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		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.6&amp;diff=1804</id>
		<title>LuxCore SDL Reference Manual v2.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.6&amp;diff=1804"/>
		<updated>2021-12-27T12:29:32Z</updated>

		<summary type="html">&lt;p&gt;Dade: 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 define multiple image pipelines at the same time by using the &#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&#039;&#039;&#039; properties prefix. Each image pipeline takes as input the raw rendering and is a chain off image pipeline plugins. Each plugin receives previous plugin output and produces a new output.&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;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual&amp;diff=1803</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=1803"/>
		<updated>2021-12-27T12:29:17Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference manual for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.6|v2.6]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.5|v2.5]]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual&amp;diff=1802</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=1802"/>
		<updated>2021-12-27T12:28:54Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference manual for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.5|v2.6]]&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.5|v2.5]]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.6&amp;diff=1801</id>
		<title>LuxCoreRender Release Notes v2.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.6&amp;diff=1801"/>
		<updated>2021-12-27T12:27:30Z</updated>

		<summary type="html">&lt;p&gt;Dade: &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;
* BIDIRCPU can now use PhotonGI caustic cache to render SDS paths&lt;br /&gt;
* Optimized the parsing of mesh light sources and it is now about 3x faster&lt;br /&gt;
* Introduced (partial) multi-thread support in pre-processing of Light sources&lt;br /&gt;
* Integrated OpenColorIO v2.0&lt;br /&gt;
* Added the support for new TONEMAP_OPENCOLORIO tone mapper&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to image maps&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to constant textures&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to implicit definitions of constant textures&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to materials&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to light sources&lt;br /&gt;
* FILESAVER avoids to save the internal random image map (used by randomized tiling)&lt;br /&gt;
* Updated to Intel Embree v3.12.2&lt;br /&gt;
* Updated to Intel OIDN v1.3.0&lt;br /&gt;
* Updated to OpenImageIO v2.2.13.1&lt;br /&gt;
* Regularize coordinate system to solve some anisotropic related issue with glossy material (pull request #521)&lt;br /&gt;
* UVRandomMapping2D now supports optional random rotation step parameter (issue #528)&lt;br /&gt;
* LocalRandomMapping3D now supports optional random rotation step parameter (issue #528)&lt;br /&gt;
* Introduced the concept of Scene texture image maps resize policy and the support for NONE and FIXED policies&lt;br /&gt;
* Reworked the way alpha channel is computed for transmitted paths&lt;br /&gt;
* Introduced the MINMEM Scene texture image maps resize policy&lt;br /&gt;
* Updated to Intel OIDN v1.4.0&lt;br /&gt;
* Added the support for Intel OIDN auxiliary buffers pre-filtering&lt;br /&gt;
* Added the support for new pyluxcoretools MakeTX&lt;br /&gt;
* Introduced the MIPMAPMEM Scene texture image maps resize policy&lt;br /&gt;
* GPU out-of-core rendering now automatically disable Film GPU image pipeline to save more memory&lt;br /&gt;
* Added the support for Film-only out-of-core rendering (CUDA-only) with property opencl.outofcore.film.enable&lt;br /&gt;
* Added a safety check for infinite light source when HDR with invalid values (NaN, Inf, etc.) is used&lt;br /&gt;
* Added the support to Intel OIDN plugin for enabling/diasbling prefiltering with .prefilter.enable property&lt;br /&gt;
* Disney glossiness evaluation (for PGI, Albedo AOV, etc.) now checks metal and specular parameters&lt;br /&gt;
* Disney glossiness evaluation uses now the square root of the value to align with the roughness of Glossy2, Metal, etc.&lt;br /&gt;
* Added the support for image map filtering nearest, linear was the only mode available before (issue #545)&lt;br /&gt;
* Albedo AOV reflections and transmissions can now be configured (mostly for denoising)&lt;br /&gt;
* Avg. Shading Normal AOV is now coherent with Albedo AOV reflections and transmissions settings&lt;br /&gt;
* Intel OIDN plugin now pre-filters Avg. Shading Normal AOV too&lt;br /&gt;
* Added the support for Albedo and Normal AOV warmup for improved denoising with BIDIRCPU&lt;br /&gt;
* Added the support for camera projection UV shape&lt;br /&gt;
* Added the support for OpenColorIO Looks to TONEMAP_OPENCOLORIO color space mode&lt;br /&gt;
* Added the support for OpenColorIO Looks to TONEMAP_OPENCOLORIO display mode&lt;br /&gt;
* It is now possible to set the light source volume like with camera (for BiDir)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* Fixed the reading of IES files on system with not-US locale&lt;br /&gt;
* Fixed a problem with Python and Property objects initialized as double even if they were int&lt;br /&gt;
* Python Property object now consider int data type always as a 64 bit value&lt;br /&gt;
* Fixed a bug rendering black baked maps when using bump mapping and COMBINED type with BAKECPU rendering engine&lt;br /&gt;
* Fixed a bug when rendering caustics over volumes with Caustic cache (issue #533)&lt;br /&gt;
* Fixed a problem causing the initialization of multiple dataset accelerators in some case&lt;br /&gt;
* Fixed a problem with incorrect alpha AOV values (issue #536)&lt;br /&gt;
* Fixed a problem when using Add/Subtract textures with bump mapping (issue #689)&lt;br /&gt;
* GlossyCoating is now a delta material if the base material is&lt;br /&gt;
* Fixed a crash when editing light source emission&lt;br /&gt;
