scene lighting. The lighting calculation is an approximation based on the particle’s distance to the light and its facing direction, which is determined by either the particle’s normal if available or the…