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	<id>https://wiki.luxcorerender.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Byob</id>
	<title>LuxCoreRender Wiki - User contributions [en]</title>
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	<updated>2026-04-09T03:47:05Z</updated>
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	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1791</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1791"/>
		<updated>2021-03-25T11:55:59Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Is there something like Cycles&#039; Layer Weight/Fresnel/Facing node in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
No, in LuxCore there is no direct equivalent to this node, because it would not work with the many algorithms in LuxCore that trace rays from lights (instead of from the camera), like the bidirectional engine, light tracing mode, or the PhotonGI cache.&lt;br /&gt;
&lt;br /&gt;
Of course, all materials in LuxCore are physically based and have realistic fresnel effects built-in.&lt;br /&gt;
&lt;br /&gt;
You can achieve a similar effect with the dot product node, but it will work only for one viewpoint:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer_weight_for_one_direction.PNG | thumb | 400px | center]]&lt;br /&gt;
&lt;br /&gt;
=== Can Cycles materials be used in BlendLuxCore? ===&lt;br /&gt;
&lt;br /&gt;
To an extent, yes. Many common Cycles shader nodes can be used in BlendLuxCore:&lt;br /&gt;
&lt;br /&gt;
* You can enable this individually for each material with the &amp;quot;Use Cycles Nodes&amp;quot; option in the material properties.&lt;br /&gt;
* You can also enable it for the whole scene at once with the &amp;quot;Use Cycles Settings&amp;quot; button in the render properties. This will configure all materials, lights and the world to use Cycles settings&lt;br /&gt;
&lt;br /&gt;
Not all Cycles nodes and settings are supported. Here is an overview: https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
&lt;br /&gt;
=== Can 2D/3D mapping be driven by textures in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
In general, no, because it would lead to much worse performance on GPUs.&lt;br /&gt;
&lt;br /&gt;
However, if you only need to drive the translation part of a texture mapping, since LuxCore v2.5 you can use the distort texture for this purpose:&lt;br /&gt;
&lt;br /&gt;
[[File:Distort_texture.PNG | thumb | 400px | center | A checker texture (left) is distorted by a clouds texture (right). The result can be seen in the center]]&lt;br /&gt;
&lt;br /&gt;
Texturing of rotation and scale is not yet possible.&lt;br /&gt;
&lt;br /&gt;
=== What can be done against fireflies/hotpixels? ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, pixels appear that are much brighter than the surrounding pixels. Sometimes they are singular, sometimes clumped up. The underlying reason are light paths that are correct, but very hard to find with the current rendering algorithms, and thus they take much longer to render until noise-free than all other light paths in the image.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to approach this problem:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Try another rendering algorithm&#039;&#039;&#039;, it might be able to find the firefly-causing light paths much easier than the one you currently use. For example, try going to the render properties, open the Light Paths panel and enable &amp;quot;Light Tracing&amp;quot;, or try the [[PhotonGI | PhotonGI caustic cache]], or try using the bidirectional engine.&lt;br /&gt;
* You can &#039;&#039;&#039;clamp the brightness of all light paths&#039;&#039;&#039; to a maximum value, in the render properties, Light Paths panel, &amp;quot;Clamping&amp;quot; setting. BlendLuxCore can auto-detect a value for this setting that is in the right ballpark for your scene if you render once without clamping enabled, but often this value will not be the best, so you will need a bit of trial-and-error to find a good value. Note that the clamping value depends on the lighting in your scene, so there is no one universally good clamping value, and you might need to adjust it if you add a new light source to your scene that is brighter than the others. Using a clamping value that is too low will result in a low-contrast, washed-out image, while a too high value will leave fireflies unaffected.&lt;br /&gt;
* Try to find out which lights or materials are responsible for the fireflies. There might be small, hard-to-find light sources that are causing them. Or a specular material is reflecting such a light source. If you are willing to alter the look of the scene, you can make such a light source more visible/larger, or lower the specularity of such a material. You can also make some light sources invisble to indirect light rays, thus eliminating fireflies (light properties, &amp;quot;Visibility&amp;quot; panel). This can be a good idea for the sun, for example, if your scene contains lots of specular materials.&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
=== Can I export my scene in LuxCore format to render it in LuxCore standalone? ===&lt;br /&gt;
&lt;br /&gt;
Yes. In the render properties, LuxCore Tools panel, enable &amp;quot;FileSaver&amp;quot;. Then render with F12.&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1789</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1789"/>
		<updated>2021-02-26T12:18:13Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* BlendLuxCore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(LOL = LuxCore Online Library)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
* Pixel filtering is now disabled by default, and forced disabled if light tracing is used together with denoising&lt;br /&gt;
* Make it possible to specify custom values for n and k in the Fresnel texture&lt;br /&gt;
* A maximum for light path samples to render can now be set in the halt condition settings&lt;br /&gt;
* Add support for uvrandommapping2d&lt;br /&gt;
* Add support for localrandommapping3d&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5rc1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* Fix regression in material preview&lt;br /&gt;
* Fix viewport render session not being stopped correctly in some cases&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;br /&gt;
* LOL: Fix error happening when dragging asset from assetbar into the scene in Blender 2.91+ due to changes in the Blender API&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5rc1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1783</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1783"/>
		<updated>2021-02-04T14:27:58Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* New Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(LOL = LuxCore Online Library)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
* Pixel filtering is now disabled by default, and forced disabled if light tracing is used together with denoising&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1782</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1782"/>
		<updated>2021-02-02T17:05:01Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* BlendLuxCore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(LOL = LuxCore Online Library)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v2.5beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1781</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1781"/>
		<updated>2021-02-02T17:04:18Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
*(LOL = LuxCore Online Library)*&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1780</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1780"/>
		<updated>2021-02-02T17:03:26Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* BlendLuxCore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
*(LOL = LuxCore Online Library)*&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1779</id>
		<title>LuxCoreRender Release Notes v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1779"/>
		<updated>2021-02-02T17:03:11Z</updated>

		<summary type="html">&lt;p&gt;Byob: add BlendLuxCore changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Added the support for Optix/RTX acceleration&lt;br /&gt;
* Added the support for Optix denoiser imagepipeline plugin&lt;br /&gt;
* GPU imagepipeline now allocated buffers for only the used AOVs by each plugin&lt;br /&gt;
* batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing&lt;br /&gt;
* Added the support for camera not uniform and anamorphic bokeh (issue #409)&lt;br /&gt;
* Added the support for camera bokeh with custom distribution&lt;br /&gt;
* Variance clamping is now applied separately to each radiance group (issue #414)&lt;br /&gt;
* Added the support for lateral and longitudinal chromatic aberration (issue #409)&lt;br /&gt;
* Added the support for SINC pixel filter (issue #415)&lt;br /&gt;
* Added the support for CATMULLROM pixel filter (issue #415)&lt;br /&gt;
* It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available&lt;br /&gt;
* Any mesh UV map can now be used for displacement (issue #416)&lt;br /&gt;
* Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)&lt;br /&gt;
* Added the support for holdout (issue #423)&lt;br /&gt;
* Added the support for wireframe texture&lt;br /&gt;
* Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too&lt;br /&gt;
* GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available&lt;br /&gt;
* Removed the limit of max. 32 AOV types&lt;br /&gt;
* Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT&lt;br /&gt;
* Added a fast evaluation path in GPU code for constant and image map textures&lt;br /&gt;
* Added the support for Distort texture&lt;br /&gt;
* Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default&lt;br /&gt;
* Added the support for Randomized Texture Tiling (#228)&lt;br /&gt;
* Added the support for UVRandomMapping2D&lt;br /&gt;
* Added the support for LocalRandomMapping3D&lt;br /&gt;
* Added the support for Caustic AOV when using hybrid rendering&lt;br /&gt;
* Added the support for TwoSided material&lt;br /&gt;
* Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)&lt;br /&gt;
* Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case&lt;br /&gt;
* Added the support to all light sources of &amp;quot;.temperature&amp;quot; and &amp;quot;.temperature.normalize&amp;quot; properties to set light temperature&lt;br /&gt;
* Added the support for texture bombing&lt;br /&gt;
* Added the support for Caustic AOV to OutputSwitcherPlugin&lt;br /&gt;
* LuxCore API has new log system&lt;br /&gt;
* Added the support for 180 (or any other amount of degrees) view to Environment camera&lt;br /&gt;
* Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Added the support for pixel filtering to light tracing (issue #413)&lt;br /&gt;
* Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)&lt;br /&gt;
* Fixed a problem with cloth material when using CUDA and Windows (issue #417)&lt;br /&gt;
* Fixed a problem in glossy coating albedo evaluation on GPUs&lt;br /&gt;
* Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color&lt;br /&gt;
* Fixed the support in .ply files for triangle AOVs&lt;br /&gt;
* Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)&lt;br /&gt;
* Fixed text export of brick texture HERRINGBONE and BASKET&lt;br /&gt;
* Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)&lt;br /&gt;
* Fixed a possible crash when using trilinear texture with GPUs&lt;br /&gt;
* Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)&lt;br /&gt;
* Fixed a problem with Blender Translation language preference option and scene export on file&lt;br /&gt;
* Fixed a self-shadow problem in BIRCPU render engine&lt;br /&gt;
* Fixed a Mix material problem when using solid and transparent materials (issue #461)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
*(LOL = LuxCore Online Library)*&lt;br /&gt;
&lt;br /&gt;
===New Features:===&lt;br /&gt;
&lt;br /&gt;
* Add twosided material node&lt;br /&gt;
* New light group editor, now in the compositor for improved workflow: https://youtu.be/vqigKhwWxIs&lt;br /&gt;
* Warn if subdiv modifier is enabled in viewport, but disabled in final render, or if the subdiv level in viewport is higher than in final render&lt;br /&gt;
* Add support for non-uniform chromatic aberration&lt;br /&gt;
* Add support for sinc and catmullrom filter&lt;br /&gt;
* Move film device selection to properties, couple to GPU backend&lt;br /&gt;
* Add support for OptiX denoiser for viewport renders&lt;br /&gt;
* Add support for non-uniform bokeh and custom bokeh images&lt;br /&gt;
* Show a more helpful error message for Windows 7 users missing the update needed for AddDllDirectory&lt;br /&gt;
* Add stop button, to stop a render and run compositing&lt;br /&gt;
* Add support for holdout material option (in material output node)&lt;br /&gt;
* Add support for wireframe texture&lt;br /&gt;
* Use the new eye/light halt spp conditions (this means that samples from light tracing are now separate, which makes it much easier to set halt spp correctly with light tracing enabled)&lt;br /&gt;
* Improve volume node warning about incompatible (2D) texture nodes&lt;br /&gt;
* Allow to set the volume ID&lt;br /&gt;
* Add distort texture&lt;br /&gt;
* Add support for new AOVs (separate reflect/transmit variants of diffuse/glossy/specular direct/indirect light AOVs, caustic AOV)&lt;br /&gt;
* Cycles node reader: add support for the Normal input on material nodes, and basic support for the Bump node&lt;br /&gt;
* Cycles node reader: add support for holdout shader&lt;br /&gt;
* Add support for randomized tiling&lt;br /&gt;
* Add support for &amp;quot;reverse&amp;quot; option of white balance imagepipeline plugin&lt;br /&gt;
* Add support for temperature property of lights&lt;br /&gt;
* Make it possible again to use different devices for viewport and final renders (default for viewport: CPU), because users might prefer the lower latency of CPU preview renders even when using the GPU for final rendering&lt;br /&gt;
* Use sensible min value for Blender texture noise size&lt;br /&gt;
* Add support for texture bombing node&lt;br /&gt;
* Show a warning if an unsupported image source like Movie or UDIM Tiles is selected&lt;br /&gt;
* Rename AOV panel from &amp;quot;LuxCore Arbitrary Output Variables (AOVs)&amp;quot; to &amp;quot;LuxCore AOVs&amp;quot;&lt;br /&gt;
* LOL: Add support for local material assets and thumbnail rendering&lt;br /&gt;
* LOL: Automatically copy and downscale full preview images placed in preview directory (e.g. by manual download)&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Expose bump sampling distance because it requires adjustment in some rare cases (e.g. in very large or very small scenes, when procedural textures with extreme frequencies of detail are used)&lt;br /&gt;
* Add notes to tooltips that caches are only used during final render&lt;br /&gt;
* Show warning if a material combines volumes with opacity &amp;lt; 1, as this can lead to artifacts&lt;br /&gt;
* Add support for hiding planar edges in wireframe node&lt;br /&gt;
* Add slower fallback for custom normals if they aren&#039;t supported through C++ for a Blender version (a warning is shown if this adds more than 0.3 seconds to the export time of a mesh, so the user can disable custom normals for the mesh if they are not needed and drive up export time too much)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs:===&lt;br /&gt;
&lt;br /&gt;
* Fix message about env. light cache building showing in viewport render, even when the cache is not built&lt;br /&gt;
* Fix NodeTreeUndefined being returned as node_tree.bl_idname in some cases&lt;br /&gt;
* Fix wrong function return values on hair export failure&lt;br /&gt;
* Fix NVRTC DLL loading on Linux&lt;br /&gt;
* Hide non-functional camera stereoscopy panel&lt;br /&gt;
* Cycles node reader: Fix bug with nested node groups&lt;br /&gt;
* Brick texture: remove unused bevel option, rename sockets, add support for modulation bias property&lt;br /&gt;
* Fix wrong sampler property being used when engine is Bidir and device is OCL&lt;br /&gt;
* Set glossytranclucent backface props regardless if double sided is checked or not&lt;br /&gt;
* Change Cauchy naming convention in Glass Material&lt;br /&gt;
* Fix out of core being used for CPU if enabled for GPU&lt;br /&gt;
* LOL: Fix wrong category asset selection&lt;br /&gt;
* LOL: Fix bug with assetbar when asset count is smaller than max row count&lt;br /&gt;
* LOL: Change colorspace of preview images from linear to default&lt;br /&gt;
* LOL: Use low resolution thumbnails in assetbar&lt;br /&gt;
* LOL: fix thumbnail download&lt;br /&gt;
* LOL: Fix thread handling (start thread twice error) if an error occurs during execution&lt;br /&gt;
* LOL: Fix bug in library deactivation in preferences which keep the LOL tab visible&lt;br /&gt;
&lt;br /&gt;
*v2.5beta1 released*&lt;br /&gt;
&lt;br /&gt;
* Fix crash on trying to replace a pinned node tree&lt;br /&gt;
* Fix no viewport update being triggered when toggling the advanced options of velvet material&lt;br /&gt;
* Fix dimension, lacunarity, octaves and intensity parameters of musgrave texture not working&lt;br /&gt;
* Fix noise depth not working in blender marble texture&lt;br /&gt;
* Fix RGB color and temperature not working for sun light and its sub-types (sun, distant, hemi)&lt;br /&gt;
* Ensure that noisedepth aka oct is in range 0..25 to avoid visual artifacts&lt;br /&gt;
* Fix a panel being shown even when the renderengine is not LuxCore&lt;br /&gt;
* Implement a workaround for viewport sessions not being deleted after viewport window resize or render configuration change, which led to a memory leak&lt;br /&gt;
* LOL: Fix problem of material assets if material name doesn&#039;t match asset name&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1778</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1778"/>
		<updated>2021-02-02T13:09:41Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* What can be done against fireflies/hotpixels? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Is there something like Cycles&#039; Layer Weight/Fresnel/Facing node in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
No, in LuxCore there is no direct equivalent to this node, because it would not work with the many algorithms in LuxCore that trace rays from lights (instead of from the camera), like the bidirectional engine, light tracing mode, or the PhotonGI cache.&lt;br /&gt;
&lt;br /&gt;
Of course, all materials in LuxCore are physically based and have realistic fresnel effects built-in.&lt;br /&gt;
&lt;br /&gt;
You can achieve a similar effect with the dot product node, but it will work only for one viewpoint:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer_weight_for_one_direction.PNG | thumb | 400px | center]]&lt;br /&gt;
&lt;br /&gt;
=== Can Cycles materials be used in BlendLuxCore? ===&lt;br /&gt;
&lt;br /&gt;
To an extent, yes. Many common Cycles shader nodes can be used in BlendLuxCore:&lt;br /&gt;
&lt;br /&gt;
* You can enable this individually for each material with the &amp;quot;Use Cycles Nodes&amp;quot; option in the material properties.&lt;br /&gt;
* You can also enable it for the whole scene at once with the &amp;quot;Use Cycles Settings&amp;quot; button in the render properties. This will configure all materials, lights and the world to use Cycles settings&lt;br /&gt;
&lt;br /&gt;
Not all Cycles nodes and settings are supported. Here is an overview: https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
&lt;br /&gt;
=== Can 2D/3D mapping be driven by textures in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
In general, no, because it would lead to much worse performance on GPUs.&lt;br /&gt;
&lt;br /&gt;
However, if you only need to drive the translation part of a texture mapping, since LuxCore v2.5 you can use the distort texture for this purpose:&lt;br /&gt;
&lt;br /&gt;
[[File:Distort_texture.PNG | thumb | 400px | center | A checker texture (left) is distorted by a clouds texture (right). The result can be seen in the center]]&lt;br /&gt;
&lt;br /&gt;
Texturing of rotation and scale is not yet possible.&lt;br /&gt;
&lt;br /&gt;
=== What can be done against fireflies/hotpixels? ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, pixels appear that are much brighter than the surrounding pixels. Sometimes they are singular, sometimes clumped up. The underlying reason are light paths that are correct, but very hard to find with the current rendering algorithms, and thus they take much longer to render until noise-free than all other light paths in the image.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to approach this problem:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Try another rendering algorithm&#039;&#039;&#039;, it might be able to find the firefly-causing light paths much easier than the one you currently use. For example, try going to the render properties, open the Light Paths panel and enable &amp;quot;Light Tracing&amp;quot;, or try the [[PhotonGI | PhotonGI caustic cache]], or try using the bidirectional engine.&lt;br /&gt;
* You can &#039;&#039;&#039;clamp the brightness of all light paths&#039;&#039;&#039; to a maximum value, in the render properties, Light Paths panel, &amp;quot;Clamping&amp;quot; setting. BlendLuxCore can auto-detect a value for this setting that is in the right ballpark for your scene if you render once without clamping enabled, but often this value will not be the best, so you will need a bit of trial-and-error to find a good value. Note that the clamping value depends on the lighting in your scene, so there is no one universally good clamping value, and you might need to adjust it if you add a new light source to your scene that is brighter than the others. Using a clamping value that is too low will result in a low-contrast, washed-out image, while a too high value will leave fireflies unaffected.&lt;br /&gt;
* Try to find out which lights or materials are responsible for the fireflies. There might be small, hard-to-find light sources that are causing them. Or a specular material is reflecting such a light source. If you are willing to alter the look of the scene, you can make such a light source more visible/larger, or lower the specularity of such a material. You can also make some light sources invisble to indirect light rays, thus eliminating fireflies (light properties, &amp;quot;Visibility&amp;quot; panel). This can be a good idea for the sun, for example, if your scene contains lots of specular materials.&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1777</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1777"/>
		<updated>2021-02-02T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Is there something like Cycles&#039; Layer Weight/Fresnel/Facing node in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
No, in LuxCore there is no direct equivalent to this node, because it would not work with the many algorithms in LuxCore that trace rays from lights (instead of from the camera), like the bidirectional engine, light tracing mode, or the PhotonGI cache.&lt;br /&gt;
&lt;br /&gt;
Of course, all materials in LuxCore are physically based and have realistic fresnel effects built-in.&lt;br /&gt;
&lt;br /&gt;
You can achieve a similar effect with the dot product node, but it will work only for one viewpoint:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer_weight_for_one_direction.PNG | thumb | 400px | center]]&lt;br /&gt;
&lt;br /&gt;
=== Can Cycles materials be used in BlendLuxCore? ===&lt;br /&gt;
&lt;br /&gt;
To an extent, yes. Many common Cycles shader nodes can be used in BlendLuxCore:&lt;br /&gt;
&lt;br /&gt;
* You can enable this individually for each material with the &amp;quot;Use Cycles Nodes&amp;quot; option in the material properties.&lt;br /&gt;
* You can also enable it for the whole scene at once with the &amp;quot;Use Cycles Settings&amp;quot; button in the render properties. This will configure all materials, lights and the world to use Cycles settings&lt;br /&gt;
&lt;br /&gt;
Not all Cycles nodes and settings are supported. Here is an overview: https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
&lt;br /&gt;
=== Can 2D/3D mapping be driven by textures in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
In general, no, because it would lead to much worse performance on GPUs.&lt;br /&gt;
&lt;br /&gt;