* Added a work around to pyluxcoretools with PySide2 causing a std::bad_cast&lt;br /&gt;
* Fixed a possible crash when editing a scene&lt;br /&gt;
* Fixed glTF export to work with Python base64.b64decode()&lt;br /&gt;
* Fixed a bug in Disney material causing bright edges&lt;br /&gt;
* Fixed a problem with not-NULL transparent surfaces when the interior and the exterior volumes are the same&lt;br /&gt;
* Fixed a cut&amp;amp;paste error in ImageMapStorage::GetDuv() (issue #560)&lt;br /&gt;
* Fixed a problem with indirect light going trough objects with white shadow transparency in BIDIRCPU&lt;br /&gt;
* Fixed a possible crash when editing a scene&lt;br /&gt;
&lt;br /&gt;
= BlendLuxCore =&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.4&amp;diff=1799</id>
		<title>LuxCore SDL Reference Manual v2.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.4&amp;diff=1799"/>
		<updated>2021-07-30T19:24:45Z</updated>

		<summary type="html">&lt;p&gt;Dade: &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;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1798</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=1798"/>
		<updated>2021-07-30T19:24:15Z</updated>

		<summary type="html">&lt;p&gt;Dade: &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 define multiple image pipelines at the same time by using the &#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&#039;&#039;&#039; properties prefix. Each image pipeline takes as input the raw rendering and is a chain off image pipeline plugins. Each plugin receives previous plugin output and produces a new output.&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;
{| class=&amp;quot;wikitable&amp;quot;  cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
!Property name&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.6&amp;diff=1795</id>
		<title>LuxCoreRender Release Notes v2.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.6&amp;diff=1795"/>
		<updated>2021-04-10T14:19:00Z</updated>

		<summary type="html">&lt;p&gt;Dade: Created page with &amp;quot;__TOC__  =LuxCore=  ===New Features===  * BIDIRCPU can now use PhotonGI caustic cache to render SDS paths * Optimized the parsing of mesh light sources and it is now about 3x...&amp;quot;&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;
* BIDIRCPU can now use PhotonGI caustic cache to render SDS paths&lt;br /&gt;
* Optimized the parsing of mesh light sources and it is now about 3x faster&lt;br /&gt;
* Introduced (partial) multi-thread support in pre-processing of Light sources&lt;br /&gt;
* Integrated OpenColorIO v2.0&lt;br /&gt;
* Added the support for new TONEMAP_OPENCOLORIO tone mapper&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to image maps&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to constant textures&lt;br /&gt;
* Added the support for color spaces (Nop, LuxCore and OpenColorIO) to implicit definitions of constant textures&lt;br /&gt;
* FILESAVER avoids to save the internal random image map (used by randomized tiling)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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;
===New Features===&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1794</id>
		<title>LuxCoreRender Release Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1794"/>
		<updated>2021-04-10T14:17:37Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Release notes for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.6|v2.6 (under development)]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.5|v2.5]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.4|v2.4]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.3|v2.3]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.2|v2.2]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.1|v2.1]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.0|v2.0]]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1793</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=1793"/>
		<updated>2021-04-10T14:16:34Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
Beta1 released&lt;br /&gt;
&lt;br /&gt;
* Removed the cap to opencl.task.count parameter&lt;br /&gt;
&lt;br /&gt;
RC1 released&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;
Beta1 released&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when using Subdivision shape with vertex colors (issue #469)&lt;br /&gt;
* Fixed a possible crash when using multiple GPUs with PhotonGI&lt;br /&gt;
* Fixed a deadlock when using multiple renders at the same time in Blender (issue #575)&lt;br /&gt;
* Fixed a bug in the support for material .bumpsamplingdistance property&lt;br /&gt;
* Fixed a discrepancy in reflected area lights on glossy surfaces between CPU and GPU rendering when light tracing is enabled (issue #470)&lt;br /&gt;
* Avoid to return CUDA_ERROR_NO_DEVICE error if CUDA is installed but there are no NVIDIA GPUs installed&lt;br /&gt;
* Fixed compilation when CUDA is disabled but OpenCL is still enabled&lt;br /&gt;
* Now disabling CUDA for any error during the cuInit() like when an external GPU is unplugged (issue #493)&lt;br /&gt;
* Compiling the code with LUXCORE_DISABLE_OIDN defined will disable Intel OIDN (for platforms where it is not available like Apple M1)&lt;br /&gt;
* Fixed halt condition rendering stop code when using both eye and light tracing parameters (issue #497)&lt;br /&gt;
* Change sphere light implementation to provide an alternative to the point light fallback (issue #443)&lt;br /&gt;
* Fixed a compiler error when running with CUDA on Ampere GPUs (issue BlendLuxCore#626)&lt;br /&gt;
* Fixed a crash when using an image pipeline with only NOP plugin&lt;br /&gt;
* CPU code now rejects NaN/Inf sample values for AOVs like GPU code&lt;br /&gt;
* Avoid to generate NaN volume transmittance if the segment is infinite&lt;br /&gt;
&lt;br /&gt;
RC1 released&lt;br /&gt;
&lt;br /&gt;
* Fixed a problem when using the DIRECT_DIFFUSE_REFLECT AOV (issue #517)&lt;br /&gt;
* Fixed a crash when using CPU-only image pipeline plugins but image pipeline GPU support is still enabled&lt;br /&gt;
* Fixed a problem with BIDIRCPU and RADIANCE_GROUP AOV&lt;br /&gt;
