Notch Notch
Manual 1.0 Manual 0.9.23
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Soft Ball Renderer

Soft Ball Renderer

Updated: 9 Jan 2026

TBC

Method #

This node …

Parameters

ParameterDetails
Max Radius TBC
Radius Randomness TBC
Spring Dampening TBC
Smooth Iterations TBC
Use Particle Colours TBC
Subdivisions TBC
Max Generated Vertices TBC
Num Particles Used TBC
Visible TBC
Seen By Rays TBC
ParameterDetails
Lines Visible TBC
Lines Alpha TBC
Colour TBC
Use Vertex Colours TBC
Blend Mode TBC
  • Solid : TBC
  • Linear : TBC
  • Additive : TBC
  • Subtractive : TBC
  • Multiply : TBC
  • Max : TBC
  • Min : TBC
  • Screen : TBC
  • Light : TBC
  • Pre-Mul Blend : TBC
Thick Lines TBC
Hide Back Face Lines TBC
Lock Width TBC
Thick Line Width TBC
Show Silhouette Lines TBC
Show Normal Difference Lines TBC
Show Unshared Lines TBC
Show Other Lines TBC
Unshared Lines Weight TBC
Silhouette Lines Weight TBC
Normal Difference Lines Weight TBC
Other Lines Weight TBC
Line Normal Difference Angle TBC
Line Normal Fade Sharpness TBC
Line Depth Bias TBC
Line Silhouette Fade Sharpness TBC
ParameterDetails
Material Preview TBC
ParameterDetails
BSDF TBC
Colour TBC
Brightness TBC
Specular Intensity TBC
Specular Colour TBC
Colour Map -> Specular Colour TBC
Specular Anisotropy TBC
Specular Falloff TBC
Diffuse Fresnel TBC
Metallicness TBC
Roughness TBC
Normal Map Mode TBC
  • Off : TBC
  • Tangent Space : TBC
  • Object Space : TBC
Emissiveness TBC
Emissive Scattering TBC
Emissive Lights Scene TBC
Use Displacement TBC
  • Off : TBC
  • On : TBC
Opacity Mode TBC
  • Solid : TBC
  • Blend : TBC
  • Clip : TBC
Translucency TBC
  • Off : TBC
  • Refraction : TBC
  • Subsurface Scattering : TBC
  • Single Sided SSS : TBC
Diffuse Lightmap TBC
  • Off : TBC
  • On : TBC
Ambient Occlusion TBC
  • Off : TBC
  • On : TBC
Textures TBC
Colour Texture TBC
Diffuse Map TBC
Specular Map TBC
Emissiveness Map TBC
Metallicness Map TBC
Roughness Map TBC
Normal Map TBC
Displacement Map TBC
Alpha Map TBC
Ambient Occlusion Map TBC
Subsurface Colour Map TBC
Subsurface Weight Map TBC
UV Texture Filter Mode TBC
  • Point : TBC
  • Bilinear : TBC
  • Anisotropic : TBC
  • Bicubic : TBC
  • Oversampling : TBC
Diffuse Map -> AO TBC
Texture Mip Bias TBC
UVs TBC
Colour Texture UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Diffuse Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Specular Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Emissiveness Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Metallicness Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Roughness Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Normal Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Displacement Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Alpha Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Ambient Occlusion Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Subsurface Colour Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
Subsurface Weight Map UV TBC
  • UV 1 : TBC
  • UV 2 : TBC
  • UV 3 : TBC
  • UV 4 : TBC
UV Scale X TBC
UV Scale Y TBC
UV Offset X TBC
UV Offset Y TBC
Diffuse UV Scale X TBC
Diffuse UV Scale Y TBC
Diffuse UV Offset X TBC
Diffuse UV Offset Y TBC
Texture Wrap Mode U TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Texture Wrap Mode V TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Diffuse Texture Filter Mode TBC
  • Point : TBC
  • Bilinear : TBC
  • Anisotropic : TBC
  • Bicubic : TBC
  • Oversampling : TBC
Diffuse Texture Wrap Mode U TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
Diffuse Texture Wrap Mode V TBC
  • Repeat : TBC
  • Clamp : TBC
  • Border With Black : TBC
  • Mirror : TBC
UV Remap Filtering TBC
Lighting TBC
Lit TBC
Reflections Mode TBC
  • Full Reflections : TBC
  • Env Map : TBC
  • Off : TBC
Shadows TBC
  • Cast + Receive : TBC
  • Cast : TBC
  • Receive : TBC
  • Off : TBC
Render Visibility TBC
  • Full : TBC
  • Unseen by Rays : TBC
  • Unseen by Camera : TBC
Raytracing Settings TBC
  • Use Global Settings : TBC
  • Override : TBC
Max. Diffuse Depth TBC
Max. Glossy Depth TBC
Max. Refraction Depth TBC
Geometry TBC
Polygon Sidedness TBC
  • Front : TBC
  • Back : TBC
  • Double Sided : TBC
Flip Polygons TBC
Smoothing Angle TBC
Wireframe TBC
FX TBC
Rim Lighting TBC
  • Off : TBC
  • Rim Lighting : TBC
Glow TBC
Vertex Colours TBC
Vertex Colours - Apply To Colour TBC
  • No : TBC
  • Multiply by RGB : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Alpha TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Roughness TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Metallicness TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC
Vertex Colours - Apply To Emissiveness TBC
  • No : TBC
  • Multiply by Red : TBC
  • Multiply by Green : TBC
  • Multiply by Blue : TBC
  • Multiply by Alpha : TBC
  • Multiply by Inv Red : TBC
  • Multiply by Inv Green : TBC
  • Multiply by Inv Blue : TBC
  • Multiply by Inv Alpha : TBC

Inputs

NameDescriptionTypical Input
MaterialTBCTBC
Rendered EmittersTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Luminance RandomnessTBCTBC
Sort Key ValueTBCTBC
VisibleTBCTBC
Seen By RaysTBCTBC
Max RadiusTBCTBC
Radius RandomnessTBCTBC
Spring DampeningTBCTBC
Smooth IterationsTBCTBC
Lines VisibleTBCTBC
Lines AlphaTBCTBC
Lines Colour RTBCTBC
Lines Colour GTBCTBC
Lines Colour BTBCTBC
Lines Colour ATBCTBC
Lines ColourTBCTBC
Thick Line WidthTBCTBC
Line Normal Difference AngleTBCTBC
Line Normal Fade SharpnessTBCTBC
Line Depth BiasTBCTBC
Unshared Lines WeightTBCTBC
Silhouette Lines WeightTBCTBC
Normal Difference Lines WeightTBCTBC
Other Lines WeightTBCTBC
Line Silhouette Fade SharpnessTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
EmissivenessTBCTBC
Emissive ScatteringTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Shadow Catcher BlendTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC
Toon Diffuse LevelsTBCTBC
Toon Specular LevelsTBCTBC
Toon Diffuse GradientTBCTBC
Toon Specular GradientTBCTBC