However, if you only need to drive the translation part of a texture mapping, since LuxCore v2.5 you can use the distort texture for this purpose:&lt;br /&gt;
&lt;br /&gt;
[[File:Distort_texture.PNG | thumb | 400px | center | A checker texture (left) is distorted by a clouds texture (right). The result can be seen in the center]]&lt;br /&gt;
&lt;br /&gt;
Texturing of rotation and scale is not yet possible.&lt;br /&gt;
&lt;br /&gt;
=== What can be done against fireflies/hotpixels? ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, pixels appear that are much brighter than the surrounding pixels. Sometimes they are singular, sometimes clumped up. The underlying reason are light paths that are correct, but very hard to find with the current rendering algorithms, and thus they take much longer to render until noise-free than all other light paths in the image.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to approach this problem:&lt;br /&gt;
&lt;br /&gt;
* Try another rendering algorithm, it might be able to find the firefly-causing light paths much easier than the one you currently use. For example, try going to the render properties, open the Light Paths panel and enable &amp;quot;Light Tracing&amp;quot;, or try the [[PhotonGI | PhotonGI caustic cache]], or try using the bidirectional engine.&lt;br /&gt;
* You can clamp the brightness of all light paths to a maximum value, in the render properties, Light Paths panel, &amp;quot;Clamping&amp;quot; setting. BlendLuxCore can auto-detect a value for this setting that is in the right ballpark for your scene if you render once without clamping enabled, but often this value will not be the best, so you will need a bit of trial-and-error to find a good value. Note that the clamping value depends on the lighting in your scene, so there is no one universally good clamping value, and you might need to adjust it if you add a new light source to your scene that is brighter than the others. Using a clamping value that is too low will result in a low-contrast, washed-out image, while a too high value will leave fireflies unaffected.&lt;br /&gt;
* Try to find out which lights or materials are responsible for the fireflies. There might be a small, hard-to-find light source that is causing them. Or a specular material is reflecting such a light source. If you are willing to alter the look of the scene, you can make such a light source more visible, or lower the specularity of such a material. You can also make some light sources invisble to indirect light rays, thus eliminating fireflies (light properties, &amp;quot;Visibility&amp;quot; panel). This can be a good idea for the sun, for example, if your scene contains lots of specular materials.&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1776</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1776"/>
		<updated>2021-02-02T12:49:21Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Frequently Asked Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Is there something like Cycles&#039; Layer Weight/Fresnel/Facing node in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
No, in LuxCore there is no direct equivalent to this node, because it would not work with the many algorithms in LuxCore that trace rays from lights (instead of from the camera), like the bidirectional engine, light tracing mode, or the PhotonGI cache.&lt;br /&gt;
&lt;br /&gt;
Of course, all materials in LuxCore are physically based and have realistic fresnel effects built-in.&lt;br /&gt;
&lt;br /&gt;
You can achieve a similar effect with the dot product node, but it will work only for one viewpoint:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer_weight_for_one_direction.PNG | thumb | 400px | center]]&lt;br /&gt;
&lt;br /&gt;
=== Can Cycles materials be used in BlendLuxCore? ===&lt;br /&gt;
&lt;br /&gt;
To an extent, yes. Many common Cycles shader nodes can be used in BlendLuxCore:&lt;br /&gt;
&lt;br /&gt;
* You can enable this individually for each material with the &amp;quot;Use Cycles Nodes&amp;quot; option in the material properties.&lt;br /&gt;
* You can also enable it for the whole scene at once with the &amp;quot;Use Cycles Settings&amp;quot; button in the render properties. This will configure all materials, lights and the world to use Cycles settings&lt;br /&gt;
&lt;br /&gt;
Not all Cycles nodes and settings are supported. Here is an overview: https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
&lt;br /&gt;
=== Can 2D/3D mapping be driven by textures in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
In general, no, because it would lead to much worse performance on GPUs.&lt;br /&gt;
&lt;br /&gt;
However, if you only need to drive the translation part of a texture mapping, since LuxCore v2.5 you can use the distort texture for this purpose:&lt;br /&gt;
&lt;br /&gt;
[[File:Distort_texture.PNG | thumb | 400px | center | A checker texture (left) is distorted by a clouds texture (right). The result can be seen in the center]]&lt;br /&gt;
&lt;br /&gt;
Texturing of rotation and scale is not yet possible.&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:Distort_texture.PNG&amp;diff=1775</id>
		<title>File:Distort texture.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:Distort_texture.PNG&amp;diff=1775"/>
		<updated>2021-02-02T12:46:57Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1774</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1774"/>
		<updated>2021-02-02T12:33:09Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Frequently Asked Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Is there something like Cycles&#039; Layer Weight/Fresnel/Facing node in LuxCore? ===&lt;br /&gt;
&lt;br /&gt;
No, in LuxCore there is no direct equivalent to this node, because it would not work with the many algorithms in LuxCore that trace rays from lights (instead of from the camera), like the bidirectional engine, light tracing mode, or the PhotonGI cache.&lt;br /&gt;
&lt;br /&gt;
Of course, all materials in LuxCore are physically based and have realistic fresnel effects built-in.&lt;br /&gt;
&lt;br /&gt;
You can achieve a similar effect with the dot product node, but it will work only for one viewpoint:&lt;br /&gt;
&lt;br /&gt;
[[File:Layer_weight_for_one_direction.PNG | thumb | 400px | center]]&lt;br /&gt;
&lt;br /&gt;
=== Can Cycles materials be used in BlendLuxCore? ===&lt;br /&gt;
&lt;br /&gt;
To an extent, yes. Many common Cycles shader nodes can be used in BlendLuxCore:&lt;br /&gt;
&lt;br /&gt;
* You can enable this individually for each material with the &amp;quot;Use Cycles Nodes&amp;quot; option in the material properties.&lt;br /&gt;
* You can also enable it for the whole scene at once with the &amp;quot;Use Cycles Settings&amp;quot; button in the render properties. This will configure all materials, lights and the world to use Cycles settings&lt;br /&gt;
&lt;br /&gt;
Not all Cycles nodes and settings are supported. Here is an overview: https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:Layer_weight_for_one_direction.PNG&amp;diff=1773</id>
		<title>File:Layer weight for one direction.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:Layer_weight_for_one_direction.PNG&amp;diff=1773"/>
		<updated>2021-02-02T12:30:24Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1772</id>
		<title>BlendLuxCore FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_FAQ&amp;diff=1772"/>
		<updated>2021-02-02T12:08:23Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* I can not enable the BlendLuxCore addon, it shows errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
=== I can not enable the BlendLuxCore addon, it shows errors ===&lt;br /&gt;
&lt;br /&gt;
Most problems in this area stem from broken graphics driver installations. Try to re-install or update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Windows users:&#039;&#039;&#039;&lt;br /&gt;
* Make sure that you have installed the [https://www.microsoft.com/en-US/download/details.aspx?id=40784 Visual C++ Redistributable Packages for Visual Studio 2013]&lt;br /&gt;
* If you use v2.1alpha0 or later, you will also need:&lt;br /&gt;
** [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&lt;br /&gt;
** [https://software.intel.com/sites/default/files/managed/59/aa/ww_icl_redist_msi_2018.3.210.zip Intel C++ redistributable]&lt;br /&gt;
&lt;br /&gt;
If this does not solve the problem, browse the [https://github.com/LuxCoreRender/BlendLuxCore/issues?q=is%3Aissue+label%3Ainstallation installation issues] in the bug tracker to check if your error message was already reported. &lt;br /&gt;
If it was not reported yet, open a new issue and copy the error message from the Blender console (on Windows, click Window -&amp;gt; Toggle System Console in Blender&#039;s menu. On Linux, start Blender from a terminal and try to enable the addon, then copy the error message from the terminal).&lt;br /&gt;
&lt;br /&gt;
See the [[BlendLuxCore_Installation | installation page]] for information on how to install, update and remove the BlendLuxCore addon.&lt;br /&gt;
&lt;br /&gt;
=== Why is my HDRI environment black and not showing up? ===&lt;br /&gt;
You probably have other very bright light sources in the scene, for example a sun or a sky lamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; raise the gain value of the area or HDRI light source that is black. The gain value might need to be very high, e.g. 100000.&lt;br /&gt;
&lt;br /&gt;
=== Why is my area lamp black? ===&lt;br /&gt;
See [[#&amp;quot;Why is my HDRI environment black and not showing up?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== When I change the brightness of my lamp, nothing happens ===&lt;br /&gt;
&lt;br /&gt;
You are probably using an automatic tonemapper which adjusts itself to the changed brightness, making it seem like the brightness did not change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== When I make one of my lights brighter, all the other lights get darker (or vice versa) ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[#&amp;quot;When I change the brightness of my lamp, nothing happens&amp;quot;]].&amp;lt;br&amp;gt;&lt;br /&gt;
You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Use a non-automatic tonemapper (camera settings -&amp;gt; [[ImagePipeline]]).&lt;br /&gt;
&amp;lt;!-- TODO describe how to switch to one, and/or add a link to the tonemapping settings page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== A material/object appears to be flickering when I move the camera and shows artifacts in final render ===&lt;br /&gt;
&lt;br /&gt;
This effect is called [https://en.wikipedia.org/wiki/Z-fighting Z-fighting] and is usually caused by mesh faces being exactly on top of each other, e.g. two planes on the same world coordinates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* Check if there are two objects on top of each other, e.g. because you duplicated the object, cancelled the transform and forgot about it.&lt;br /&gt;
* Check if the mesh has duplicate faces. Enter edit mode and use the Remove Doubles button in the Tools panel, which might solve the problem in some cases.&lt;br /&gt;
Duplicate faces are often caused by extruding, cancelling the transform and forgetting about it.&lt;br /&gt;
&lt;br /&gt;
=== There are dark triangular artifacts on my model, and I already checked for duplicate faces ===&lt;br /&gt;
&lt;br /&gt;
Floating point numbers have a limited precision. When objects are very large (kilometers) or very small (micrometers), these precision issues become visible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; &lt;br /&gt;
* If the object has a &amp;quot;normal&amp;quot; size (something like 1 cm to 1 km), but was scaled up/down by a huge amount, try to apply the scale (Ctrl+A -&amp;gt; Scale). For example, this often happens with imported CAD models.&lt;br /&gt;
* If applying the scale did not help and your object has to be very small or large, consider to bring it into the normal scale mentioned above, and pretend that it has a larger/smaller size. For example, if you make a model of the solar system, you will just have to make the earth something like 12.742 m in diameter, and pretend that 1 m of your model is equal to 10^6 m. &lt;br /&gt;
* If both options above are not usable in your case, you can raise the minimum epsilon that LuxCore uses. This setting can be found in the scene properties, Units panel, after clicking &amp;quot;Advanced LuxCore Settings&amp;quot;. By default, the minimum epsilon is 0.00001. Try to raise it to 0.0001 (multiply by 10) for a start and see if the artifacts disappear. Do not set this value higher than necessary, because it will cause all sorts of hard-to-track problems. Be especially careful if you are rendering a scene with volumes.&lt;br /&gt;
&lt;br /&gt;
=== An object that I set to &amp;quot;smooth shading&amp;quot; looks like it is shaded flat in shadow penumbras ===&lt;br /&gt;
&lt;br /&gt;
This artifact is called &amp;quot;terminator problem&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Unfortunately there is no real solution. You can only try to mitigate the effect by subdividing the geometry further and/or increase the size of the light source that is causing the problem.&lt;br /&gt;
&lt;br /&gt;
=== How do I setup liquid in a glass container correctly? ===&lt;br /&gt;
&lt;br /&gt;
This forum thread shows an example: https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=728#p7550&lt;br /&gt;
&lt;br /&gt;
= Getting Help = &lt;br /&gt;
&lt;br /&gt;
If none of the above entries helped to solve your problem, consider asking in the [https://forums.luxcorerender.org/viewforum.php?f=4 user support forum] or [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=2 filing a bug report].&lt;br /&gt;
&lt;br /&gt;
[[Category:BlendLuxCore]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1771</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1771"/>
		<updated>2021-01-28T18:28:55Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_LUT =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_LUT&amp;quot; || Applies .cube LUT (look-up-table) to the input&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;lut.cube&amp;quot; || Filepath to a [https://wwwimages2.adobe.com/content/dam/acom/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf .cube LUT file]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || Linear interpolation between input (0.0) and output (1.0) of the plugin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: INTEL_OIDN =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;INTEL_OIDN&amp;quot; || Denoises the image using [https://github.com/OpenImageDenoise/oidn Intel OIDN]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.filter.type&#039;&#039;&#039; || string || &amp;quot;RT&amp;quot; || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.oidnmemory&#039;&#039;&#039; || int || 6000 || Approximate maximum amount of memory to use in megabytes (actual memory usage may be higher). Limiting memory usage may cause slower denoising due to internally splitting the image into overlapping tiles&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sharpness&#039;&#039;&#039; || float || 0.1 || Linear interpolation between the denoised result (0.0) and the noisy input (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OPTIX_DENOISER =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OPTIX_DENOISER&amp;quot; || Denoises the image using the Nvidia OptiX denoiser&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.minspp&#039;&#039;&#039; || unsigned int || 0 || Minimum amount of samples to be rendered before the plugin is run (at lower sample numbers, it does not modify the input)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sharpness&#039;&#039;&#039; || float || 0.1 || Linear interpolation between the denoised result (0.0) and the noisy input (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 || min 0, max 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 || min 0, max 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 || min 0, max 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 || min 0, max 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: distort====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || distort || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0.0 || texture name or constant; input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || texture || 0.0 || texture name or constant; offset to add to the hitpoint coordinates and UV values before evaluating the input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || strength multiplier, is multiplied with the offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyb&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the B term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1741</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1741"/>
		<updated>2020-11-03T17:52:19Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Image pipeline */ add OIDN and OptiX denoiser plugins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_LUT =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_LUT&amp;quot; || Applies .cube LUT (look-up-table) to the input&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;lut.cube&amp;quot; || Filepath to a [https://wwwimages2.adobe.com/content/dam/acom/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf .cube LUT file]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || Linear interpolation between input (0.0) and output (1.0) of the plugin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: INTEL_OIDN =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;INTEL_OIDN&amp;quot; || Denoises the image using [https://github.com/OpenImageDenoise/oidn Intel OIDN]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.filter.type&#039;&#039;&#039; || string || &amp;quot;RT&amp;quot; || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.oidnmemory&#039;&#039;&#039; || int || 6000 || Approximate maximum amount of memory to use in megabytes (actual memory usage may be higher). Limiting memory usage may cause slower denoising due to internally splitting the image into overlapping tiles&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sharpness&#039;&#039;&#039; || float || 0.1 || Linear interpolation between the denoised result (0.0) and the noisy input (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OPTIX_DENOISER =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OPTIX_DENOISER&amp;quot; || Denoises the image using the Nvidia OptiX denoiser&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.minspp&#039;&#039;&#039; || unsigned int || 0 || Minimum amount of samples to be rendered before the plugin is run (at lower sample numbers, it does not modify the input)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sharpness&#039;&#039;&#039; || float || 0.1 || Linear interpolation between the denoised result (0.0) and the noisy input (1.0)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: distort====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || distort || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0.0 || texture name or constant; input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || texture || 0.0 || texture name or constant; offset to add to the hitpoint coordinates and UV values before evaluating the input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || strength multiplier, is multiplied with the offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyb&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the B term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1740</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1740"/>
		<updated>2020-11-03T17:43:05Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Image pipeline */ add COLOR_LUT plugin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_LUT =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;lut.cube&amp;quot; || Filepath to a [https://wwwimages2.adobe.com/content/dam/acom/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf .cube LUT file]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || Linear interpolation between input (0.0) and output (1.0) of the plugin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: distort====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || distort || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0.0 || texture name or constant; input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || texture || 0.0 || texture name or constant; offset to add to the hitpoint coordinates and UV values before evaluating the input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || strength multiplier, is multiplied with the offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyb&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the B term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1739</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1739"/>
		<updated>2020-11-03T17:37:22Z</updated>

		<summary type="html">&lt;p&gt;Byob: glass cauchyc -&amp;gt; cauchyb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: distort====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || distort || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0.0 || texture name or constant; input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || texture || 0.0 || texture name or constant; offset to add to the hitpoint coordinates and UV values before evaluating the input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || strength multiplier, is multiplied with the offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyb&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the B term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1716</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1716"/>
		<updated>2020-08-27T14:01:20Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: distort====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || distort || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0.0 || texture name or constant; input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || texture || 0.0 || texture name or constant; offset to add to the hitpoint coordinates and UV values before evaluating the input texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.strength&#039;&#039;&#039; || float || 1.0 || strength multiplier, is multiplied with the offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyc&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the C term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1715</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1715"/>
		<updated>2020-08-27T13:55:09Z</updated>

		<summary type="html">&lt;p&gt;Byob: Add brickmodbias property, remove brickbevel property&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodbias&#039;&#039;&#039; || float || 0.0 || With bias = -1, only the bricktex is used for the brick color. With bias between -1 and 1, a pseudo-random interpolation between bricktex and brickmodtex is used as brick color. With bias = 1, only the brickmodtex is used for the brick color.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyc&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the C term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1714</id>
		<title>LuxCore SDL Reference Manual v2.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1714"/>
		<updated>2020-08-27T13:50:46Z</updated>

		<summary type="html">&lt;p&gt;Byob: Created page with &amp;quot;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt; The file ending of the render configur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
The file ending of the render configuration file is &amp;quot;.cfg&amp;quot;, for the scene file it&#039;s &amp;quot;.scn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These files are usually created by exporter plugins, e.g. BlendLuxCore.&amp;lt;br&amp;gt;&lt;br /&gt;
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.&lt;br /&gt;
&lt;br /&gt;
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene&lt;br /&gt;
&lt;br /&gt;
Note that matrices are passed as flat lists in column-major form.&lt;br /&gt;
&lt;br /&gt;
=Render configuration file=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;resumerendering.filesafe&#039;&#039;&#039; || bool || 1 || enable/disable &amp;quot;safe save&amp;quot; mode for resume rendering file. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed==&lt;br /&gt;
&lt;br /&gt;