* Fixed a problem when using chain of shapes with mesh vertex/triangle AOVs (issue #659)&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1792</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=1792"/>
		<updated>2021-04-10T14:16:08Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
Beta1 released&lt;br /&gt;
&lt;br /&gt;
* Removed the cap to opencl.task.count parameter&lt;br /&gt;
&lt;br /&gt;
RC1 released&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.5&amp;diff=1790</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=1790"/>
		<updated>2021-03-03T10:08:11Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Image pipeline */&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 define multiple image pipelines at the same time by using the &#039;&#039;&#039;film.imagepipelines.&amp;lt;pipeline #&amp;gt;.&#039;&#039;&#039; properties prefix. Each image pipeline takes as input the raw rendering and is a chain off image pipeline plugins. Each plugin receives previous plugin output and produces a new output.&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.5&amp;diff=1742</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=1742"/>
		<updated>2020-11-16T11:05:39Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* LuxCore */&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;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1698</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=1698"/>
		<updated>2020-06-28T09:42:42Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Known Problems */&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;
===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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1697</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=1697"/>
		<updated>2020-06-28T09:42:33Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1696</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=1696"/>
		<updated>2020-06-28T09:42:04Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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 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;
&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.4&amp;diff=1611</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=1611"/>
		<updated>2020-03-14T09:59:30Z</updated>

		<summary type="html">&lt;p&gt;Dade: Created page with &amp;quot;=LuxCore=  ===New Features===  * New OpenCL code to evaluate textures and materials. It doesn&amp;#039;t require kernel re-compilation anymore. * LuxCoreUI &amp;quot;Fill kernel cache&amp;quot; menu opt...&amp;quot;&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;
===Fixed Bugs===&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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1610</id>
		<title>LuxCoreRender Release Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1610"/>
		<updated>2020-03-14T09:56:28Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Release notes for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.4|v2.4 (under development)]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.3|v2.3]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.2|v2.2]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.1|v2.1]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.0|v2.0]]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1609</id>
		<title>LuxCoreRender Release Notes v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1609"/>
		<updated>2020-03-14T09:55:34Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* LuxCoreUI now shows eye and light pass counters if light tracing is enabled&lt;br /&gt;
* FILESAVER now expands inline exported constant texture values&lt;br /&gt;
* PhotonGI caustic scene re-factored to work with Vertex Merging (i.e. SPPM in this case)&lt;br /&gt;
* It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths&lt;br /&gt;
* Added the support for shadow rays transparency for path tracers (aka hybrid glass, issue #233)&lt;br /&gt;
* Added the support for Basu and Owen&#039;s low discrepancy triangle light sampling (pull request #246)&lt;br /&gt;
* Added an option to normalize BlackBody texture output&lt;br /&gt;
* Pointiness shape is now able to handle duplicate/similar vertices like if they were the same&lt;br /&gt;
* Added the support for Subdivison shape (base don OpenSubdiv)&lt;br /&gt;
* Added the support for Displacement shape&lt;br /&gt;
* Added the support for vector displacement to Displacement shape&lt;br /&gt;
* New image pipeline plugin: White balance&lt;br /&gt;
* Using/Not using bump/normal mapping doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Large rework of internal light interface. Fixed several instance/motion blur and lights related problems. Triangle light motion blur now works as expected in OpenCL.&lt;br /&gt;
* Large rework of internal mesh interface. Improved the performance of instanced and motion blur meshes.&lt;br /&gt;
* Changed object and material ID for background to 0 (from 0xffffffff)&lt;br /&gt;
* Added the support for screen space subdivision limit to SubdivShape&lt;br /&gt;
* Using/Not using any type of transparency doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_PASSTHROUGH conditional OpenCL compilation)&lt;br /&gt;
* Added an Harlequin shape (mostly to debug meshes)&lt;br /&gt;
* Added a Simplify shape (to decimate the number of triangles in a mesh with the smaller possible error)&lt;br /&gt;
* Reduced the default number of OpenCL threads from 512k to 256k (to save about 150MB of GPU RAM at 1-2% performance cost)&lt;br /&gt;
* Changing max. path and/or Russian Roulette parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_MAX_PATH_DEPTH, PARAM_MAX_PATH_DEPTH_DIFFUSE, PARAM_MAX_PATH_DEPTH_GLOSSY, PARAM_MAX_PATH_DEPTH_SPECULAR, PARAM_RR_DEPTH and PARAM_RR_CAPPARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Added the support the definition of meshes with multiple UVs, Colors and Alphas (issue #134)&lt;br /&gt;
* Added the BAKECPU engine (LuxCore API only)&lt;br /&gt;
* Added the glTF v2.0 FILESAVER support (LuxCore API only)&lt;br /&gt;