The global seed value that is used to generate random numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
Two images rendered with the same seed will have the same noise pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.seed&#039;&#039;&#039; || unsigned int || 1 || min 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Periodic save==&lt;br /&gt;
&lt;br /&gt;
Options related to periodic save operations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.period&#039;&#039;&#039; || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.resumerendering.filename&#039;&#039;&#039; || string || &amp;quot;resume.rsm&amp;quot; || the name to use to save the rendering resume information periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.period&#039;&#039;&#039; || float || 0 || save the Film every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.filename&#039;&#039;&#039; || string || &amp;quot;film.flm&amp;quot; || the name to use to save the film periodically&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;periodicsave.film.outputs.period&#039;&#039;&#039; || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value &amp;lt;= 0.0 disable the saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Render Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || engine type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CPU Render Engines ===&lt;br /&gt;
&lt;br /&gt;
CPU render engines are written in C++ and don&#039;t require OpenCL. All CPU render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;native.threads.count&#039;&#039;&#039; || int || CPU core count || &amp;gt; 0 || &amp;gt; 0 || The number of threads will be used for the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following CPU engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHCPU&amp;quot;====&lt;br /&gt;
Biased path tracer with many control options and support for tile rendering.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.total&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.diffuse&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.glossy&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.pathdepth.specular&#039;&#039;&#039; || int || 6 || &amp;gt; 0 || [1, 16] || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.clamping.variance.maxvalue&#039;&#039;&#039; || float || 0.0 || &amp;gt; 0.0 || &amp;gt; 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.forceblackbackground.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepath.sampling.aa.size&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.size&#039;&#039;&#039; || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold&#039;&#039;&#039; || float || 6.0 / 256.0 || &amp;gt; 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.threshold.reduction&#039;&#039;&#039; || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tile.multipass.convergencetest.warmup.count&#039;&#039;&#039; || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A Bidirectional path tracer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a eye path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;path.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHCPU&amp;quot;====&lt;br /&gt;
Engine optimized for interactive scene editing and camera movement.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to RTPATHCPUSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same properties as [[#&amp;quot;PATHCPU&amp;quot; | &amp;quot;PATHCPU&amp;quot;]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.size&#039;&#039;&#039; || int || 4 ||  ||  || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpathcpu.zoomphase.weight&#039;&#039;&#039; || float || 0.1 ||  ||  || description: TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OpenCL Render Engines ===&lt;br /&gt;
&lt;br /&gt;
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.platform.index&#039;&#039;&#039; || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.use&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.cpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.gpu.workgroup.size&#039;&#039;&#039; || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.devices.select&#039;&#039;&#039; || string || &amp;quot;&amp;quot; || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of &amp;quot;0&amp;quot; and &amp;quot;1&amp;quot;. &amp;quot;1&amp;quot; means use the device, &amp;quot;0&amp;quot; do not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following OpenCL engines are available:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;PATHOCL&amp;quot;====&lt;br /&gt;
OpenCL version of PATHCPU. Supports the same settings as [[#&amp;quot;PATHCPU&amp;quot; | PATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;pathocl.pixelatomics.enable&#039;&#039;&#039; || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;opencl.task.count&#039;&#039;&#039; || int || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot; or &amp;gt; 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;RTPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;PATHOCL&amp;quot; | PATHOCL]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction.preview.step&#039;&#039;&#039; || int || 8 || &amp;gt; 0 || [1, 32] || Each preview step is rendered for n frames&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;rtpath.resolutionreduction&#039;&#039;&#039; || int || 4 || &amp;gt; 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;TILEPATHOCL&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
OpenCL version of TILEPATHCPU.&amp;lt;br&amp;gt;&lt;br /&gt;
The sampler must be set to TILEPATHSAMPLER when using this engine.&lt;br /&gt;
&lt;br /&gt;
Supports the same settings as [[#&amp;quot;TILEPATHCPU&amp;quot; | TILEPATHCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;tilepathocl.devices.maxtiles&#039;&#039;&#039; || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FILESAVER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Saves everything needed to render the scene to the output path, including textures and meshes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.format&#039;&#039;&#039; || string || &amp;quot;TXT&amp;quot; || &amp;quot;TXT&amp;quot; for a text SDL format and &amp;quot;BIN&amp;quot; for a single file binary format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.filename&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene.bcf&amp;quot; || file name for &amp;quot;BIN&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.directory&#039;&#039;&#039; || string || &amp;quot;luxcore-exported-scene&amp;quot; || output path for &amp;quot;TXT&amp;quot; format&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;filesaver.renderengine.type&#039;&#039;&#039; || string || &amp;quot;PATHCPU&amp;quot; || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experimental and debugging engines===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These engines are experimental, deprecated or are only intended for very specific purposes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;BIDIRVMCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
Bidir with vertex merging, currently experimental.&amp;lt;br&amp;gt;&lt;br /&gt;
Supports the same settings as [[#&amp;quot;BIDIRCPU&amp;quot; | BIDIRCPU]] plus the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.lightpath.count&#039;&#039;&#039; || int || 16 * 1024 || &amp;gt; 0 || || Number of lightpaths per pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.startradius.scale&#039;&#039;&#039; || float || 0.003 || &amp;gt; 0 || || Photon radius of the first pass&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;bidirvm.alpha&#039;&#039;&#039; || float || 3 || &amp;gt; 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;LIGHTCPU&amp;quot;====&lt;br /&gt;
&lt;br /&gt;
For testing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.maxdepth&#039;&#039;&#039; || int || 5 || &amp;gt; 0 || [1, 16] || Maximum recursion depth of a light path&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.depth&#039;&#039;&#039; || int || 3 || &amp;gt; 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;light.russianroulette.cap&#039;&#039;&#039; || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sampler==&lt;br /&gt;
&lt;br /&gt;
Samplers are used by following render engines:&lt;br /&gt;
&lt;br /&gt;
* LIGHTCPU&lt;br /&gt;
* PATHCPU&lt;br /&gt;
* BIDIRCPU&lt;br /&gt;
* BIDIRVMCPU&lt;br /&gt;
* PATHOCL&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.type&#039;&#039;&#039; || string || &amp;quot;SOBOL&amp;quot; || sampler type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following samplers are available:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SOBOL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Sampler with sobol pattern.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.sobol.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;METROPOLIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Metropolis sampler.&lt;br /&gt;
Parameters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.largesteprate&#039;&#039;&#039; || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.maxconsecutivereject&#039;&#039;&#039; || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.metropolis.imagemutationrate&#039;&#039;&#039; || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;RANDOM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Fully random sampler. This sampler is mostly intended for testing purpose.&lt;br /&gt;
Parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;sampler.random.adaptive.strength&#039;&#039;&#039; || float || 0.7 || 0 ≤ x &amp;lt; 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Filter==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.type&#039;&#039;&#039; || string || &amp;quot;BLACKMANHARRIS&amp;quot; || || || Type of pixel filter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.width&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.xwidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.ywidth&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite &#039;&#039;&#039;film.filter.width&#039;&#039;&#039; value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Available filters are:&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NONE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Disable pixel filtering.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BOX&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Box pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;GAUSSIAN&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Gaussian pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.filter.gaussian.alpha&#039;&#039;&#039; || float || 2.0 || x &amp;gt; 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchell.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MITCHELL_SS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.b&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;film.filter.mitchellss.c&#039;&#039;&#039; || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;BLACKMANHARRIS&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Blcakman-Harris pixel filter. No parameters.&lt;br /&gt;
&lt;br /&gt;
==Light Strategy==&lt;br /&gt;
&lt;br /&gt;
The direct light sampling strategy is defined by the following property:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.type&#039;&#039;&#039; || string || &amp;quot;LOG_POWER&amp;quot; || &amp;quot;UNIFORM&amp;quot;, &amp;quot;POWER&amp;quot;, &amp;quot;LOG_POWER&amp;quot; or &amp;quot;DLS_CACHE&amp;quot; || N/A || Direct light sampling strategy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;UNIFORM&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UNIFORM&amp;quot; light strategy samples evenly all light sources.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;POWER&amp;quot; light strategy samples the light sources based on their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;LOG_POWER&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LOG_POWER&amp;quot; light strategy samples the light sources based on logarithm of their power.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DLS_CACHE&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Build direct light sampling cache to optimize many-lights rendering, beneficial in scenes with multiple light sources with few overlap between their influence areas (e.g. a building with many disconnected rooms and interior lights).&lt;br /&gt;
&lt;br /&gt;
Options for the DLS cache:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.radius&#039;&#039;&#039; || float || 0.0 ||  || N/A || Entry radius in meters, automatic radius estimation is used if the radius is set to 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.normalangle&#039;&#039;&#039; || float || 25.0 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.maxpasses&#039;&#039;&#039; || int || 1024 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.convergencethreshold&#039;&#039;&#039; || float || 0.05 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.entry.warmupsamples&#039;&#039;&#039; || int || 24 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.targetcachehitratio&#039;&#039;&#039; || float || 0.995 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxdepth&#039;&#039;&#039; || int || 4 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.maxsamplescount&#039;&#039;&#039; || int || 10000000 ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.file&#039;&#039;&#039; || string || &amp;quot;&amp;quot; ||  || N/A || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;lightstrategy.persistent.safesave&#039;&#039;&#039; || bool || 1 ||  || N/A || &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accelerator==&lt;br /&gt;
&lt;br /&gt;
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.type&#039;&#039;&#039; || string || &amp;quot;AUTO&amp;quot; || &amp;quot;AUTO&amp;quot;, &amp;quot;BVH&amp;quot;, &amp;quot;MBVH&amp;quot;, &amp;quot;EMBREE&amp;quot;  || &amp;quot;AUTO&amp;quot; || The intersection accelerator. &amp;quot;AUTO&amp;quot; will select the best one available for the current [[LuxRays]] intersection device. &amp;quot;EMBREE&amp;quot; is currently usable only on CPU render engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;accelerator.instances.enable&#039;&#039;&#039; || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epsilon==&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum allowed value for scene epsilon can be define by the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Theoretical range&lt;br /&gt;
!Recommended range&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.min&#039;&#039;&#039; || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.epsilon.max&#039;&#039;&#039; || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; of Film serialization. A backup of the output is always valid even in the case of a system failure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film OpenCL Options===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.enable&#039;&#039;&#039; || bool || 1 || enable OpenCL film operations&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.platform&#039;&#039;&#039; || unsigned int || -1 || choose which platform  will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.opencl.device&#039;&#039;&#039; || unsigned int || -1 || choose which device  will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Outputs (aka AOVs)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.safesave&#039;&#039;&#039; || bool || 1 || enable &amp;quot;safe save&amp;quot; for Film outputs. A backup of the output is always valid even in the case of a system failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || HDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAMPLECOUNT&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;CONVERGENCE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;NOISE&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SERIALIZED_FILM&#039;&#039;&#039; || N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_COLOR&#039;&#039;&#039; || HDR/LDR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Outputs are enabled with the following properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.type&#039;&#039;&#039; || string ||  || Type of output, e.g. &amp;quot;RGBA&amp;quot; or &amp;quot;ALPHA&amp;quot; (see the list above for the available types)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.filename&#039;&#039;&#039; || string ||  || Filename to use when saving the output. The filename should use &amp;quot;.exr&amp;quot; as extension&amp;lt;br&amp;gt; for HDR outputs and &amp;quot;.png&amp;quot; for LDR outputs (see list above for which output is HDR&amp;lt;br&amp;gt; and which LDR)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.id&#039;&#039;&#039; || int ||  || Specify for the following outputs: &#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039;,&amp;lt;br&amp;gt; &#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039;, &#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039;, &#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039;&amp;lt;br&amp;gt; (to choose the object ID, material ID or radiance group ID of the output)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.outputs.&amp;lt;index&amp;gt;.index&#039;&#039;&#039; || int ||  || Specify for an imagepipeline output (RGB_IMAGEPIPELINE or RGBA_IMAGEPIPELINE)&amp;lt;br&amp;gt; to select the imagepipeline of the output. For example, if you have 3 imagepipelines defined,&amp;lt;br&amp;gt; and you want to specify the output of the third imagepipeline, use 2 for the &amp;quot;.index&amp;quot; property&amp;lt;br&amp;gt; of the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Bidir engine does not support all AOVs.&lt;br /&gt;
Not supported by Bidir are: EMISSION, DIRECT_DIFFUSE, DIRECT_GLOSSY, INDIRECT_DIFFUSE, INDIRECT_GLOSSY, INDIRECT_SPECULAR, DIRECT_SHADOW_MASK, INDIRECT_SHADOW_MASK, IRRADIANCE, RAYCOUNT.&lt;br /&gt;
&lt;br /&gt;
This is the list of output channel data types and sizes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|RGB||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|RGBA||float||film width x film height x 4||R, G, B, A&lt;br /&gt;
|-&lt;br /&gt;
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DEPTH||float||film width x film height x 1||Camera distance&lt;br /&gt;
|-&lt;br /&gt;
|POSITION||float||film width x film height x 3||World X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|EMISSION||float||film width x film height x 3||Emission R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|UV||float||film width x film height x 2||Texture coordinates U, V&lt;br /&gt;
|-&lt;br /&gt;
|RAYCOUNT||float||film width x film height x 1||Ray count&lt;br /&gt;
|-&lt;br /&gt;
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID||uint||film width x film height x 1||Material ID&lt;br /&gt;
|-&lt;br /&gt;
|IRRADIANCE||float||film width x film height x 3||R, G, B&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]&lt;br /&gt;
|-&lt;br /&gt;
|BY_OBJECT_ID||float||film width x film height x 3||By object ID&lt;br /&gt;
|-&lt;br /&gt;
|OBJECT_ID||uint||film width x film height x 1||Object ID&lt;br /&gt;
|-&lt;br /&gt;
|SAMPLECOUNT||uint||film width x film height x 1||Sample count&lt;br /&gt;
|-&lt;br /&gt;
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold&lt;br /&gt;
|-&lt;br /&gt;
|NOISE||float||film width x film height x 1||The noise estimated for each pixel&lt;br /&gt;
|-&lt;br /&gt;
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format&lt;br /&gt;
|-&lt;br /&gt;
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Channels===&lt;br /&gt;
&lt;br /&gt;
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a &amp;quot;RGBA&amp;quot; output will automatically enable &amp;quot;RADIANCE_PER_PIXEL_NORMALIZED&amp;quot; (and &amp;quot;RADIANCE_PER_SCREEN_NORMALIZED&amp;quot; for BIDIRCPU) and &amp;quot;ALPHA&amp;quot;.&lt;br /&gt;
The supported channels are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Channel type&lt;br /&gt;
!Data type&lt;br /&gt;
!Size&lt;br /&gt;
!Last element is weight ?&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DEPTH||float||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_POSITION||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_UV||float||film width x film height x 2||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_RAYCOUNT||float||film width x film height||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the list of channels enabled by each output:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Output&lt;br /&gt;
!Enabled channels&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGB_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RGBA_IMAGEPIPELINE&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;ALPHA&#039;&#039;&#039; || ALPHA&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEPTH&#039;&#039;&#039; || DEPTH&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POSITION&#039;&#039;&#039; || DEPTH, POSITION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GEOMETRY_NORMAL&#039;&#039;&#039; || DEPTH, GEOMETRY_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SHADING_NORMAL&#039;&#039;&#039; || DEPTH, SHADING_NORMAL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID&#039;&#039;&#039; || DEPTH, MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_DIFFUSE&#039;&#039;&#039; || DIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_GLOSSY&#039;&#039;&#039; || DIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMISSION&#039;&#039;&#039; || EMISSION&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_DIFFUSE&#039;&#039;&#039; || INDIRECT_DIFFUSE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_GLOSSY&#039;&#039;&#039; || INDIRECT_GLOSSY&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SPECULAR&#039;&#039;&#039; || INDIRECT_SPECULAR&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MATERIAL_ID_MASK&#039;&#039;&#039; || MATERIAL_ID, MATERIAL_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DIRECT_SHADOW_MASK&#039;&#039;&#039; || DIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;INDIRECT_SHADOW_MASK&#039;&#039;&#039; || INDIRECT_SHADOW_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RADIANCE_GROUP&#039;&#039;&#039; || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UV&#039;&#039;&#039; || DEPTH, UV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;RAYCOUNT&#039;&#039;&#039; || DEPTH, RAYCOUNT&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_MATERIAL_ID&#039;&#039;&#039; || BY_MATERIAL_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;IRRADIANCE&#039;&#039;&#039; || IRRADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID&#039;&#039;&#039; || DEPTH, OBJECT_ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OBJECT_ID_MASK&#039;&#039;&#039; || OBJECT_ID, OBJECT_ID_MASK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BY_OBJECT_ID&#039;&#039;&#039; || BY_OBJECT_ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.&lt;br /&gt;
&lt;br /&gt;
===Image pipeline===&lt;br /&gt;
&lt;br /&gt;
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;p=120169#p120169 define multiple image pipelines at the same time]&lt;br /&gt;
&lt;br /&gt;
====Radiance Group====&lt;br /&gt;
&lt;br /&gt;
Radiance groups are used to get only the contribution of a group of lights in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Lights can be grouped by setting their [[#Common_parameters | &#039;&#039;&#039;.id&#039;&#039;&#039;]] property to the same number, on materials this is done with the [[#Light_emission | &#039;&#039;&#039;.emission.id&#039;&#039;&#039;]] property.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.globalscale&#039;&#039;&#039; || float|| 1 || global weighting of radiance group &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.temperature &#039;&#039;&#039; || float || 6500.0 || light temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.&amp;lt;id&amp;gt;.rgbscale&#039;&#039;&#039; || vector || 1.0 1.0 1.0 || light color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.radiancescales.radiancescales.&amp;lt;id&amp;gt;.enabled&#039;&#039;&#039; || bool || 1 || enable radiance group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Image pipeline plug-ins====&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || linear tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || tonemapping scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_REINHARD02=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_REINHARD02&amp;quot; || reinhard tonemapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.prescale&#039;&#039;&#039; || float || 1.0 || reinhard prescale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.postscale&#039;&#039;&#039; || float || 1.2 || reinhard postscale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.burn&#039;&#039;&#039; || float || 3.75 || reinhard burn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_AUTOLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_AUTOLINEAR&amp;quot; || automatic linear tonemapping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: TONEMAP_LUXLINEAR=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LUXLINEAR&amp;quot; || linear tonemapping with real camera settings&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.sensitivity&#039;&#039;&#039; || float || 100.0 || ISO sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.exposure&#039;&#039;&#039; || float || 0.001 || exposure time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.fstop&#039;&#039;&#039; || float || 2.8 || f/aperture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: NOP=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipeline.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;NOP&amp;quot; || no parameters tonemapper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAMMA_CORRECTION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;TONEMAP_LINEAR&amp;quot; || gamma correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.value&#039;&#039;&#039; || float || 2.2 || gamma value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.table.size&#039;&#039;&#039; || unsigned int || 4096 || resolution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: OUTPUT_SWITCHER=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;OUTPUT_SWITCHER&amp;quot; || overwrite output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;DEPTH&amp;quot; || channel whose values are used to overwrite&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.index&#039;&#039;&#039; || unsigned int || 0 || index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: GAUSSIANFILTER_3x3=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;GAUSSIANFILTER_3x3&amp;quot; || gaussian filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.15 || blurring weight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CAMERA_RESPONSE_FUNC=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || CAMERA_RESPONSE_FUNC || analog camera film simulation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Advantix_100CD&amp;quot; || film type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: BACKGROUND_IMG=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || BACKGROUND_IMG || show the background image where alpha &amp;lt; 1 (simple compositing)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.file&#039;&#039;&#039; || string || ... || background image path (e.g scenes/simple-mat/sky.exr)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || background image gamma&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.storage &#039;&#039;&#039; || string || auto || background image storage type&lt;br /&gt;
|}&lt;br /&gt;
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.&lt;br /&gt;
&lt;br /&gt;
=====Type: BLOOM=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;BLOOM&amp;quot; || bloom effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.radius&#039;&#039;&#039; || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.weight&#039;&#039;&#039; || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: VIGNETTING=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;VIGNETTING&amp;quot; || vignetting effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || 0.4 || vignetting strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: COLOR_ABERRATION=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;COLOR_ABERRATION&amp;quot; || color aberration effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || color aberration amount&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: MIST=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;MIST&amp;quot; || aerial perspective effect (fake fog)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.color&#039;&#039;&#039; || spectrum|| [1, 1, 1] || mist color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.amount&#039;&#039;&#039; || float || 0.005 || mist amount&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.startdistance&#039;&#039;&#039; || float || 0 || distance from camera until where the mist effect has zero effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.enddistance&#039;&#039;&#039; || float || 10000 || distance from camera from where the mist effect has maximum effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.excludebackground&#039;&#039;&#039; || bool || false || Do not apply mist effect on pixels with infinite distance to the camera&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: CONTOUR_LINES=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;CONTOUR_LINES&amp;quot; || contour lines for IRRADIANCE AOV&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.range&#039;&#039;&#039; || float|| ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.scale&#039;&#039;&#039; || float || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.steps&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.zerogridsize&#039;&#039;&#039; || int || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Type: WHITE_BALANCE =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;WHITE_BALANCE&amp;quot; || White temperature correction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&amp;lt;plugin #&amp;gt;.temperature&#039;&#039;&#039; || unsigned int|| 6500 || Target image temperature in Kelvin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Film Subregion===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.subregion&#039;&#039;&#039; || vector || ... || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rendering halt conditions===&lt;br /&gt;
&lt;br /&gt;
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold&#039;&#039;&#039; || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like &amp;quot;n / 256.0&amp;quot; where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.warmup&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.step&#039;&#039;&#039; || unsigned int || 64 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.filter.enable&#039;&#039;&#039; || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltnoisethreshold) should be filtered or not with a 3x3 box filter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.stoprendering.enable&#039;&#039;&#039; || bool || 1 || Set this to 0 (false) if you only want to use the haltnoisethreshold settings for adaptive sampling in an endless render&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltnoisethreshold.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for stopping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.halttime&#039;&#039;&#039; || float || 0.0 || number of seconds before stopping the rendering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;batch.haltspp&#039;&#039;&#039; || unsigned int || 0 || number of average samples per pixel before stopping the rendering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Noise estimation===&lt;br /&gt;
&lt;br /&gt;
Image noise can be estimated and its result can be used to drive the Sobol and Random samplers to focus its sampling in the noisier regions.&lt;br /&gt;
Setting any of these properties will enable the noise estimation.&lt;br /&gt;
The adaptiveness strength is a Sampler property.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.warmup&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel before to start the convergence test&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.step&#039;&#039;&#039; || unsigned int || 32 || number of average samples per pixel between two tests&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.filter.scale&#039;&#039;&#039; || unsigned int || 4 || Box filter scale used to filter the NOISE AOV (generated by the noise estimation). Set to 0 to disable.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;film.noiseestimation.index&#039;&#039;&#039; || unsigned int || 0 || Film pipeline index used to estimate noise for adaptive sampling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Scene file=&lt;br /&gt;
&lt;br /&gt;
==Camera==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.type&#039;&#039;&#039; || string || &amp;quot;perspective&amp;quot; || &amp;quot;perspective&amp;quot;, &amp;quot;orthographic&amp;quot; or &amp;quot;environment&amp;quot; (360° panorama &amp;lt;br&amp;gt; mapped in latlong format)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.orig&#039;&#039;&#039; || point (float float float) || 0.0 10.0 0.0 || camera location&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.lookat.target&#039;&#039;&#039; || point (float float float) || 0.0 0.0 0.0 || camera target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.up&#039;&#039;&#039; || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.fieldofview&#039;&#039;&#039; || float || 45.0 || field of view&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.screenwindow&#039;&#039;&#039; || vector || 0.0 1.0 0.0 1.0 || &amp;lt;xstart&amp;gt; &amp;lt;xstop&amp;gt; &amp;lt;ystart&amp;gt; &amp;lt;ystop&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutteropen&#039;&#039;&#039; || float || 0.0 || camera shutter open time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.shutterclose&#039;&#039;&#039; || float || 0.0 || camera shutter close time (used for motion blur)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.autovolume.enable&#039;&#039;&#039; || bool || true || try automatically to discover scene.camera.volume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.camera.volume&#039;&#039;&#039; || string ||  || the initial volume rays will travel in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].&amp;lt;br&amp;gt;&lt;br /&gt;
(Only difference being that instead of the prefix &#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;&#039;&#039;&#039;, the prefix &#039;&#039;&#039;scene.camera&#039;&#039;&#039; is used when setting motion properties of the camera)&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.&lt;br /&gt;
&lt;br /&gt;
===Mapping===&lt;br /&gt;
&lt;br /&gt;
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping2d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.rotation&#039;&#039;&#039; || float || 0.0 || UV rotation (in degrees)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvscale&#039;&#039;&#039; || UV || 1.0 1.0 || UV scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.uvdelta&#039;&#039;&#039; || UV || 0.0 0.0 || UV translation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;uvmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.type&#039;&#039;&#039; || string || &amp;quot;globalmapping3d&amp;quot; || type of mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mapping.transformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: add===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;add&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: subtract===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;subtract&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: band===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;band&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5|| texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.interpolation&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot;|| &amp;quot;linear&amp;quot;, &amp;quot;cubic&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset[0..n]&#039;&#039;&#039; || float || 0.0 || multiple offsets in the range of [0.0, 1.0]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value[0..n]&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || a value for each offset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_blend===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_blend&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.progressiontype&#039;&#039;&#039; || string || &amp;quot;linear&amp;quot; || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.direction&#039;&#039;&#039; || string || &amp;quot;horizontal&amp;quot; || horizontal or vertical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_clouds===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_clouds&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || hard_noise or soft_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_distortednoise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_distortednoise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noise_distortion&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distortion&#039;&#039;&#039; || float || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_magic===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_magic&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_marble===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.marbletype&#039;&#039;&#039; || string || &amp;quot;soft&amp;quot; || soft, sharp or sharper&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_musgrave===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_musgrave&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.musgravetype&#039;&#039;&#039; || string || &amp;quot;multifractal&amp;quot; || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.dimension&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.lacunarity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.offset&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_noise===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_noise&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisedepth&#039;&#039;&#039; || int || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_stucci===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_stucci&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.stuccitype&#039;&#039;&#039; || string || &amp;quot;plastic&amp;quot; || plastic, wall_in or wall_out&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_wood===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || bands, rings, bandnoise or ringnoise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis&#039;&#039;&#039; || string || &amp;quot;blender_original&amp;quot; || blender_original, original_perlin, improved_perlin, voronoi_f1,&amp;lt;br&amp;gt; voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,&amp;lt;br&amp;gt; voronoi_crackle or cell_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || sin, saw or tri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || soft_noise or hard_noise&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: blender_voronoi===&lt;br /&gt;
&lt;br /&gt;
Emulate Blender procedural texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blender_voronoi&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.intensity&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.distmetric&#039;&#039;&#039; || string || &amp;quot;actual_distance&amp;quot; || actual_distance, distance_squared, manhattan,&amp;lt;br&amp;gt; chebychev, minkowski_half, minkowski_four or minkowski&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w1&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w2&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w3&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.w4&#039;&#039;&#039; || float || 0.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: brick===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;brick&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bricktex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortartex&#039;&#039;&#039; || texture || 0.2 0.2 0.2 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickmodtex&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbond&#039;&#039;&#039; || string || &amp;quot;running&amp;quot; || &amp;quot;flemish&amp;quot;, &amp;quot;english&amp;quot;, &amp;quot;herringbone&amp;quot;, &amp;quot;basket&amp;quot; or &amp;quot;chain link&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickwidth&#039;&#039;&#039; || float || 0.3 || brick width&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickheight&#039;&#039;&#039; || float || 0.1 || brick height&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickdepth&#039;&#039;&#039; || float || 0.15 || brick depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.mortarsize&#039;&#039;&#039; || float || 0.01 ||mortar size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickrun&#039;&#039;&#039; || float || 0.75 || brick run&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.brickbevel&#039;&#039;&#039; || float || 0.0 || brick bevel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard3d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard3d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: checkerboard2d===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;checkerboard2d&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat1===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat1&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || float || 1.0 || constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constfloat3===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || spectrum || (1.0, 1.0, 1.0) || RGB constant value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: densitygrid===&lt;br /&gt;
&lt;br /&gt;
You can use &amp;quot;.data&amp;quot;, &amp;quot;.data3&amp;quot; or &amp;quot;.openvdb.file&amp;quot; to define the 3D grid values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;densitygrid&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nx&#039;&#039;&#039; || unsigned int || || grid x size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.ny&#039;&#039;&#039; || unsigned int || || grid y size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.nz&#039;&#039;&#039; || unsigned int || || grid z size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of grid wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;half&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data3&#039;&#039;&#039; || float || || vector grid values (total count: nx * ny * nz * 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.file&#039;&#039;&#039; || string || || OpenVDB file name&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.openvdb.grid&#039;&#039;&#039; || string || || OpenVDB grid name to read from the file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dots&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.inside&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.outside&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fbm===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fbm&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxk===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxk&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: fresnelapproxn===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;fresnelapproxn&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || (0.5, 0.5, 0.5) || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointalpha===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices alphas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointalpha&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointcolor===&lt;br /&gt;
&lt;br /&gt;
Use the color obtained by interpolating triangle vertices colors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hitpointgrey===&lt;br /&gt;
&lt;br /&gt;
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hitpointgrey&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: hsv===&lt;br /&gt;
&lt;br /&gt;
Hue saturation value manipulation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;hsv&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input color that will be manipulated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.hue&#039;&#039;&#039; || texture || 0.5 || shift in hue (range: 0..1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.saturation&#039;&#039;&#039; || texture || 1.0 || saturation (range: 0..inf)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 1.0 || brightness multiplier (range: 0..inf)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: imagemap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;imagemap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || name of the image file&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction value used in the image&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.gain&#039;&#039;&#039; || float || 1.0 || image values are multiplied by gain value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || select the type of memory storage: &amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot;, &amp;quot;float&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wrap&#039;&#039;&#039; || string || &amp;quot;repeat&amp;quot; || select the type of image map wrapping mode: &amp;quot;repeat&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;white&amp;quot;, &amp;quot;clamp&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || string || &amp;quot;default&amp;quot; || extract from the image only the selected channels:&amp;lt;br&amp;gt; &amp;quot;default&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;blue&amp;quot;,&amp;lt;br&amp;gt; &amp;quot;alpha&amp;quot;, &amp;quot;mean&amp;quot;, &amp;quot;colored_mean&amp;quot;, &amp;quot;rgb&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: normalmap===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;normalmap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || multiplier for adjusting normalmap height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: marble===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;marble&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.scale&#039;&#039;&#039; || float || 1.0 || marble scale&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.variation&#039;&#039;&#039; || float || 0.2 || marble variation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: scale===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;scale&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: uv===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 2D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: windy===&lt;br /&gt;
&lt;br /&gt;
This procedural texture has no parameters aside from the support of 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wood===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wood&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.woodtype&#039;&#039;&#039; || string || &amp;quot;bands&amp;quot; || &amp;quot;bands&amp;quot;, &amp;quot;rings&amp;quot;, &amp;quot;bandnoise&amp;quot; or &amp;quot;ringnoise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisebasis2&#039;&#039;&#039; || string || &amp;quot;sin&amp;quot; || &amp;quot;sin&amp;quot;, &amp;quot;saw&amp;quot; or &amp;quot;tri&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisetype&#039;&#039;&#039; || string || &amp;quot;soft_noise&amp;quot; || &amp;quot;soft_noise&amp;quot; or &amp;quot;hard_noise&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.noisesize&#039;&#039;&#039; || float || 0.25 || noise size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.turbulence&#039;&#039;&#039; || float || 5.0 || noise turbulence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.bright&#039;&#039;&#039; || float || 1.0 || bright&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.contrast&#039;&#039;&#039; || float || 1.0 || contrast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: wrinkled===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;wrinkled&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.octaves&#039;&#039;&#039; || int || 8 || noise octaves&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.roughness&#039;&#039;&#039; || float || 0.5 || noise roughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture supports 3D mapping.&lt;br /&gt;
&lt;br /&gt;
===Type: abs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;abs&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: clamp===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;clamp&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.min&#039;&#039;&#039; || float || 0.0 || lower boundary of the clamping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.max&#039;&#039;&#039; || float || 1.0 || upper boundary of the clamping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: divide===&lt;br /&gt;