* Changing hybrid backward/forward path tracing settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_HYBRID_BACKFORWARD and PARAM_HYBRID_BACKFORWARD_GLOSSINESSTHRESHOLD conditional OpenCL compilation)&lt;br /&gt;
* Changing PhotonGI settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_PGIC_ENABLED, PARAM_PGIC_INDIRECT_ENABLED, PARAM_PGIC_CAUSTIC_ENABLED, etc.)&lt;br /&gt;
* Changing force black background flag doesn&#039;t require OpenCL compilation anymore (removed PARAM_FORCE_BLACK_BACKGROUND)&lt;br /&gt;
* Changing variance clamping settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_SQRT_VARIANCE_CLAMP_MAX_VALUE)&lt;br /&gt;
* Changing LIGHT_WORLD_RADIUS_SCALE doesn&#039;t require OpenCL compilation anymore (removed PARAM_RADIUS)&lt;br /&gt;
* Removed HitPoint struct variable size related to PARAM_ENABLE_TEX_HITPOINTCOLOR, PARAM_ENABLE_TEX_HITPOINTGREY, PARAM_ENABLE_TEX_HITPOINTALPHA and PARAM_TRIANGLE_LIGHT_HAS_VERTEX_COLOR to avoid OpenCL re-compilation&lt;br /&gt;
* Enabling/disabling volumes doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_VOLUMES and SCENE_DEFAULT_VOLUME_INDEX)&lt;br /&gt;
* Added the support for triplanar mapping&lt;br /&gt;
* Enabling/disabling camera clipping and/or OculusRift barrel doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_ENABLE_CLIPPING_PLANE and PARAM_CAMERA_ENABLE_OCULUSRIFT_BARREL)&lt;br /&gt;
* Changing any pixel filter related parameter doesn&#039;t require OpenCL compilation anymore (removed all PARAM_IMAGE_FILTER_*)&lt;br /&gt;
* Disney material now accepts values &amp;gt; 1.0 for sheen parameter&lt;br /&gt;
* Changing camera type doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_TYPE)&lt;br /&gt;
* Changing any image map related settings doesn&#039;t require OpenCL compilation anymore (removed all PARAM_HAS_IMAGEMAPS_*)&lt;br /&gt;
* Added the support for UV-less bump mapping with triplanar mapping&lt;br /&gt;
* Changing the number of light groups used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_RADIANCE_GROUP_*)&lt;br /&gt;
* Reduced (again) the default number of OpenCL threads from 256k to 128k&lt;br /&gt;
* Added the support for .normalizebycolor emission property&lt;br /&gt;
* Using a GPU memory block larger than CL_DEVICE_MAX_MEM_ALLOC_SIZE now triggers only a warning. Some driver/hardware (i.e. NVIDIA) is able to allocate larger blocks.&lt;br /&gt;
* Enabling/disabling BCD denoiser doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_DENOISER)&lt;br /&gt;
* Changing RTPATHOCL rendering parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_RTPATHOCL_*)&lt;br /&gt;
* Rework of OpenCL samplers code to not require OpenCL compilation anymore when changing sampler (removed PARAM_SAMPLER_*)&lt;br /&gt;
* Changing AOVs used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_CHANNELS_*)&lt;br /&gt;
* Adding/Removing a new light source type doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_*LIGHT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improved light map sampling in BAKECPU&lt;br /&gt;
* Added the support for transparencies and shadowcatcher to BAKECPU&lt;br /&gt;
* Fixed and optimized the execution on CPU with high thread count (24+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OUTPUT_SWITCHER image pipeline plugin now supports MATERIAL_ID_COLOR, ALBEDO, AVG_SHADING_NORMAL and USER_IMPORTANCE too&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added the support for baked light maps rendering&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed triangle lights back face emission when using an IES or image map profile&lt;br /&gt;
* Fixed OpenCL code for rotate triangle light when using IES or image map profile (BlendLuxCore iusse #310)&lt;br /&gt;
* Fixed light tracing when using orthographic camera&lt;br /&gt;
* Fixed a light intensity problem with OpenCL rendering when using a mix of materials with emission&lt;br /&gt;
* Fixed the support for wrap mode in image maps loaded from files&lt;br /&gt;
* Fixed a brightness problem when rendering large images with Metropolis sampler&lt;br /&gt;
* Fixed a brightness problem when rendering caustics with PhotonGI caustic cache&lt;br /&gt;
* Fixed a bug in Mix material OpenCL code when mixing transparent and not transparent materials&lt;br /&gt;
* Fixed a crash when rendering an empty scene with OpenCL and EnvLightVisibilityCache&lt;br /&gt;
* Fixed a problem with mesh light sources when deleting an object with LuxCore API (issue #290)&lt;br /&gt;
* Fixed a bug when evaluating complex tree of bump mapping nodes (issue #198)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* BAKECPU now correctly includes the dot product of shading normal and light direction in light maps&lt;br /&gt;
* Fixed the generation of material/object/volume default random ID (issue #296)&lt;br /&gt;
* Fixed bump mapping when using a transformation with negative scale on Z (issue #300)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug in pyluxcoretools ui code causing a runtime error with PySide2 5.14.x&lt;br /&gt;
* Volume .photongi.enable property is now parsed/exported and supported&lt;br /&gt;
* Fixed a problem in RTPATHOCL preview phase (issue #305)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a numerical precision problem on some very large scene (issue #308)&lt;br /&gt;
* Fixed weights of direct and indirect light maps in BAKECPU&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* OpenVDB node&lt;br /&gt;
* Support for new shadow color feature&lt;br /&gt;
* Support for new white balance image pipeline plugin&lt;br /&gt;
* Area lights now have UV coordinates&lt;br /&gt;
* Image sequence support&lt;br /&gt;
* Triplanar mapping node (+ triplanar bump node)&lt;br /&gt;
* Rework of caustic cache settings&lt;br /&gt;
* Only disable imgpipeline plugins in viewport because of denoiser when necessary (only for contour lines and color aberration)&lt;br /&gt;
* Support for blackbody normalize option&lt;br /&gt;
* New &amp;quot;exclude from render&amp;quot; flag for objects, to make it possible to have them visible in other render engines but invisible in LuxCore&lt;br /&gt;