&lt;br /&gt;
Note: If texture2 (the divisor) is 0, 0 is returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;divide&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant (dividend)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant (divisor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: remap===&lt;br /&gt;
&lt;br /&gt;
This texture brings the value from the source range into the target range. &lt;br /&gt;
&lt;br /&gt;
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;remap&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.value&#039;&#039;&#039; || texture || 0.5 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.sourcemax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmin&#039;&#039;&#039; || texture || 0.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.targetmax&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectid===&lt;br /&gt;
&lt;br /&gt;
Raw object ID (range 0 to 0xfffffffe).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectid&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidcolor===&lt;br /&gt;
&lt;br /&gt;
Object ID interpreted as color.&amp;lt;br&amp;gt;&lt;br /&gt;
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidcolor&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: objectidnormalized===&lt;br /&gt;
&lt;br /&gt;
Normalized object ID (range 0 to 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;objectidnormalized&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: dotproduct ===&lt;br /&gt;
&lt;br /&gt;
Dot product of the two input vectors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;dotproduct&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: power ===&lt;br /&gt;
&lt;br /&gt;
pow(base, exponent)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;power&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.base&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.exponent&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lessthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;lt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lessthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: greaterthan ===&lt;br /&gt;
&lt;br /&gt;
returns 1 if texture1 &amp;gt; texture2, 0 if otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;greaterthan&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: shadingnormal ===&lt;br /&gt;
&lt;br /&gt;
Returns the shading normal of the mesh at the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;shadingnormal&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: position ===&lt;br /&gt;
&lt;br /&gt;
Returns the position of the hitpoint.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;position&amp;quot; || type of texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: splitfloat3 ===&lt;br /&gt;
&lt;br /&gt;
Extract a channel from a float3 texture. Can for example be used to get the R, G or B channel of a color texture, or to get the X, Y or Z components of a vector texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;splitfloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.channel&#039;&#039;&#039; || int || 0 || the channel to get from the input texture. 0 for first channel, 1 for second, 2 for third channel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: makefloat3 ===&lt;br /&gt;
&lt;br /&gt;
Combine three float textures into one float3 texture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;makefloat3&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture1&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture2&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.texture3&#039;&#039;&#039; || texture || 1.0 || texture name or constant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: blackbody===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;blackbody&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.temperature&#039;&#039;&#039; || float || 6500 || emission temperature&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.normalize&#039;&#039;&#039; || bool || false || normalize the output&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: irregulardata===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;irregulardata&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.wavelengths&#039;&#039;&#039; || vector || 580.0 620.0 660.0|| wavelenghts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.data&#039;&#039;&#039; || vector || 0.0 0.000015 0.0|| data (length should match wavelength&#039;s length)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: lampspectrum===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;lampspectrum&amp;quot; || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || &amp;quot;Daylight&amp;quot; || lamp light spectrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: Fresnel Textures===&lt;br /&gt;
&lt;br /&gt;
Textures for loading optical data&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelcolor====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelcolor || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.kr&#039;&#039;&#039; || vector || 0.5 0.0 0.0 || reflection color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelpreset====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.name&#039;&#039;&#039; || string || aluminium || fresnel preset (&amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelsopra====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Au.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Type: fresnelluxpop====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.type&#039;&#039;&#039; || string || fresnelpreset || type of texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.textures.&amp;lt;texture name&amp;gt;.file&#039;&#039;&#039; || string || ... || nk file path (e.g scenes/luxball/Cr.nk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.&lt;br /&gt;
&lt;br /&gt;
All volumes share these properties&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.priority&#039;&#039;&#039; || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.ior&#039;&#039;&#039; || texture|| ... || index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.absorption&#039;&#039;&#039; ||  texture || ... || absorption texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission &#039;&#039;&#039; ||  texture || ... || emission &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.emission.id &#039;&#039;&#039; || unsigned int || ... || emission ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Clear===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || clear || volume type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Homogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || homogeneous|| volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volume: Heterogeneous===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.type&#039;&#039;&#039; || string || heterogeneous || volume type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.scattering&#039;&#039;&#039; || texture || ... || scattering texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.asymmetry&#039;&#039;&#039; || texture || ... || asymmetry texture&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.multiscattering&#039;&#039;&#039; || bool || ... || multiscattering&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.size&#039;&#039;&#039; || float || ... || step size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.volumes.&amp;lt;volume name&amp;gt;.steps.maxcount&#039;&#039;&#039; || unsigned int || ... || step maximum count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.&lt;br /&gt;
&lt;br /&gt;
===Common properties===&lt;br /&gt;
&lt;br /&gt;
Common material properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumptex&#039;&#039;&#039; || texture || || texture to use for the bump mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.normaltex&#039;&#039;&#039; || texture || || texture to use for the normal mapping&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.bumpsamplingdistance&#039;&#039;&#039; || float || 0.001 || set the offset used to sample bump/normal mapping.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.interior&#039;&#039;&#039; || string || vol1 || name of interior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.volume.exterior&#039;&#039;&#039; || string || vol2 || name of exterior volume (for volume rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.id&#039;&#039;&#039; || int|| ... || material id&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.transparency&#039;&#039;&#039; || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.shadowcatcher.enable&#039;&#039;&#039; || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Normal maps====&lt;br /&gt;
Normal maps are set first as a texture type and then assigned to the material. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
scene.textures.normmap.type = imagemap&lt;br /&gt;
scene.textures.normmap.file = scenes/bump/normal.png&lt;br /&gt;
scene.textures.normmap.gamma = 1&lt;br /&gt;
&lt;br /&gt;
scene.materials.mat_white.type = matte&lt;br /&gt;
scene.materials.mat_white.kd = 0.8 0.8 0.8&lt;br /&gt;
scene.materials.mat_white.normaltex = normmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Light emission====&lt;br /&gt;
&lt;br /&gt;
All materials can emit light:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || color of the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.iesblob&#039;&#039;&#039; || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light from this material. &amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.theta&#039;&#039;&#039; || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.&amp;lt;br&amp;gt; Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.emission.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light source compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: archglass===&lt;br /&gt;
&lt;br /&gt;
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;archglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating. This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: carpaint===&lt;br /&gt;
&lt;br /&gt;
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.&lt;br /&gt;
&lt;br /&gt;
The available presets for the carpaint material are:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;ford f8&amp;quot;&lt;br /&gt;
*&amp;quot;polaris silber&amp;quot;&lt;br /&gt;
*&amp;quot;opel titan&amp;quot;&lt;br /&gt;
*&amp;quot;bmw339&amp;quot;&lt;br /&gt;
*&amp;quot;2k acrylack&amp;quot;&lt;br /&gt;
*&amp;quot;white&amp;quot;&lt;br /&gt;
*&amp;quot;blue&amp;quot;&lt;br /&gt;
*&amp;quot;blue matte&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;carpaint&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;ford f8&amp;quot; || one of the avilable presets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || absorption color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || absorption depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || diffuse color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || specular color - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.r3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m1&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m2&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.m3&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || roughness - layer 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: cloth===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;cloth&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;denim&amp;quot; || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.weft_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.warp_ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_u&#039;&#039;&#039; || float || 100.0 || thread count in the u direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.repeat_v&#039;&#039;&#039; || float || 100.0 || thread count in the v direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: disney===&lt;br /&gt;
&lt;br /&gt;
For more details, refer to the [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf original paper].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;disney&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.basecolor&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || Base color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.subsurface&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.roughness&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.metallic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.specular&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.speculartint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoat&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.clearcoatgloss&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.anisotropic&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheen&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sheentint&#039;&#039;&#039; || texture || 0.0 || &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmamount&#039;&#039;&#039; || texture || none || Linear interpolation between no film (0) and full film effect (1) for artistic control.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.cauchyc&#039;&#039;&#039; || texture || 0.0 || if defined and &amp;gt; 0.0, enable dispersion. The value is the C term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy&#039;s equation]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossy2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossy2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossytranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossytranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks_bf&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness_bf&#039;&#039;&#039; || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d_bf&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index_bf&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce_bf&#039;&#039;&#039; || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: glossycoating===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;glossycoating&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.base&#039;&#039;&#039; || string || || name of base material, the coating layer is added on top of this material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ks&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant specular color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.ka&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.d&#039;&#039;&#039; || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.index&#039;&#039;&#039; || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.multibounce&#039;&#039;&#039; || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: matte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;matte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the matte material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mattetranslucent===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mattetranslucent&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: metal2===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;metal2&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.fresnel&#039;&#039;&#039; || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.preset&#039;&#039;&#039; || string || &amp;quot;aluminium&amp;quot; || (DEPRECATED) &amp;quot;aluminium&amp;quot;, &amp;quot;silver&amp;quot;, &amp;quot;copper&amp;quot;, &amp;quot;gold&amp;quot; or &amp;quot;amorphous carbon&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.n&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.k&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || (DEPRECATED)  texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mirror===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mirror&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mix===&lt;br /&gt;
&lt;br /&gt;
This material can be used to mix 2 other materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mix&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material1&#039;&#039;&#039; || string || mat1 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.material2&#039;&#039;&#039; || string || mat2 || name of another material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.amount&#039;&#039;&#039; || texture || 0.5 || texture or constant value used to mix the materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: null===&lt;br /&gt;
&lt;br /&gt;
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;null&amp;quot; || type of material&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughglass===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughglass&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kr&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kt&#039;&#039;&#039; || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.interiorior&#039;&#039;&#039; || texture || 1.5 || inside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.exteriorior&#039;&#039;&#039; || texture || 1.0 || outside texture or constant index of refraction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.uroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along u coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.vroughness&#039;&#039;&#039; || texture || 0.1 || texture or constant roughness value along v coordinate of the material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmthickness&#039;&#039;&#039; || texture || none || thickness (in nanometers) of a [https://en.wikipedia.org/wiki/Thin-film_interference thin-film coating] on the surface.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.filmior&#039;&#039;&#039; || texture || none || Refractive index of the thin-film coating.&amp;lt;br&amp;gt;This property is optional, if it is not defined, the coating is disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: roughmatte===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;roughmatte&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.sigma&#039;&#039;&#039; || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: velvet===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;velvet&amp;quot; || type of material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.kd&#039;&#039;&#039; || texture || 0.5 0.5 0.5 || color of the material&#039;s fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p1&#039;&#039;&#039; || texture || -2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p2&#039;&#039;&#039; || texture || 20.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.p3&#039;&#039;&#039; || texture || 2.0 || polynomial that influences the fuzz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.materials.&amp;lt;material name&amp;gt;.thickness&#039;&#039;&#039; || texture || 0.1 || height of the fuzz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.material&#039;&#039;&#039; || string || || type of object material&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.shape&#039;&#039;&#039; || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.ply&#039;&#039;&#039; || string || || &#039;&#039;&#039;(Deprecated, use .shape instead)&#039;&#039;&#039; name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.&amp;lt;br&amp;gt;Memory required to store the triangle mesh information is allocated only&amp;lt;br&amp;gt;once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.vertices&#039;&#039;&#039; || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.faces&#039;&#039;&#039; || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.&amp;lt;br&amp;gt;It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.id&#039;&#039;&#039; || unsigned int || || object ID&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.camerainvisible&#039;&#039;&#039; || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Object Motion Blur===&lt;br /&gt;
&lt;br /&gt;
LuxCore supports transformation motion blur for objects.&lt;br /&gt;
Motion blur is enabled if an object has a motion system defined as described below.&lt;br /&gt;
&lt;br /&gt;
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.&lt;br /&gt;
Step indices start at 0. The times have to be monotonic (each greater than the last).&lt;br /&gt;
&lt;br /&gt;
Note that the embree accelerator only supports a maximum of 129 time steps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.time&#039;&#039;&#039; || float || || time (in seconds) of the step&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.objects.&amp;lt;object name&amp;gt;.motion.&amp;lt;step&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shapes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Type: mesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mesh&amp;quot; || mesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.ply&#039;&#039;&#039; || string || ... || mesh path (e.g &#039;&#039;scenes/luxball/luxball-shell.ply&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: inlinedmesh===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;inlinedmesh&amp;quot; || inlinedmesh shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.vertices&#039;&#039;&#039; || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0  1.0 0.0 0.0  0.0 1.0 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.faces&#039;&#039;&#039; || vector || ... || inlinedmesh faces (e.g 0 1 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.appliedtransformation&#039;&#039;&#039; || Matrix4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: pointiness===&lt;br /&gt;
&lt;br /&gt;
Contains surface curvature information in vertex alpha channel.&amp;lt;br&amp;gt;&lt;br /&gt;
You can access this information in materials via a hitpointalpha texture.&amp;lt;br&amp;gt;&lt;br /&gt;
The values range from -1 to 1 (float).&amp;lt;br&amp;gt;&lt;br /&gt;
Values from -1 to 0 are concave, while values from 0 to 1 are convex.&lt;br /&gt;
&lt;br /&gt;
[[ Shape:_Pointiness | Examples ]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;pointiness&amp;quot; || pointiness shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.source&#039;&#039;&#039; || string || ... || pointiness source (a mesh shape)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: strands===&lt;br /&gt;
&lt;br /&gt;
Can be used for hair, fur, grass etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;strands&amp;quot; || strands shape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.file&#039;&#039;&#039; || string || ... || strands file (&#039;&#039;scenes/strands/straight.hair&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strands tessellation methods====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbon&amp;quot; || ribbon tessellation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.usecameraposition&#039;&#039;&#039; || bool || 1 || use camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;ribbonadaptive&amp;quot; || ribbon adaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.maxdepth&#039;&#039;&#039; || unsigned int || 12 || max tessellation depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.adaptative.error &#039;&#039;&#039; || float || 0.0075 || max tessellation error &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solid&amp;quot; || solid tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solid.sidecount &#039;&#039;&#039; || unsigned int || 12 || tessellation&#039;s side count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.type&#039;&#039;&#039; || string || &amp;quot;solidadaptive&amp;quot; || solidadaptive tessellation method&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.sidecount &#039;&#039;&#039; || unsigned int || 8 || tessellation&#039;s side count&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.maxdepth&#039;&#039;&#039; || unsigned int || 16 || tessellation&#039;s max depth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.shapes.&amp;lt;shape name&amp;gt;.tessellation.solidadaptive.error&#039;&#039;&#039; || float || 0.05 || tessellation&#039;s max error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: group===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: displacement===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: subdiv===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: harlequin===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: simplify===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: islandaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
===Type: randomtriangleaov===&lt;br /&gt;
&lt;br /&gt;
Todo.&lt;br /&gt;
&lt;br /&gt;
==Light sources==&lt;br /&gt;
&lt;br /&gt;
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.&lt;br /&gt;
&lt;br /&gt;
===Common parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || intensity of the light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.transformation&#039;&#039;&#039; || matrix 4x4 || 1.0 0.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 1.0 0.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 1.0 0.0&amp;lt;br/&amp;gt;0.0 0.0 0.0 1.0 || transformation matrix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.samples&#039;&#039;&#039; || int || -1 || the number of shadow ray to trace to compute direct light for this light source.&amp;lt;br&amp;gt;This property is an hint and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.id&#039;&#039;&#039; || int || 0 || the radiance group the light emitted from this material is assigned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.importance&#039;&#039;&#039; || float || 1.0 || A hint how often to sample this light compared to other lights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sun===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sun&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.relsize&#039;&#039;&#039; || float || 1.0 || relative size to the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sky2===&lt;br /&gt;
&lt;br /&gt;
Hosek-Wilkie sky model.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sky2&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.turbidity&#039;&#039;&#039; || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.dir&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction vector of the sun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gain&#039;&#039;&#039; || vector || ... || gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.groundalbedo&#039;&#039;&#039; || vector || 0.5 0.5 0.5 || ground albedo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.enable&#039;&#039;&#039; || bool || 1 || enable ground color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.ground.color&#039;&#039;&#039; || vector|| ... || RGB ground color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: infinite===&lt;br /&gt;
&lt;br /&gt;
Spherical lightsource surrounding the scene at infinite distance.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;infinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.file&#039;&#039;&#039; || string || &amp;quot;image.png&amp;quot; || filename of the environment map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma correction used by the image map&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.storage&#039;&#039;&#039; || string || &amp;quot;auto&amp;quot; || environment map storage type (&amp;quot;auto&amp;quot;, &amp;quot;byte&amp;quot;, &amp;quot;half&amp;quot; or &amp;quot;float&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.sampleupperhemisphereonly&#039;&#039;&#039; || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: point===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;point&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mappoint===&lt;br /&gt;
&lt;br /&gt;
Point light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mappoint&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sphere===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: mapsphere===&lt;br /&gt;
&lt;br /&gt;
Sphere light with support for IES files or image maps controlling the strength of light emitted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;mapsphere&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 1.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || the name of an optional image map that can be used to scale the emitted light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesfile&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.iesblob&#039;&#039;&#039; || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.flipz&#039;&#039;&#039; || bool || false || flip the IES profile along the Z axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.width&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.map.height&#039;&#039;&#039; || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: spot===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;spot&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.coneangle&#039;&#039;&#039; || float || 30.0 || angle in degrees of the spotlight cone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.conedeltaangle&#039;&#039;&#039; || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: projection===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;projection&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.fov&#039;&#039;&#039; || float || 45.0 || field of view in terms of angular spread along the shorter image axis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.mapfile&#039;&#039;&#039; || string || || filename of the image to project. If not specified, a constat light color will be used.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.gamma&#039;&#039;&#039; || float || 2.2 || gamma value of the image map defined with .mapfile property&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: constantinfinite===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;constantinfinite&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.diffuse.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on diffuse surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.glossy.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on glossy surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.visibility.indirect.specular.enable&#039;&#039;&#039; || bool || true || if the light source is visible by indirect rays on specular surfaces.&amp;lt;br&amp;gt;This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: sharpdistant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;sharpdistant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: distant===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;distant&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.direction&#039;&#039;&#039; || vector || 0.0 0.0 1.0 || direction&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.theta&#039;&#039;&#039; || float || 10.0 || half angle of the light source in degree. Must be &amp;gt; 0 for soft shadows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Type: laser===&lt;br /&gt;
&lt;br /&gt;
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&lt;br /&gt;
!Property type&lt;br /&gt;
!Default value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.type&#039;&#039;&#039; || string || &amp;quot;laser&amp;quot; || type of light&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.position&#039;&#039;&#039; || point || 0.0 0.0 0.0 || position&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.target&#039;&#039;&#039; || point || 0.0 0.0 1.0 || target&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.color&#039;&#039;&#039; || spectrum || 1.0 1.0 1.0 || color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.power&#039;&#039;&#039; || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.efficency&#039;&#039;&#039; || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy&amp;lt;br&amp;gt; bypasses this feature and uses only the lamp gain&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;scene.lights.&amp;lt;light name&amp;gt;.radius&#039;&#039;&#039; || float || 0.01 || radius of the laser beam&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual&amp;diff=1713</id>
		<title>LuxCore SDL Reference Manual</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual&amp;diff=1713"/>
		<updated>2020-08-27T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference manual for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.5|v2.5 (in development)]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.4|v2.4]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.3|v2.3]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.2|v2.2]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.1|v2.1]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.0|v2.0]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Glossy&amp;diff=1712</id>
		<title>LuxCoreRender Materials Glossy</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Glossy&amp;diff=1712"/>
		<updated>2020-07-27T08:44:23Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Absorption Color / Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Luxcore_materials_glossy.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Glossy material represents a diffuse surface with a varnish coat. It is well suited to most plastics, lacquered wood, glazed ceramics (porcelain/tile), and wet surfaces. With the &amp;quot;multibounce&amp;quot; option enabled, the material will have a soft appearance, mimicking the scattering by fuzz or hair, making it well suited to rendering many types of cloth. &lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Color ===&lt;br /&gt;
&lt;br /&gt;
This is the color of the matte base layer, and will be the main color of the material. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Specular Color and IOR ===&lt;br /&gt;
&lt;br /&gt;
This is the color of the varnish coat. In many real world materials, all color is in the base rather than the gloss, so this color should often be left as gray. (For example, the paint on porcelain is applied before the glaze, so your paint texture should only be on the diffuse channel). Darker colors will make the material less shiny, especially at shallow angles. Optionally, you can specify an index of refraction for the coating material, however this will prevent you from coloring the coating, it will always be gray. This can be useful if you want to specify a specific material making up the coating. For example, a wet floor would have IOR = 1.333, the IOR of water.&lt;br /&gt;
&lt;br /&gt;
The specular color should not be set higher than about .25, and many everyday materials will have much lower values, such as .03-.05. &lt;br /&gt;
&amp;lt;!-- Technical details:  &lt;br /&gt;
The IOR and specular color are related via the formula IOR = (sqrt(Ks)+1)/(1-sqrt(Ks)) (Ks is the proper term for specular color). This translates a specular color of .25 to an index of refraction of ~3. A specular color of .05 results in an IOR of approximately 1.6, which is still a bit on the high side. A specular color of 1.0 (full white) results in an IOR of infinity, which is impossible. Even the most extreme metamaterials would only have a specular color of approximately 0.9 (IOR = 40) &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Roughness ===&lt;br /&gt;
&lt;br /&gt;
This determines how shiny the material is. Lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic &amp;quot;super-matte&amp;quot; and should be avoided.&amp;lt;!-- If your exporter uses the exponent setting to control roughness, higher values are shinier, with 0 being matte. To convert exponent to roughness use the following formula: ROUGH = SQRT(2 / (EXPONENT + 2))   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absorption Color / Depth ===&lt;br /&gt;
&lt;br /&gt;
These allow you to specify the color and depth of light absorption by the varnish. Note that since this is an absorption color, it will seem to work &amp;quot;backwards&amp;quot;. Setting it to blue will cause blue light to be absorbed, leaving you with a yellow-orange appearance. You can invert the color before plugging it into this slot to make it easier to achieve the desired look. To disable this option, set the color to full black or the absorption depth to 0 nm. Conversely, the absorption depth needs to be greater than 0 to see an effect.&lt;br /&gt;
&lt;br /&gt;
=== Multibounce ===&lt;br /&gt;
&lt;br /&gt;
The option will simulate light being scattered at the surface by things such as fuzz or fine hair. It is useful when using glossy for a skin or cloth material, and will give a soft, fuzzy appearance.&lt;br /&gt;
&lt;br /&gt;
[[file:Luxcore_materials_glossy_multibounce.jpg|left|thumb|400px|Left side no multibounce and right side multibounce]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[LuxCoreRender_Materials|Materials]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1707</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1707"/>
		<updated>2020-07-26T12:01:59Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Video Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/UVattTf1a5Q Blender 2.8 Luxcore Engine Setting Tutorial]&lt;br /&gt;
* [https://youtu.be/JBYneEf62PU Blender 2.8 Luxcore Online Library Tutorial]&lt;br /&gt;
* [https://youtu.be/vsVIFtle9OU Blender 2.8 luxcore fast tips]&lt;br /&gt;
* [https://youtu.be/32Ojuidbc7k Blender 2.8 Luxcore Fast Tips Light Shape]&lt;br /&gt;
* [https://youtu.be/YU38Pqb8gI4 Blender 2 8 Luxcore Projector &amp;amp; Sci-fi laser scan Tutorial]&lt;br /&gt;
* [https://youtu.be/HOxWI_0y6KI Blender 2.8 Luxcore shadow catcher]&lt;br /&gt;
&lt;br /&gt;
==== BlendLuxCore Guide by Mike Zurawski ====&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Ron1se5liV8 Render settings - Tracing method I]&lt;br /&gt;
* [https://youtu.be/EgLSibsTpgY Render settings - Light paths II]&lt;br /&gt;
* [https://youtu.be/qlYrtUwhNoY Render settings - Light paths III]&lt;br /&gt;
* [https://youtu.be/gSwXpWc5uFg Render settings - Light strategy &amp;amp; Filter IV]&lt;br /&gt;
* [https://youtu.be/fXoa2rJu_nY Render settings - Performance &amp;amp; Denoiser V]&lt;br /&gt;
* [https://youtu.be/ogkOyOmMDpA Render settings - Halt conditions, display and viewport settings VI]&lt;br /&gt;
* [https://youtu.be/FnORHMBpQHY Render settings - Photon GI cache VII]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials by cgvirus ===&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/ZRXXe3pevxk Shadow Catcher]&lt;br /&gt;
* [https://youtu.be/f6o1z9cZp_0 Intel Denoiser with LuxCore in the Compositor]&lt;br /&gt;
* [https://youtu.be/BoVXeHuzl6s Combining Multipass AOV of LuxCoreRender in Blender compositor for Creating Beauty Pass]&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting and other universal concepts.&lt;br /&gt;
&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/lights-and-shadows/ Lights and Shadows]&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/color-spaces/ Color Spaces]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1706</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1706"/>
		<updated>2020-07-25T11:34:33Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
A user-friendly version of this changelog is available at https://luxcorerender.org/new-features-in-v2-4/.&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
* render settings helper: fix photongi cache not being enabled even if caustic cache is enabled&lt;br /&gt;
* fix wrong sampler dropdown being shown when device is set to GPU and engine to Bidir&lt;br /&gt;
* export objects with displacement always as instances to avoid discrepancies between viewport and final render&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix addon not registering on macOS because of missing viewport denoiser binary&lt;br /&gt;
* fix LOL preview images being too bright in Blender 2.83&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1705</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1705"/>
		<updated>2020-07-25T11:32:50Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
A user-friendly version of this changelog is available at https://luxcorerender.org/new-features-in-v2-4/.&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
* render settings helper: fix photongi cache not being enabled even if caustic cache is enabled&lt;br /&gt;
* fix wrong sampler dropdown being shown when device is set to GPU and engine to Bidir&lt;br /&gt;
* export objects with displacement always as instances to avoid discrepancies between viewport and final render&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix LOL preview images being too bright in Blender 2.83&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1704</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1704"/>
		<updated>2020-07-20T18:20:26Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
A user-friendly version of this changelog is available at https://luxcorerender.org/new-features-in-v2-4/.&lt;br /&gt;
&lt;br /&gt;
=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
* render settings helper: fix photongi cache not being enabled even if caustic cache is enabled&lt;br /&gt;
* fix wrong sampler dropdown being shown when device is set to GPU and engine to Bidir&lt;br /&gt;
* export objects with displacement always as instances to avoid discrepancies between viewport and final render&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1703</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1703"/>
		<updated>2020-07-16T11:52:16Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Video Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/UVattTf1a5Q Blender 2.8 Luxcore Engine Setting Tutorial]&lt;br /&gt;
* [https://youtu.be/JBYneEf62PU Blender 2.8 Luxcore Online Library Tutorial]&lt;br /&gt;
* [https://youtu.be/vsVIFtle9OU Blender 2.8 luxcore fast tips]&lt;br /&gt;
* [https://youtu.be/32Ojuidbc7k Blender 2.8 Luxcore Fast Tips Light Shape]&lt;br /&gt;
* [https://youtu.be/YU38Pqb8gI4 Blender 2 8 Luxcore Projector &amp;amp; Sci-fi laser scan Tutorial]&lt;br /&gt;
* [https://youtu.be/HOxWI_0y6KI Blender 2.8 Luxcore shadow catcher]&lt;br /&gt;
&lt;br /&gt;
==== BlendLuxCore Guide by Mike Zurawski ====&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Ron1se5liV8 Render settings - Tracing method I]&lt;br /&gt;
* [https://youtu.be/EgLSibsTpgY Render settings - Light paths II]&lt;br /&gt;
* [https://youtu.be/qlYrtUwhNoY Render settings - Light paths III]&lt;br /&gt;
* [https://youtu.be/gSwXpWc5uFg Render settings - Light strategy &amp;amp; Filter IV]&lt;br /&gt;
* [https://youtu.be/fXoa2rJu_nY Render settings - Performance &amp;amp; Denoiser V]&lt;br /&gt;
* [https://youtu.be/ogkOyOmMDpA Render settings - Halt conditions, display and viewport settings VI]&lt;br /&gt;
* [https://youtu.be/FnORHMBpQHY Render settings - Photon GI cache VII]&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting and other universal concepts.&lt;br /&gt;
&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/lights-and-shadows/ Lights and Shadows]&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/color-spaces/ Color Spaces]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1702</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1702"/>
		<updated>2020-07-14T15:18:41Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
* render settings helper: fix photongi cache not being enabled even if caustic cache is enabled&lt;br /&gt;
* fix wrong sampler dropdown being shown when device is set to GPU and engine to Bidir&lt;br /&gt;
* export objects with displacement always as instances to avoid discrepancies between viewport and final render&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1701</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1701"/>
		<updated>2020-07-07T13:35:32Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1700</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1700"/>
		<updated>2020-07-07T13:35:16Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov and hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
* LuxCoreRender can now be compiled without OpenCL/CUDA SDK and it will load OpenCL/CUDA at run time (one executable can now be used for all types of installations)&lt;br /&gt;
* RTPathOCLRenderEngine::WaitNewFrame() takes is not more synchronous with rendering refresh&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all render engines&lt;br /&gt;
* It is now possible to render scenes without light sources (!)&lt;br /&gt;
* The use of more than 64 logical processors on Windows is now extended to all pre-processing tasks like caches, etc.&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
* Fixed a crash when using RemoveUnusedTextures() with Volumes (issue #377)&lt;br /&gt;
* Fixed a banding problem when using sphere light sources with very small radius (issue LuxCoreRender/BlendLuxCore#477)&lt;br /&gt;
* Fixed LXS parsing of UV inlined coordinates (issue #392)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;beta1 released&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix &amp;quot;compiling kernels&amp;quot; message shown before viewport render even if kernels were already cached&lt;br /&gt;
* fix duplicate texture math node category, leading to errors when unregistering the addon&lt;br /&gt;
* fix invert node compatibility code not being used, leading to errors when old node trees with invert nodes are exported&lt;br /&gt;
* fix brick bond and carpaint presets not working&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1699</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1699"/>
		<updated>2020-07-01T23:26:06Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* General Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BlendLuxCore Guide ====&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Ron1se5liV8 Render settings - Tracing method I]&lt;br /&gt;
* [https://youtu.be/EgLSibsTpgY Render settings - Light paths II]&lt;br /&gt;
* [https://youtu.be/qlYrtUwhNoY Render settings - Light paths III]&lt;br /&gt;
* [https://youtu.be/gSwXpWc5uFg Render settings - Light strategy &amp;amp; Filter IV]&lt;br /&gt;
* [https://youtu.be/fXoa2rJu_nY Render settings - Performance &amp;amp; Denoiser V]&lt;br /&gt;
* [https://youtu.be/ogkOyOmMDpA Render settings - Halt conditions, display and viewport settings VI]&lt;br /&gt;
* [https://youtu.be/FnORHMBpQHY Render settings - Photon GI cache VII]&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting and other universal concepts.&lt;br /&gt;
&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/lights-and-shadows/ Lights and Shadows]&lt;br /&gt;
* ciechanow.ski: [https://ciechanow.ski/color-spaces/ Color Spaces]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1695</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1695"/>
		<updated>2020-06-26T15:16:25Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* New Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* LuxCore API requires latin locale&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* New maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1694</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1694"/>
		<updated>2020-06-26T15:13:48Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* New Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* LuxCore API requires latin locale&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for principled emission, alpha and transmission sockets&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* Add maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1693</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1693"/>
		<updated>2020-06-26T14:51:23Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Blender Addon (BlendLuxCore) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* LuxCore API requires latin locale&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc. (only in Blender versions 2.82a and 2.83)&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
* Add maximum input to invert node&lt;br /&gt;
* New &amp;quot;Visible&amp;quot; setting for area lights, disabling hides the light not only for the camera, but also for shadow rays&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1692</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1692"/>
		<updated>2020-06-14T15:47:32Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* BlendLuxCore Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BlendLuxCore Guide ====&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Ron1se5liV8 Render settings - Tracing method I]&lt;br /&gt;
* [https://youtu.be/EgLSibsTpgY Render settings - Light paths II]&lt;br /&gt;
* [https://youtu.be/qlYrtUwhNoY Render settings - Light paths III]&lt;br /&gt;
* [https://youtu.be/gSwXpWc5uFg Render settings - Light strategy &amp;amp; Filter IV]&lt;br /&gt;
* [https://youtu.be/fXoa2rJu_nY Render settings - Performance &amp;amp; Denoiser V]&lt;br /&gt;
* [https://youtu.be/ogkOyOmMDpA Render settings - Halt conditions, display and viewport settings VI]&lt;br /&gt;
* [https://youtu.be/FnORHMBpQHY Render settings - Photon GI cache VII]&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting etc.&lt;br /&gt;