* Support for LuxCore shape pipeline and new shape modifiers: OpenSubDiv, Displacement, Vector Displacement, Simplify&lt;br /&gt;
* Sun lights are now by default invisible to indirect specular rays when using the Path engine, because these paths would only generate fireflies anyway&lt;br /&gt;
* New TimeInfo node&lt;br /&gt;
* Allow values &amp;gt; 1 in disney sheen parameter&lt;br /&gt;
* Accelerated export of instances and particles (in a scene with 100,000 particles: from 33 seconds in v2.2 to 1.3 seconds total export time in v2.3)&lt;br /&gt;
* Improved status messages in the UI during export of complex scenes&lt;br /&gt;
* Added camera invisible support for hair&lt;br /&gt;
* Hair on instances is now duplicated correctly&lt;br /&gt;
* Float node sockets now show 3 instead of 2 decimal places&lt;br /&gt;
* Make it possible to enable/disable PhotonGI in materials even if PhotonGI is disabled globally&lt;br /&gt;
* Support for environment light cache persistent file&lt;br /&gt;
* Support for direct light cache persistent file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* BlendLuxCore can now read some basic Cycles world and light settings. For more info see https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
* Added option to normalize distant light (enabled by default)&lt;br /&gt;
* Objects that are completely invisible in Cycles (via ray visibility flags) are not exported by LuxCore anymore&lt;br /&gt;
* Allow to set light tracing partition even with OpenCL engine (so it&#039;s possible to use the CPU not only for light tracing)&lt;br /&gt;
* Added a button that allows to create a light object from an HDRI world (for free transformation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* use Cycles DOF properties&lt;br /&gt;
* sun and sky now use a separate gain property with default 0.00002 to prevent overexposion with default tonemapper settings&lt;br /&gt;
* add operator that converts old scenes to v2.3&lt;br /&gt;
* PhotonGI on volumes is now disabled by default. Warnings are shown if a volume with enabled PhotonGI is used as world volume&lt;br /&gt;
* More physically based light units&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed bugs in smoke export&lt;br /&gt;
* Show camera background image panel&lt;br /&gt;
* Fixed film refresh not happening at the promised time because it was waiting for the next statistic update&lt;br /&gt;
* Fixed instancer being shown in final render even if disabled&lt;br /&gt;
* Fixed smoke export to match cycles render by translate the grid by 1/4*cell_size&lt;br /&gt;
* Fixed light emission when Power or Efficacy = 0&lt;br /&gt;
* Support for multiple UV maps and multiple Vertex color channels&lt;br /&gt;
* Fixed UV offset being off by 1 in some node setups due to a correction factor being applied twice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed view layer override material not working&lt;br /&gt;
* Fixed instancer sometimes visible in final render despite disabled visibility&lt;br /&gt;
* Fixed packed image temp files not being closed before removal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* support more than 8 render slots (fixes #377)&lt;br /&gt;
* remove cloned Cycles camera panels without modifications&lt;br /&gt;
* show Cycles node panel for lights, if Cycles settings are used&lt;br /&gt;
* fix some UI issues in light/world properties&lt;br /&gt;
* fix (harmless) console errors when toggling the use_cycles_nodes option without an open node editor&lt;br /&gt;
* fix bug in hair export causing motion blur to fail if hair failed to export&lt;br /&gt;
* prevent absorption depth from ever being zero to avoid division by zero&lt;br /&gt;
* show the new fluid/smoke system panels (in Blender 2.82)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix export of just one instance (fixes #391)&lt;br /&gt;
* fix object made invisible only in viewport not being exported in final render (fixes #392)&lt;br /&gt;
* fix not hair not being rendered when Show Emitter is unchecked (fixes #388)&lt;br /&gt;
* fix LuxCore material viewport color panel not being visible (preventing users from turning off automatic coloring)&lt;br /&gt;
* fix collection instances, particles and other duplis getting duplicated when moving them in a running viewport render (fixes #366)&lt;br /&gt;
* fix several bugs regarding hair on instances/duplis&lt;br /&gt;
* fix material viewport update not being triggered on node connection change reliably&lt;br /&gt;
* fix wrong dupli export in some rare cases, caused by a key collision during final render export&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Old scenes created with v2.2 will need to be updated manually in the areas listed below to make them look the same in v2.3:&lt;br /&gt;
&lt;br /&gt;
* The ImagePipeline tonemapper default settings were changed: auto brightness is now disabled by default (was enabled), gain is now 1.0 by default (was 0.5)&lt;br /&gt;
* Lights now have two modes for choosing the brightness: &amp;quot;artistic&amp;quot; and &amp;quot;power&amp;quot;. Default is now &amp;quot;artistic&amp;quot;. This means that the light settings of old scenes have to be changed manually to make them look identical to v2.2.&lt;br /&gt;
* It is now no longer possible to tint the sun and the sky color&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sun lights in &amp;quot;distant&amp;quot; mode are now normalized by default. To make old scenes appear the same, disable the &amp;quot;Normalize&amp;quot; option in the light settings&lt;br /&gt;
* Camera clipping is now enabled by default. When loading old scenes, you&#039;ll have to disable it to get the same behaviour (although the difference is probably not visible in most scenes)&lt;br /&gt;
* The blackbody texture is now normalized by default. For scenes created in older versions, disable the normalize option to get the same result&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sun and sky now have a separate gain property with default 0.00002 to prevent overexposion with default tonemapper settings. In old scenes, you will have to copy-paste the old gain value, e.g. by switching to another light type and back to sun or sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Previous_Version&amp;diff=1602</id>
		<title>Previous Version</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Previous_Version&amp;diff=1602"/>
		<updated>2020-02-21T11:37:38Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Previous version (LuxRender &amp;quot;classic&amp;quot;) downloads==&lt;br /&gt;
&lt;br /&gt;
LuxCoreRender has replaced the previous LuxRender software. The last version of &amp;quot;classic&amp;quot; LuxRender is the 1.6, released in 2016.&lt;br /&gt;
&lt;br /&gt;
You can download the binaries and source code of the previous version from the GitHub repository :&lt;br /&gt;
&lt;br /&gt;
https://github.com/LuxCoreRender/LuxCore/releases/tag/luxrender_v1.6&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=width:200px;text-align:left&amp;quot;|OS&lt;br /&gt;
!Download&lt;br /&gt;
|-&lt;br /&gt;
|Windows 64 bits - OpenCL  &lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/LuxRender.1.6.x64.OpenCL.Setup.exe LuxRender.1.6.x64.OpenCL.Setup.exe]&lt;br /&gt;
|-&lt;br /&gt;
|Windows 64 bits - No OpenCL  &lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/LuxRender.1.6.x64.NoOpenCL.Setup.exe LuxRender.1.6.x64.NoOpenCL.Setup.exe]&lt;br /&gt;
|-&lt;br /&gt;
|Windows 32 bits - OpenCL&lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/LuxRender.1.6.x86.OpenCL.Setup.exe LuxRender.1.6.x86.OpenCL.Setup.exe]&lt;br /&gt;
|-&lt;br /&gt;
|Windows 32 bits - No OpenCL&lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/LuxRender.1.6.x86.NoOpenCL.Setup.exe LuxRender.1.6.x86.NoOpenCL.Setup.exe]&lt;br /&gt;
|-&lt;br /&gt;
|MacOS&lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/LuxRender_1.6_OSXIntel_64bit.dmg LuxRender_1.6_OSXIntel_64bit.dmg]&lt;br /&gt;
|-&lt;br /&gt;
|Linux 64 bits - OpenCL&lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/lux-v1.6-x86_64-sse2-OpenCL.tar.bz2 lux-v1.6-x86_64-sse2-OpenCL.tar.bz2]&lt;br /&gt;
|-&lt;br /&gt;
|Linux 64 bits - No OpenCL&lt;br /&gt;
|[https://github.com/LuxCoreRender/LuxCore/releases/download/luxrender_v1.6/lux-v1.6-x86_64-sse2-NoOpenCL.tar.bz2 lux-v1.6-x86_64-sse2-NoOpenCL.tar.bz2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For other downloads, the LuxRender website was archived by [https://archive.org/ Archive.org] and you can browse it using the WayBack Machine. &lt;br /&gt;
&lt;br /&gt;
This is a copy of the website that was online on March 11 2018 :&lt;br /&gt;
&lt;br /&gt;
https://web.archive.org/web/20180220011904/http://www.luxrender.net/en_GB/index&lt;br /&gt;
&lt;br /&gt;
You can download from there any older version.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Please remember that LuxRender is not actively developed anymore. The links provided here are for users that may need to use a previous version, for example to render an older scene file. It is encouraged to adapt your files for newer versions of LuxCoreRender to benefit from the new features and performance.&lt;br /&gt;
&lt;br /&gt;
==LuxRender &amp;quot;classic&amp;quot; sources==&lt;br /&gt;
&lt;br /&gt;
LuxRender &amp;quot;classic&amp;quot; sources are preserved at https://github.com/LuxRender&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1599</id>
		<title>LuxCoreRender Release Notes v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1599"/>
		<updated>2020-02-16T23:53:21Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* LuxCoreUI now shows eye and light pass counters if light tracing is enabled&lt;br /&gt;
* FILESAVER now expands inline exported constant texture values&lt;br /&gt;
* PhotonGI caustic scene re-factored to work with Vertex Merging (i.e. SPPM in this case)&lt;br /&gt;
* It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths&lt;br /&gt;
* Added the support for shadow rays transparency for path tracers (aka hybrid glass, issue #233)&lt;br /&gt;
* Added the support for Basu and Owen&#039;s low discrepancy triangle light sampling (pull request #246)&lt;br /&gt;
* Added an option to normalize BlackBody texture output&lt;br /&gt;
* Pointiness shape is now able to handle duplicate/similar vertices like if they were the same&lt;br /&gt;
* Added the support for Subdivison shape (base don OpenSubdiv)&lt;br /&gt;
* Added the support for Displacement shape&lt;br /&gt;
* Added the support for vector displacement to Displacement shape&lt;br /&gt;
* New image pipeline plugin: White balance&lt;br /&gt;
* Using/Not using bump/normal mapping doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Large rework of internal light interface. Fixed several instance/motion blur and lights related problems. Triangle light motion blur now works as expected in OpenCL.&lt;br /&gt;
* Large rework of internal mesh interface. Improved the performance of instanced and motion blur meshes.&lt;br /&gt;
* Changed object and material ID for background to 0 (from 0xffffffff)&lt;br /&gt;
* Added the support for screen space subdivision limit to SubdivShape&lt;br /&gt;
* Using/Not using any type of transparency doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_PASSTHROUGH conditional OpenCL compilation)&lt;br /&gt;
* Added an Harlequin shape (mostly to debug meshes)&lt;br /&gt;
* Added a Simplify shape (to decimate the number of triangles in a mesh with the smaller possible error)&lt;br /&gt;
* Reduced the default number of OpenCL threads from 512k to 256k (to save about 150MB of GPU RAM at 1-2% performance cost)&lt;br /&gt;
* Changing max. path and/or Russian Roulette parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_MAX_PATH_DEPTH, PARAM_MAX_PATH_DEPTH_DIFFUSE, PARAM_MAX_PATH_DEPTH_GLOSSY, PARAM_MAX_PATH_DEPTH_SPECULAR, PARAM_RR_DEPTH and PARAM_RR_CAPPARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Added the support the definition of meshes with multiple UVs, Colors and Alphas (issue #134)&lt;br /&gt;
* Added the BAKECPU engine (LuxCore API only)&lt;br /&gt;
* Added the glTF v2.0 FILESAVER support (LuxCore API only)&lt;br /&gt;
* Changing hybrid backward/forward path tracing settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_HYBRID_BACKFORWARD and PARAM_HYBRID_BACKFORWARD_GLOSSINESSTHRESHOLD conditional OpenCL compilation)&lt;br /&gt;