&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1691</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1691"/>
		<updated>2020-05-25T10:29:34Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BlendLuxCore Guide ====&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Ron1se5liV8 Render settings - Tracing method I]&lt;br /&gt;
* [https://youtu.be/EgLSibsTpgY Render settings - Light paths II]&lt;br /&gt;
* [https://youtu.be/qlYrtUwhNoY Render settings - Light paths III]&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting etc.&lt;br /&gt;
&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1690</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1690"/>
		<updated>2020-05-21T20:36:15Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Blender Addon (BlendLuxCore) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* LuxCore API requires latin locale&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* When using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* Support for custom split normals, weighted normals etc.&lt;br /&gt;
* Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* Limit max. subdiv in material previews to 1&lt;br /&gt;
* Add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* Add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* New triplanar normalmap node&lt;br /&gt;
* Add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** Add support for nested Cycles node groups&lt;br /&gt;
** Add support for geometry node outputs: position and normal&lt;br /&gt;
** Add support for object info node outputs: object index, material index, random&lt;br /&gt;
** Add support for refraction shader&lt;br /&gt;
** Add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* New addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** Option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* Support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* Amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* Support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix world volume ui panel drawing&lt;br /&gt;
* Fix material presets panel not showing without a material&lt;br /&gt;
* Fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* Fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* Fix export of metaballs with shared data&lt;br /&gt;
* Fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* Fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* Fix shapes not working on hair&lt;br /&gt;
* Fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* Fix color tint not working for sky and HDRIs&lt;br /&gt;
* Put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* Fix wrong view layer visibility check&lt;br /&gt;
* Fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1689</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1689"/>
		<updated>2020-05-21T20:34:31Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* LuxCore API requires latin locale&lt;br /&gt;
* accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree&lt;br /&gt;
* Python crashes when calling sys.exit()&lt;br /&gt;
* TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they require to increase the max. path depth to avoid black regions.&lt;br /&gt;
* Light emitted by motion blurred triangle lights is approximated using the triangle area of time 0.0 (computing triangle area at runtime would be expansive) so it may be not totally accurate if the motion blur transformation include a scale.&lt;br /&gt;
* Variance clamping is not applied to AOVs&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* when using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* support for custom split normals, weighted normals etc.&lt;br /&gt;
* reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* limit max. subdiv in material previews to 1&lt;br /&gt;
* add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* new triplanar normalmap node&lt;br /&gt;
* add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** add support for nested Cycles node groups&lt;br /&gt;
** add support for geometry node outputs: position and normal&lt;br /&gt;
** add support for object info node outputs: object index, material index, random&lt;br /&gt;
** add support for refraction shader&lt;br /&gt;
** add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* new addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* fix world volume ui panel drawing&lt;br /&gt;
* fix material presets panel not showing without a material&lt;br /&gt;
* fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* fix export of metaballs with shared data&lt;br /&gt;
* fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* fix shapes not working on hair&lt;br /&gt;
* fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* fix color tint not working for sky and HDRIs&lt;br /&gt;
* put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* fix wrong view layer visibility check&lt;br /&gt;
* fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1688</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1688"/>
		<updated>2020-05-21T20:32:24Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* LuxCore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
* Geometry vertex and triangle AOVs (arbitrary data associated to mesh vertices and triangle usable by textures)&lt;br /&gt;
* Removed the support for Triplanar texture .uvindex (side effect of the above new feature)&lt;br /&gt;
* New hitpointvertexaov nad hitpointtriangleaov textures&lt;br /&gt;
* Pointiness shape can now assign curvature values to vertex AOV with .aovindex property (a 4294967296 value will force the use of alpha channel instead, default value for compatibility with the past)&lt;br /&gt;
* LuxCore API has now SetMeshVertexAOV() and SetMeshTriangleAOV() methods to set geometry vertex and triangle AOV&lt;br /&gt;
* Added the support for new Random texture&lt;br /&gt;
* Added the support for the new IslandAOV shape&lt;br /&gt;
* Added the support for RandomTriangleAOV shape&lt;br /&gt;
* Accelerated duplicate vertex detection in pointiness shape (from 6.7 seconds to 0.016 seconds on a 100k vertex mesh)&lt;br /&gt;
* LuxRays API reworked to support generic hardware devices (now OpenCL, potentially CUDA, Vulkan, Metal, etc.)&lt;br /&gt;
* Added the support for light groups to PhotonGI&lt;br /&gt;
* New LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required&lt;br /&gt;
* Glossycoating material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Mix material on GPUs now supports bump mapping exactly like CPU version (issue #307)&lt;br /&gt;
* Added processor group support to enable LuxCoreRender to use more than 64 logical processors on Windows&lt;br /&gt;
* Added the support for CUDA rendering&lt;br /&gt;
* Added the support for out of core CUDA rendering (i.e. to render scenes larger than GPU ram available)&lt;br /&gt;
* GPU rendering now uses 64bit image map pixel indices (i.e. removed the limit of 8 * 4GB of scene image maps)&lt;br /&gt;
* New cache and out-of-core friendly mode for Random/Sobol samplers&lt;br /&gt;
* Added the support for denoising baked light maps with Intel ODIN&lt;br /&gt;
* pyluxcoretools merge now supports saving film AOVs via new --aov-output option&lt;br /&gt;
* New improved Metropolis sampler warmup period&lt;br /&gt;
* Added thin film interference option for many materials&lt;br /&gt;
* Added the support for a new color re-mapping image pipeline plug-in using .cube files (issue #81)&lt;br /&gt;
* LuxCore API now support unicode UTF-8 strings and files&lt;br /&gt;
* luxcore::KernelCacheFill() now supports opencl.devices.select, scene.epsilon.min and scene.epsilon.max properties (issue #374)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed a rendering difference when using/not using geometry negative scale transformations (issue #309)&lt;br /&gt;
* Fixed an out of bound access in BAKECPU&lt;br /&gt;
* Fixed a problem when using path.forceblackbackground.enable and env. lights&lt;br /&gt;
* Fixed a problem with scenes with very hard light paths and Metropolis sampler (issue #312)&lt;br /&gt;
* Sampler shared data are now reseted at the end of a scene edit (issue #312)&lt;br /&gt;
* Fixed a problem in automatic cache radius estimation of PhotonGI when using Orthographic camera (issue #324)&lt;br /&gt;
* Fixed an OpenCL compilation error when using large number of objects on some old GPUs&lt;br /&gt;
* Fixed a problem with BlendLuxCore when parsing more than 9 image pipelines (#336)&lt;br /&gt;
* Fixed a bug causing fireflies when using light tracing for caustics in some case (#329)&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Due to Glossycoating updated support for bump mapping on GPUs, some old scene using this kind of material/bump map combination may require some fix.&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* when using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* support for custom split normals, weighted normals etc.&lt;br /&gt;
* reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* limit max. subdiv in material previews to 1&lt;br /&gt;
* add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* new triplanar normalmap node&lt;br /&gt;
* add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** add support for nested Cycles node groups&lt;br /&gt;
** add support for geometry node outputs: position and normal&lt;br /&gt;
** add support for object info node outputs: object index, material index, random&lt;br /&gt;
** add support for refraction shader&lt;br /&gt;
** add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* new addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* fix world volume ui panel drawing&lt;br /&gt;
* fix material presets panel not showing without a material&lt;br /&gt;
* fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* fix export of metaballs with shared data&lt;br /&gt;
* fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* fix shapes not working on hair&lt;br /&gt;
* fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* fix color tint not working for sky and HDRIs&lt;br /&gt;
* put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* fix wrong view layer visibility check&lt;br /&gt;
* fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1687</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1687"/>
		<updated>2020-05-20T21:58:20Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Blender Addon (BlendLuxCore) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore.&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels.&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* when using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* support for custom split normals, weighted normals etc.&lt;br /&gt;
* reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* limit max. subdiv in material previews to 1&lt;br /&gt;
* add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* new triplanar normalmap node&lt;br /&gt;
* add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** add support for nested Cycles node groups&lt;br /&gt;
** add support for geometry node outputs: position and normal&lt;br /&gt;
** add support for object info node outputs: object index, material index, random&lt;br /&gt;
** add support for refraction shader&lt;br /&gt;
** add support for blackbody texture&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* new addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
* New material presets:&lt;br /&gt;
** Hybrid glass (regular refractive glass with white shadow color, as an alternative to architectural glass)&lt;br /&gt;
** Colored smoke&lt;br /&gt;
* New interactive render settings guide&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* fix world volume ui panel drawing&lt;br /&gt;
* fix material presets panel not showing without a material&lt;br /&gt;
* fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* fix export of metaballs with shared data&lt;br /&gt;
* fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* fix shapes not working on hair&lt;br /&gt;
* fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* fix color tint not working for sky and HDRIs&lt;br /&gt;
* put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* fix wrong view layer visibility check&lt;br /&gt;
* fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1686</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1686"/>
		<updated>2020-05-20T14:34:33Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* LuxCore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore.&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels.&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
===About Performance on GPUs===&lt;br /&gt;
&lt;br /&gt;
In the past versions, we have been moving from very specialized, scene dependent OpenCL kernels to general-purpose kernels. This development simultaneously has drawbacks and benefits in simple scenes, which are explained below. Complex scenes that use most features and shaders of LuxCore are less affected by the drawbacks, sometimes not at all, while still reaping the full benefits.&lt;br /&gt;
&lt;br /&gt;
* v2.2 is fastest (at samples/sec) because it uses conditional compilation: lots of renderengine features and materials/textures are turned off when not used. Requires kernel re-compilations each time you change rendersettings or material/texture settings. Viewport rendering with OpenCL engines is out of the question, unless all you do is move the camera or other objects around.&lt;br /&gt;
&lt;br /&gt;
* v2.3 is slower because it no longer uses conditional compilation for renderengine features: all of them are active, always. This means that re-compilations are no longer necessary when changing render settings (e.g. clamping value). Materials/textures still use conditional compilation in v2.3, requiring re-compilations on most shader changes, which makes OpenCL engines still unusable for viewport rendering.&lt;br /&gt;
&lt;br /&gt;
* v2.4 is slowest because it has no conditional compilation at all anymore. The kernel is compiled once for each engine type with all features enabled, and materials/textures are now evaluated at runtime using a stack-based method.&lt;br /&gt;
&lt;br /&gt;
Note, the speed difference is more visible the simpler the scene is. This is because with conditional compilation, most features will be disabled in such a scene. The more features your scene uses (meaning, the more complex it is), the less this matters. With a very complex scene using all features, v2.2 will have very similar speed to v2.4.&lt;br /&gt;
&lt;br /&gt;
Also, don&#039;t forget that you now save the time for kernel compilation, always (which could range from seconds to minutes). This can actually benefit simpler scenes, if the total rendertime is short (like for animations). If you render 500 frames at 60 sec/frame, saving 20 seconds of kernel compilation can matter a lot.&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* when using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* support for custom split normals, weighted normals etc.&lt;br /&gt;
* reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* limit max. subdiv in material previews to 1&lt;br /&gt;
* add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* new triplanar normalmap node&lt;br /&gt;
* add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** add support for nested Cycles node groups&lt;br /&gt;
** add support for geometry node outputs: position and normal&lt;br /&gt;
** add support for object info node outputs: object index, material index, random&lt;br /&gt;
** add support for refraction shader&lt;br /&gt;
** add support for blackbody texture&lt;br /&gt;
* new hybrid glass material preset&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* new addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* fix world volume ui panel drawing&lt;br /&gt;
* fix material presets panel not showing without a material&lt;br /&gt;
* fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* fix export of metaballs with shared data&lt;br /&gt;
* fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* fix shapes not working on hair&lt;br /&gt;
* fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* fix color tint not working for sky and HDRIs&lt;br /&gt;
* put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* fix wrong view layer visibility check&lt;br /&gt;
* fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1685</id>
		<title>LuxCoreRender Release Notes v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1685"/>
		<updated>2020-05-19T15:10:42Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Blender Addon (BlendLuxCore) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* New OpenCL code to evaluate textures and materials. It doesn&#039;t require kernel re-compilation anymore.&lt;br /&gt;
* LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu option now pre-compile all possible GPU kernels.&lt;br /&gt;
* LuxCore API KernelCacheFill() is now available for Python&lt;br /&gt;
* New 2-levels Env. Light Visibility Cache (ELVC)&lt;br /&gt;
* Added the support for a new &amp;quot;.sharpness&amp;quot; (default value 0.1, range [0.0, 1.0]) Intel OIDN parameter to blend original and denoised output&lt;br /&gt;
* Removed LuxRays support for virtual devices and hybrid rendering (old LuxRender GPU doing ray intersections and CPU everything else)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* optimize viewport update checks in scenes with many particles/duplis&lt;br /&gt;
* Replaced the Eevee lookdev (which required Cycles materials) with an albedo render mode that is intended as a fast texture preview for both Lux and Cycles node trees&lt;br /&gt;
* Node editor quality of life (support for muting nodes and some [https://github.com/LuxCoreRender/BlendLuxCore/issues/407 node wrangler functions])&lt;br /&gt;
* when using PhotonGI debug modes, disable light tracing and use an exposure compensated tonemapper&lt;br /&gt;
* support for custom split normals, weighted normals etc.&lt;br /&gt;
* reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled&lt;br /&gt;
* Use Cycles nodes on linked materials without Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets)&lt;br /&gt;
* limit max. subdiv in material previews to 1&lt;br /&gt;
* add support for principled emission, alpha and transmission sockets to Cycles node reader&lt;br /&gt;
* add support for indirect only collection visibility mode&lt;br /&gt;
* Support for manta flow smoke export in blender 2.82&lt;br /&gt;
* new triplanar normalmap node&lt;br /&gt;
* add triplanar projection mode to imagemap node, general rework/polishing of the imagemap node&lt;br /&gt;
* Add support for transparency in the denoised result (both viewport and final render)&lt;br /&gt;
* Emulate Cycles material UI in Lux material node editor (material and slot dropdown instead of node tree dropdown)&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=2165 Thin film coating support] for glass and disney materials&lt;br /&gt;
* Cycles node reader:&lt;br /&gt;
** add support for nested Cycles node groups&lt;br /&gt;
** add support for geometry node outputs: position and normal&lt;br /&gt;
** add support for object info node outputs: object index, material index, random&lt;br /&gt;
** add support for refraction shader&lt;br /&gt;
** add support for blackbody texture&lt;br /&gt;
* new hybrid glass material preset&lt;br /&gt;
* LuxCore Online Library is now integrated in Blender (3D view &amp;gt; N-Panel &amp;gt; LuxCoreOnlineLibrary tab)&lt;br /&gt;
* new addon preferences:&lt;br /&gt;
** GPU backend (OpenCL/CUDA)&lt;br /&gt;
** option to enable/disable image node thumbnails on new nodes by default&lt;br /&gt;
** LuxCore Online Library preferences&lt;br /&gt;
* support for new sampling patterns and out-of-core rendering&lt;br /&gt;
* amount of light tracing samples is now shown in statistics (image editor &amp;gt; N-Panel &amp;gt; LuxCore tab)&lt;br /&gt;
* support for COLOR_LUT imagepipeline plugin, allowing to load .cube LUT files&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* fix world volume ui panel drawing&lt;br /&gt;
* fix material presets panel not showing without a material&lt;br /&gt;
* fix remesh panel in mesh data properties not showing up&lt;br /&gt;
* fix bugs in 3D mapping node UI (the controls were disappearing when the selected object was of type &amp;quot;CURVE&amp;quot;, &amp;quot;SURFACE&amp;quot; or &amp;quot;FONT&amp;quot;)&lt;br /&gt;
* fix export of metaballs with shared data&lt;br /&gt;
* fix shapes being added to cached meshes over and over in viewport render&lt;br /&gt;
* fix check for UV maps on curve, surface and font objects being broken&lt;br /&gt;
* fix shapes not working on hair&lt;br /&gt;
* fix possible key collision in image exporter after undo (fixes #431)&lt;br /&gt;
* fix color tint not working for sky and HDRIs&lt;br /&gt;
* put Blender post processing panel in the right place (output props instead of render props)&lt;br /&gt;
* fix wrong view layer visibility check&lt;br /&gt;
* fix possible config export error if film opencl device was not set&lt;br /&gt;
&lt;br /&gt;
===Known problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/167 Inserted keyframes in material node graph don&#039;t show up in graph editor or anywhere else]&lt;br /&gt;
* LuxCore node parameters can not be animated in Blender 2.82. This bug is fixed in Blender 2.83 and later&lt;br /&gt;
* Rendering with caches (e.g. PhotonGI, DLSC, Env. light cache) can lead to problems &#039;&#039;&#039;if border rendering is enabled&#039;&#039;&#039;. A workaround is to disable automatic radius estimation and setting the radius manually instead when using border rendering&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1684</id>
		<title>Render Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1684"/>
		<updated>2020-05-14T13:01:59Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Samplers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
The choice of engine decides how lights are traced in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following engines (integrators):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that casts rays from the camera. Samples the whole film progressively. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Tiled Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that is almost the same as &#039;&#039;&#039;Path&#039;&#039;&#039;, but uses a special sampler which iterates over the image in tiles (this leads to a slightly lower RAM usage). The OpenCL version adapts the number of tiles that are rendered at once to the performance of the compute devices (GPUs/CPUs), so the tile size does not matter a lot (if rendering performance is bad due to small tiles, the number of rendered tiles is increased automatically). When the last tile of a pass is reached, it is split among the compute devices. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Bidir&#039;&#039;&#039; (CPU only): Bidirectional pathtracer that casts rays from both camera and light sources. Samples the whole film progressively. Supports only a subset of AOVs: RGB, RGBA, ALPHA, DEPTH and SAMPLECOUNT. It is recommended to combine this engine with the &#039;&#039;&#039;Metropolis&#039;&#039;&#039; sampler.&lt;br /&gt;
&lt;br /&gt;
= Samplers = &lt;br /&gt;
&lt;br /&gt;
The sampler decides how points on the film are chosen (in which area to fire more/less light rays).&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following samplers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sobol:&#039;&#039;&#039; Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
* &#039;&#039;&#039;Metropolis: &#039;&#039;&#039; Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers. It is not recommended to use this sampler for rendering on GPUs.&lt;br /&gt;
* &#039;&#039;&#039;Random:&#039;&#039;&#039; Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image. In almost all cases, the Sobol sampler is better suited.&lt;br /&gt;
&lt;br /&gt;
= Clamping =&lt;br /&gt;
&lt;br /&gt;
All engines support &amp;quot;variance clamping&amp;quot; of samples. The clamping value has to be chosen to fit the brightness in the scene. &lt;br /&gt;
&lt;br /&gt;
= Caches =&lt;br /&gt;
&lt;br /&gt;