* Changing PhotonGI settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_PGIC_ENABLED, PARAM_PGIC_INDIRECT_ENABLED, PARAM_PGIC_CAUSTIC_ENABLED, etc.)&lt;br /&gt;
* Changing force black background flag doesn&#039;t require OpenCL compilation anymore (removed PARAM_FORCE_BLACK_BACKGROUND)&lt;br /&gt;
* Changing variance clamping settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_SQRT_VARIANCE_CLAMP_MAX_VALUE)&lt;br /&gt;
* Changing LIGHT_WORLD_RADIUS_SCALE doesn&#039;t require OpenCL compilation anymore (removed PARAM_RADIUS)&lt;br /&gt;
* Removed HitPoint struct variable size related to PARAM_ENABLE_TEX_HITPOINTCOLOR, PARAM_ENABLE_TEX_HITPOINTGREY, PARAM_ENABLE_TEX_HITPOINTALPHA and PARAM_TRIANGLE_LIGHT_HAS_VERTEX_COLOR to avoid OpenCL re-compilation&lt;br /&gt;
* Enabling/disabling volumes doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_VOLUMES and SCENE_DEFAULT_VOLUME_INDEX)&lt;br /&gt;
* Added the support for triplanar mapping&lt;br /&gt;
* Enabling/disabling camera clipping and/or OculusRift barrel doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_ENABLE_CLIPPING_PLANE and PARAM_CAMERA_ENABLE_OCULUSRIFT_BARREL)&lt;br /&gt;
* Changing any pixel filter related parameter doesn&#039;t require OpenCL compilation anymore (removed all PARAM_IMAGE_FILTER_*)&lt;br /&gt;
* Disney material now accepts values &amp;gt; 1.0 for sheen parameter&lt;br /&gt;
* Changing camera type doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_TYPE)&lt;br /&gt;
* Changing any image map related settings doesn&#039;t require OpenCL compilation anymore (removed all PARAM_HAS_IMAGEMAPS_*)&lt;br /&gt;
* Added the support for UV-less bump mapping with triplanar mapping&lt;br /&gt;
* Changing the number of light groups used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_RADIANCE_GROUP_*)&lt;br /&gt;
* Reduced (again) the default number of OpenCL threads from 256k to 128k&lt;br /&gt;
* Added the support for .normalizebycolor emission property&lt;br /&gt;
* Using a GPU memory block larger than CL_DEVICE_MAX_MEM_ALLOC_SIZE now triggers only a warning. Some driver/hardware (i.e. NVIDIA) is able to allocate larger blocks.&lt;br /&gt;
* Enabling/disabling BCD denoiser doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_DENOISER)&lt;br /&gt;
* Changing RTPATHOCL rendering parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_RTPATHOCL_*)&lt;br /&gt;
* Rework of OpenCL samplers code to not require OpenCL compilation anymore when changing sampler (removed PARAM_SAMPLER_*)&lt;br /&gt;
* Changing AOVs used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_CHANNELS_*)&lt;br /&gt;
* Adding/Removing a new light source type doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_*LIGHT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improved light map sampling in BAKECPU&lt;br /&gt;
* Added the support for transparencies and shadowcatcher to BAKECPU&lt;br /&gt;
* Fixed and optimized the execution on CPU with high thread count (24+)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed triangle lights back face emission when using an IES or image map profile&lt;br /&gt;
* Fixed OpenCL code for rotate triangle light when using IES or image map profile (BlendLuxCore iusse #310)&lt;br /&gt;
* Fixed light tracing when using orthographic camera&lt;br /&gt;
* Fixed a light intensity problem with OpenCL rendering when using a mix of materials with emission&lt;br /&gt;
* Fixed the support for wrap mode in image maps loaded from files&lt;br /&gt;
* Fixed a brightness problem when rendering large images with Metropolis sampler&lt;br /&gt;
* Fixed a brightness problem when rendering caustics with PhotonGI caustic cache&lt;br /&gt;
* Fixed a bug in Mix material OpenCL code when mixing transparent and not transparent materials&lt;br /&gt;
* Fixed a crash when rendering an empty scene with OpenCL and EnvLightVisibilityCache&lt;br /&gt;
* Fixed a problem with mesh light sources when deleting an object with LuxCore API (issue #290)&lt;br /&gt;
* Fixed a bug when evaluating complex tree of bump mapping nodes (issue #198)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* BAKECPU now correctly includes the dot product of shading normal and light direction in light maps&lt;br /&gt;
* Fixed the generation of material/object/volume default random ID (issue #296)&lt;br /&gt;
* Fixed bump mapping when using a transformation with negative scale on Z (issue #300)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* OpenVDB node&lt;br /&gt;
* Support for new shadow color feature&lt;br /&gt;
* Support for new white balance image pipeline plugin&lt;br /&gt;
* Area lights now have UV coordinates&lt;br /&gt;
* Image sequence support&lt;br /&gt;
* Triplanar mapping node (+ triplanar bump node)&lt;br /&gt;
* Rework of caustic cache settings&lt;br /&gt;
* Only disable imgpipeline plugins in viewport because of denoiser when necessary (only for contour lines and color aberration)&lt;br /&gt;
* Support for blackbody normalize option&lt;br /&gt;
* New &amp;quot;exclude from render&amp;quot; flag for objects, to make it possible to have them visible in other render engines but invisible in LuxCore&lt;br /&gt;
* Support for LuxCore shape pipeline and new shape modifiers: OpenSubDiv, Displacement, Vector Displacement, Simplify&lt;br /&gt;
* Sun lights are now by default invisible to indirect specular rays when using the Path engine, because these paths would only generate fireflies anyway&lt;br /&gt;
* New TimeInfo node&lt;br /&gt;
* Allow values &amp;gt; 1 in disney sheen parameter&lt;br /&gt;
* Accelerated export of instances and particles (in a scene with 100,000 particles: from 33 seconds in v2.2 to 1.3 seconds total export time in v2.3)&lt;br /&gt;
* Improved status messages in the UI during export of complex scenes&lt;br /&gt;
* Added camera invisible support for hair&lt;br /&gt;
* Hair on instances is now duplicated correctly&lt;br /&gt;
* Float node sockets now show 3 instead of 2 decimal places&lt;br /&gt;
* Make it possible to enable/disable PhotonGI in materials even if PhotonGI is disabled globally&lt;br /&gt;