Caches are pre-computed before the rendering of film samples starts. They can accelerate the rendering of their respective area of expertise tremendously. Caches can be saved to disk and re-used, which can for example be used for animations where only the camera moves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Indirect Light Cache:&#039;&#039;&#039; Use this cache if the indirect light in the scene is noisy (for example in indoor scenes)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Caustics Cache:&#039;&#039;&#039; Use this cache if there are SDS-caustics in the scene (e.g. caustics in mirror, pool with camera above surface, underwater scene with caustics reflected from water surface, etc.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment light cache:&#039;&#039;&#039; Use this cache if direct light from world background is noisy (for example in indoor scenes lit by sky or HDRI through small windows). Do not use it in open scenes, as it can be detrimental to performance in that case. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Direct Light Sampling Cache:&#039;&#039;&#039; Use this cache in scenes with many light sources, where most of the lights only affect a limited area around them (e.g. a skyscraper with hundreds of rooms, each room lit by one light source). This cache makes direct light sampling in such situations much more efficient. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
= Light Strategy =&lt;br /&gt;
&lt;br /&gt;
The light strategy controls how much processing power is spent on each light in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
All lights in the scene can be sampled with the same probability (&#039;&#039;uniform&#039;&#039; light strategy), but if some light sources are much brighter than others, the image will be more noisy because a lot of processing power is spent on weak lights that are not contributing much to the lighting.&amp;lt;br&amp;gt;&lt;br /&gt;
The solution to this problem are the &#039;&#039;power&#039;&#039; and &#039;&#039;log power&#039;&#039; light strategies. They dedicate more processing power to lights that are brighter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following light strategies are available:&lt;br /&gt;
&lt;br /&gt;
* Uniform&lt;br /&gt;
* Power&lt;br /&gt;
* Log Power (default)&lt;br /&gt;
&lt;br /&gt;
The sampling probability of a light can also be influenced with the importance setting of the light source:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Importance:&#039;&#039;&#039; How much processing power to spend on this light source compared to other light sources. &lt;br /&gt;
Used to scale the light importance computed by the light strategy. For instance, if you set a &#039;&#039;uniform&#039;&#039; light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0.&lt;br /&gt;
If you use a &#039;&#039;power&#039;&#039; light strategy, the user importance will be multiplied by the light power.&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1683</id>
		<title>Render Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1683"/>
		<updated>2020-05-14T13:00:14Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Caches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
The choice of engine decides how lights are traced in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following engines (integrators):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that casts rays from the camera. Samples the whole film progressively. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Tiled Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that is almost the same as &#039;&#039;&#039;Path&#039;&#039;&#039;, but uses a special sampler which iterates over the image in tiles (this leads to a slightly lower RAM usage). The OpenCL version adapts the number of tiles that are rendered at once to the performance of the compute devices (GPUs/CPUs), so the tile size does not matter a lot (if rendering performance is bad due to small tiles, the number of rendered tiles is increased automatically). When the last tile of a pass is reached, it is split among the compute devices. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Bidir&#039;&#039;&#039; (CPU only): Bidirectional pathtracer that casts rays from both camera and light sources. Samples the whole film progressively. Supports only a subset of AOVs: RGB, RGBA, ALPHA, DEPTH and SAMPLECOUNT. It is recommended to combine this engine with the &#039;&#039;&#039;Metropolis&#039;&#039;&#039; sampler.&lt;br /&gt;
&lt;br /&gt;
= Samplers = &lt;br /&gt;
&lt;br /&gt;
The sampler decides how points on the film are chosen (in which area to fire more/less light rays).&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following samplers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sobol:&#039;&#039;&#039; Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
* &#039;&#039;&#039;Metropolis: &#039;&#039;&#039; Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers.&lt;br /&gt;
* &#039;&#039;&#039;Random:&#039;&#039;&#039; Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
&lt;br /&gt;
= Clamping =&lt;br /&gt;
&lt;br /&gt;
All engines support &amp;quot;variance clamping&amp;quot; of samples. The clamping value has to be chosen to fit the brightness in the scene. &lt;br /&gt;
&lt;br /&gt;
= Caches =&lt;br /&gt;
&lt;br /&gt;
Caches are pre-computed before the rendering of film samples starts. They can accelerate the rendering of their respective area of expertise tremendously. Caches can be saved to disk and re-used, which can for example be used for animations where only the camera moves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Indirect Light Cache:&#039;&#039;&#039; Use this cache if the indirect light in the scene is noisy (for example in indoor scenes)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Caustics Cache:&#039;&#039;&#039; Use this cache if there are SDS-caustics in the scene (e.g. caustics in mirror, pool with camera above surface, underwater scene with caustics reflected from water surface, etc.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment light cache:&#039;&#039;&#039; Use this cache if direct light from world background is noisy (for example in indoor scenes lit by sky or HDRI through small windows). Do not use it in open scenes, as it can be detrimental to performance in that case. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Direct Light Sampling Cache:&#039;&#039;&#039; Use this cache in scenes with many light sources, where most of the lights only affect a limited area around them (e.g. a skyscraper with hundreds of rooms, each room lit by one light source). This cache makes direct light sampling in such situations much more efficient. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
= Light Strategy =&lt;br /&gt;
&lt;br /&gt;
The light strategy controls how much processing power is spent on each light in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
All lights in the scene can be sampled with the same probability (&#039;&#039;uniform&#039;&#039; light strategy), but if some light sources are much brighter than others, the image will be more noisy because a lot of processing power is spent on weak lights that are not contributing much to the lighting.&amp;lt;br&amp;gt;&lt;br /&gt;
The solution to this problem are the &#039;&#039;power&#039;&#039; and &#039;&#039;log power&#039;&#039; light strategies. They dedicate more processing power to lights that are brighter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following light strategies are available:&lt;br /&gt;
&lt;br /&gt;
* Uniform&lt;br /&gt;
* Power&lt;br /&gt;
* Log Power (default)&lt;br /&gt;
&lt;br /&gt;
The sampling probability of a light can also be influenced with the importance setting of the light source:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Importance:&#039;&#039;&#039; How much processing power to spend on this light source compared to other light sources. &lt;br /&gt;
Used to scale the light importance computed by the light strategy. For instance, if you set a &#039;&#039;uniform&#039;&#039; light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0.&lt;br /&gt;
If you use a &#039;&#039;power&#039;&#039; light strategy, the user importance will be multiplied by the light power.&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1682</id>
		<title>Render Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1682"/>
		<updated>2020-05-14T12:52:50Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Caches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
The choice of engine decides how lights are traced in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following engines (integrators):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that casts rays from the camera. Samples the whole film progressively. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Tiled Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that is almost the same as &#039;&#039;&#039;Path&#039;&#039;&#039;, but uses a special sampler which iterates over the image in tiles (this leads to a slightly lower RAM usage). The OpenCL version adapts the number of tiles that are rendered at once to the performance of the compute devices (GPUs/CPUs), so the tile size does not matter a lot (if rendering performance is bad due to small tiles, the number of rendered tiles is increased automatically). When the last tile of a pass is reached, it is split among the compute devices. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Bidir&#039;&#039;&#039; (CPU only): Bidirectional pathtracer that casts rays from both camera and light sources. Samples the whole film progressively. Supports only a subset of AOVs: RGB, RGBA, ALPHA, DEPTH and SAMPLECOUNT. It is recommended to combine this engine with the &#039;&#039;&#039;Metropolis&#039;&#039;&#039; sampler.&lt;br /&gt;
&lt;br /&gt;
= Samplers = &lt;br /&gt;
&lt;br /&gt;
The sampler decides how points on the film are chosen (in which area to fire more/less light rays).&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following samplers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sobol:&#039;&#039;&#039; Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
* &#039;&#039;&#039;Metropolis: &#039;&#039;&#039; Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers.&lt;br /&gt;
* &#039;&#039;&#039;Random:&#039;&#039;&#039; Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
&lt;br /&gt;
= Clamping =&lt;br /&gt;
&lt;br /&gt;
All engines support &amp;quot;variance clamping&amp;quot; of samples. The clamping value has to be chosen to fit the brightness in the scene. &lt;br /&gt;
&lt;br /&gt;
= Caches =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Indirect Light Cache:&#039;&#039;&#039; Use this cache if the indirect light in the scene is noisy (for example in indoor scenes)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[ PhotonGI ]] Caustics Cache:&#039;&#039;&#039; Use this cache if there are SDS-caustics in the scene (e.g. caustics in mirror, pool with camera above surface, underwater scene with caustics reflected from water surface, etc.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment light cache:&#039;&#039;&#039; Use this cache if direct light from world background is noisy (for example in indoor scenes lit by sky or HDRI through small windows). Do not use it in open scenes, as it can be detrimental to performance in that case. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Direct Light Sampling Cache:&#039;&#039;&#039; Use this cache in scenes with many light sources, where most of the lights only affect a limited area around them (e.g. a skyscraper with hundreds of rooms, each room lit by one light source). This cache makes direct light sampling in such situations much more efficient. Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
= Light Strategy =&lt;br /&gt;
&lt;br /&gt;
The light strategy controls how much processing power is spent on each light in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
All lights in the scene can be sampled with the same probability (&#039;&#039;uniform&#039;&#039; light strategy), but if some light sources are much brighter than others, the image will be more noisy because a lot of processing power is spent on weak lights that are not contributing much to the lighting.&amp;lt;br&amp;gt;&lt;br /&gt;
The solution to this problem are the &#039;&#039;power&#039;&#039; and &#039;&#039;log power&#039;&#039; light strategies. They dedicate more processing power to lights that are brighter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following light strategies are available:&lt;br /&gt;
&lt;br /&gt;
* Uniform&lt;br /&gt;
* Power&lt;br /&gt;
* Log Power (default)&lt;br /&gt;
&lt;br /&gt;
The sampling probability of a light can also be influenced with the importance setting of the light source:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Importance:&#039;&#039;&#039; How much processing power to spend on this light source compared to other light sources. &lt;br /&gt;
Used to scale the light importance computed by the light strategy. For instance, if you set a &#039;&#039;uniform&#039;&#039; light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0.&lt;br /&gt;
If you use a &#039;&#039;power&#039;&#039; light strategy, the user importance will be multiplied by the light power.&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1681</id>
		<title>Render Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Render_Configuration&amp;diff=1681"/>
		<updated>2020-05-14T12:49:08Z</updated>

		<summary type="html">&lt;p&gt;Byob: added clamping and caches sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
The choice of engine decides how lights are traced in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following engines (integrators):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that casts rays from the camera. Samples the whole film progressively. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Tiled Path&#039;&#039;&#039; (CPU/OpenCL): Unidirectional pathtracer that is almost the same as &#039;&#039;&#039;Path&#039;&#039;&#039;, but uses a special sampler which iterates over the image in tiles (this leads to a slightly lower RAM usage). The OpenCL version adapts the number of tiles that are rendered at once to the performance of the compute devices (GPUs/CPUs), so the tile size does not matter a lot (if rendering performance is bad due to small tiles, the number of rendered tiles is increased automatically). When the last tile of a pass is reached, it is split among the compute devices. Supports all AOVs.&lt;br /&gt;
* &#039;&#039;&#039;Bidir&#039;&#039;&#039; (CPU only): Bidirectional pathtracer that casts rays from both camera and light sources. Samples the whole film progressively. Supports only a subset of AOVs: RGB, RGBA, ALPHA, DEPTH and SAMPLECOUNT. It is recommended to combine this engine with the &#039;&#039;&#039;Metropolis&#039;&#039;&#039; sampler.&lt;br /&gt;
&lt;br /&gt;
= Samplers = &lt;br /&gt;
&lt;br /&gt;
The sampler decides how points on the film are chosen (in which area to fire more/less light rays).&amp;lt;br&amp;gt;&lt;br /&gt;
LuxCoreRender offers the following samplers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sobol:&#039;&#039;&#039; Random sampler with an improved noise pattern. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
* &#039;&#039;&#039;Metropolis: &#039;&#039;&#039; Sampler that spends more samples on bright areas of the image, thus rendering caustics much better than the other samplers. The main disadvantage, especially when rendering on the GPU, is the higher RAM usage than the other samplers.&lt;br /&gt;
* &#039;&#039;&#039;Random:&#039;&#039;&#039; Simple random sampler. Supports adaptive sampling to spend more samples on noisy areas of the image.&lt;br /&gt;
&lt;br /&gt;
= Clamping =&lt;br /&gt;
&lt;br /&gt;
All engines support &amp;quot;variance clamping&amp;quot; of samples. The clamping value has to be chosen to fit the brightness in the scene. &lt;br /&gt;
&lt;br /&gt;
= Caches =&lt;br /&gt;
&lt;br /&gt;
== [[ PhotonGI | PhotonGI Cache]] ==&lt;br /&gt;
&lt;br /&gt;
=== Indirect Light Cache ===&lt;br /&gt;
&lt;br /&gt;
Use this cache if the indirect light in the scene is noisy (for example in indoor scenes)&lt;br /&gt;
&lt;br /&gt;
=== Caustics Cache ===&lt;br /&gt;
&lt;br /&gt;
Use this cache if there are SDS-caustics in the scene (e.g. caustics in mirror, pool with camera above surface, underwater scene with caustics reflected from water surface, etc.)&lt;br /&gt;
&lt;br /&gt;
== Environment light cache ==&lt;br /&gt;
&lt;br /&gt;
Use this cache if direct light from world background is noisy (for example in indoor scenes lit by sky or HDRI through small windows).&lt;br /&gt;
Do not use it in open scenes, as it can be detrimental to performance in that case. &lt;br /&gt;
&lt;br /&gt;
Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
== Direct Light Sampling Cache ==&lt;br /&gt;
&lt;br /&gt;
Use this cache in scenes with many light sources, where most of the lights only affect a limited area around them (e.g. a skyscraper with hundreds of rooms, each room lit by one light source). This cache makes direct light sampling in such situations much more efficient.&lt;br /&gt;
&lt;br /&gt;
Note that this cache may produce visible artifacts if aggressive (too low) clamping values are used. Raise the clamping value if this happens.&lt;br /&gt;
&lt;br /&gt;
= Light Strategy =&lt;br /&gt;
&lt;br /&gt;
The light strategy controls how much processing power is spent on each light in the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
All lights in the scene can be sampled with the same probability (&#039;&#039;uniform&#039;&#039; light strategy), but if some light sources are much brighter than others, the image will be more noisy because a lot of processing power is spent on weak lights that are not contributing much to the lighting.&amp;lt;br&amp;gt;&lt;br /&gt;
The solution to this problem are the &#039;&#039;power&#039;&#039; and &#039;&#039;log power&#039;&#039; light strategies. They dedicate more processing power to lights that are brighter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following light strategies are available:&lt;br /&gt;
&lt;br /&gt;
* Uniform&lt;br /&gt;
* Power&lt;br /&gt;
* Log Power (default)&lt;br /&gt;
&lt;br /&gt;
The sampling probability of a light can also be influenced with the importance setting of the light source:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Importance:&#039;&#039;&#039; How much processing power to spend on this light source compared to other light sources. &lt;br /&gt;
Used to scale the light importance computed by the light strategy. For instance, if you set a &#039;&#039;uniform&#039;&#039; light strategy, a light with a user importance of 2.0 will be sampled 2 times more often than one with 1.0.&lt;br /&gt;
If you use a &#039;&#039;power&#039;&#039; light strategy, the user importance will be multiplied by the light power.&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_User%27s_Manual&amp;diff=1680</id>
		<title>LuxCoreRender User&#039;s Manual</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_User%27s_Manual&amp;diff=1680"/>
		<updated>2020-05-14T12:38:16Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* [[ Render Configuration | Render settings ]]&lt;br /&gt;
* [[ LuxCoreRender Materials | Materials ]]&lt;br /&gt;
* [[ LuxCoreRender Textures | Textures ]]&lt;br /&gt;
* [[ LuxCoreRender Volumes | Volumes ]]&lt;br /&gt;
* [[ LuxCoreRender Hair and Fur | Hair and fur ]]&lt;br /&gt;
* [[ Lighting | Lighting ]]&lt;br /&gt;
* [[ Normal Mapping | Normal mapping ]]&lt;br /&gt;
* [[ LuxCoreRender Light_Groups | Light groups ]]&lt;br /&gt;
* [[ Shadowcatcher | Shadowcatcher ]]&lt;br /&gt;
* [[ LuxCoreRender Cameras | Cameras ]]&lt;br /&gt;
* [[ Subsurface Scattering | Subsurface Scattering (SSS) ]]&lt;br /&gt;
* [[ PhotonGI | PhotonGI Cache]]&lt;br /&gt;
* [[ Visibility_Map | Visibility map (improved portals) ]]&lt;br /&gt;
* [[ ImagePipeline ]]&lt;br /&gt;
* [[ LuxCoreRender_Network_Rendering | Network Rendering]]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1679</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1679"/>
		<updated>2020-05-12T13:17:26Z</updated>

		<summary type="html">&lt;p&gt;Byob: /* Blender 2.8x */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.8x ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300x300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/xZOdXI9181k| [https://youtu.be/xZOdXI9181k LuxCore Shader Tutorial 1] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Shader_2.jpg|thumb|none|300x300px|link=https://youtu.be/79V_ySn5ZoY| [https://youtu.be/79V_ySn5ZoY LuxCore Shader Tutorial 2] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Orange_juice_tutorial.png|thumb|none|300x300px|link=https://youtu.be/R2-u3YNJbHQ| [https://youtu.be/R2-u3YNJbHQ Orange Juice Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_pool_tutorial.png|thumb|none|300x300px|link=https://youtu.be/mHYpWe4KF8I| [https://youtu.be/mHYpWe4KF8I Caustics Pool Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Caustics_Master.jpg|thumb|none|300x300px|link=https://youtu.be/gvo9WLBqNVU| [https://youtu.be/gvo9WLBqNVU Caustics &amp;amp; Fog] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Displacement_tut.jpg|thumb|none|300x300px|link=https://youtu.be/OrgCGEJL_sk| [https://youtu.be/OrgCGEJL_sk Displacement Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Heads.jpg|thumb|none|300x300px|link=https://youtu.be/1COAMA_r1Ao| [https://youtu.be/1COAMA_r1Ao Skin Shader Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:HAIIRRR.jpg|thumb|none|300x300px|link=https://youtu.be/RMKwv6N4trQ| [https://youtu.be/RMKwv6N4trQ Hair Shader Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Light Groups2.jpg|thumb|none|300x300px|link=https://youtu.be/Lsz9yx6GM7I| [https://youtu.be/Lsz9yx6GM7I Light Group Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Carpaint tut.jpg|thumb|none|300x300px|link=https://youtu.be/KFbk_JxPUj4| [https://youtu.be/KFbk_JxPUj4 Carpaint Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Blendluxcore_render_settings_tut_1.jpg|thumb|none|300x300px|link=https://youtu.be/Ron1se5liV8| [https://youtu.be/Ron1se5liV8 BlendLuxCore: Render settings - Tracing method I] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Pbr_leaf_texture_tut.jpg|thumb|none|300x300px|link=https://youtu.be/j8TXpqtdcvY| [https://youtu.be/j8TXpqtdcvY PBR Leaf Texture Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blender 2.79 ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/-BmXeUDRqSo| [https://youtu.be/-BmXeUDRqSo Introduction to LuxCoreRender in Blender] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:DLSC_tutorial_thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/dIfwr2YPxPw| [https://youtu.be/dIfwr2YPxPw Tutorial about the Direct Light Sampling Cache (DLSC)] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Sss tutorial thumbnail.jpg|thumb|none|300x300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300x300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:Photongi_tutorial.jpg|thumb|none|300x300px|link=https://youtu.be/trkUldfb380| [https://youtu.be/trkUldfb380 PhotonGI Tutorial] ]]&lt;br /&gt;
|&lt;br /&gt;
[[File:LED_tutorial.png|thumb|none|300x300px|link=https://youtu.be/saGvvLWS4xs| [https://youtu.be/saGvvLWS4xs LED Tutorial] ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These tutorials are not about LuxCoreRender, but about scene composition, lighting etc.&lt;br /&gt;
&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/18/how-to-make-a-beautiful-scene/ What makes a beautiful scene]&lt;br /&gt;
* blenderer.com: [https://www.blendernation.com/2018/06/22/how-to-improve-your-interior-scenes/ Secrets to making the best interior scenes]&lt;br /&gt;
&lt;br /&gt;
== Old Tutorials for LuxBlend ==&lt;br /&gt;
&lt;br /&gt;
The tutorials listed here were made with the old LuxBlend addon.&lt;br /&gt;
&lt;br /&gt;
* Create nice beer using Blender and LuxCore: [https://www.youtube.com/watch?v=EtsA7iDK32A Part 1] and [https://www.youtube.com/watch?v=lJliJFKir8Y Part 2]&lt;br /&gt;
* [https://youtu.be/GpvHYi8uW1Y Create an interior scene using Blender and LuxCore]&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:Pbr_leaf_texture_tut.jpg&amp;diff=1678</id>
		<title>File:Pbr leaf texture tut.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:Pbr_leaf_texture_tut.jpg&amp;diff=1678"/>
		<updated>2020-05-12T13:16:12Z</updated>

		<summary type="html">&lt;p&gt;Byob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
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