* Support for environment light cache persistent file&lt;br /&gt;
* Support for direct light cache persistent file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* BlendLuxCore can now read some basic Cycles world and light settings. For more info see https://github.com/LuxCoreRender/BlendLuxCore/issues/272&lt;br /&gt;
* Added option to normalize distant light (enabled by default)&lt;br /&gt;
* Objects that are completely invisible in Cycles (via ray visibility flags) are not exported by LuxCore anymore&lt;br /&gt;
* Allow to set light tracing partition even with OpenCL engine (so it&#039;s possible to use the CPU not only for light tracing)&lt;br /&gt;
* Added a button that allows to create a light object from an HDRI world (for free transformation)&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed bugs in smoke export&lt;br /&gt;
* Show camera background image panel&lt;br /&gt;
* Fixed film refresh not happening at the promised time because it was waiting for the next statistic update&lt;br /&gt;
* Fixed instancer being shown in final render even if disabled&lt;br /&gt;
* Fixed smoke export to match cycles render by translate the grid by 1/4*cell_size&lt;br /&gt;
* Fixed light emission when Power or Efficacy = 0&lt;br /&gt;
* Support for multiple UV maps and multiple Vertex color channels&lt;br /&gt;
* Fixed UV offset being off by 1 in some node setups due to a correction factor being applied twice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed view layer override material not working&lt;br /&gt;
* Fixed instancer sometimes visible in final render despite disabled visibility&lt;br /&gt;
* Fixed packed image temp files not being closed before removal&lt;br /&gt;
&lt;br /&gt;
===Changes that break backwards-compatibility===&lt;br /&gt;
&lt;br /&gt;
Old scenes created with v2.2 will need to be updated manually in the areas listed below to make them look the same in v2.3:&lt;br /&gt;
&lt;br /&gt;
* The ImagePipeline tonemapper default settings were changed: auto brightness is now disabled by default (was enabled), gain is now 1.0 by default (was 0.5)&lt;br /&gt;
* Lights now have two modes for choosing the brightness: &amp;quot;artistic&amp;quot; and &amp;quot;power&amp;quot;. Default is now &amp;quot;artistic&amp;quot;. This means that the light settings of old scenes have to be changed manually to make them look identical to v2.2.&lt;br /&gt;
* It is now no longer possible to tint the sun and the sky color&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sun lights in &amp;quot;distant&amp;quot; mode are now normalized by default. To make old scenes appear the same, disable the &amp;quot;Normalize&amp;quot; option in the light settings&lt;br /&gt;
* Camera clipping is now enabled by default. When loading old scenes, you&#039;ll have to disable it to get the same behaviour (although the difference is probably not visible in most scenes)&lt;br /&gt;
* The blackbody texture is now normalized by default. For scenes created in older versions, disable the normalize option to get the same result&lt;br /&gt;
* The distant light is now normalized by default. For scenes created in older versions, disable the normalize option to get the same result&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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1590</id>
		<title>LuxCoreRender Release Notes v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1590"/>
		<updated>2020-01-28T15:32:29Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
* LuxCoreUI now shows eye and light pass counters if light tracing is enabled&lt;br /&gt;
* FILESAVER now expands inline exported constant texture values&lt;br /&gt;
* PhotonGI caustic scene re-factored to work with Vertex Merging (i.e. SPPM in this case)&lt;br /&gt;
* It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths&lt;br /&gt;
* Added the support for shadow rays transparency for path tracers (aka hybrid glass, issue #233)&lt;br /&gt;
* Added the support for Basu and Owen&#039;s low discrepancy triangle light sampling (pull request #246)&lt;br /&gt;
* Added an option to normalize BlackBody texture output&lt;br /&gt;
* Pointiness shape is now able to handle duplicate/similar vertices like if they were the same&lt;br /&gt;
* Added the support for Subdivison shape (base don OpenSubdiv)&lt;br /&gt;
* Added the support for Displacement shape&lt;br /&gt;
* Added the support for vector displacement to Displacement shape&lt;br /&gt;
* New image pipeline plugin: White balance&lt;br /&gt;
* Using/Not using bump/normal mapping doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Large rework of internal light interface. Fixed several instance/motion blur and lights related problems. Triangle light motion blur now works as expected in OpenCL.&lt;br /&gt;
* Large rework of internal mesh interface. Improved the performance of instanced and motion blur meshes.&lt;br /&gt;
* Changed object and material ID for background to 0 (from 0xffffffff)&lt;br /&gt;
* Added the support for screen space subdivision limit to SubdivShape&lt;br /&gt;
* Using/Not using any type of transparency doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_PASSTHROUGH conditional OpenCL compilation)&lt;br /&gt;
* Added an Harlequin shape (mostly to debug meshes)&lt;br /&gt;
* Added a Simplify shape (to decimate the number of triangles in a mesh with the smaller possible error)&lt;br /&gt;
* Reduced the default number of OpenCL threads from 512k to 256k (to save about 150MB of GPU RAM at 1-2% performance cost)&lt;br /&gt;
* Changing max. path and/or Russian Roulette parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_MAX_PATH_DEPTH, PARAM_MAX_PATH_DEPTH_DIFFUSE, PARAM_MAX_PATH_DEPTH_GLOSSY, PARAM_MAX_PATH_DEPTH_SPECULAR, PARAM_RR_DEPTH and PARAM_RR_CAPPARAM_HAS_BUMPMAPS conditional OpenCL compilation)&lt;br /&gt;
* Added the support the definition of meshes with multiple UVs, Colors and Alphas (issue #134)&lt;br /&gt;
* Added the BAKECPU engine (LuxCore API only)&lt;br /&gt;
* Added the glTF v2.0 FILESAVER support (LuxCore API only)&lt;br /&gt;
* Changing hybrid backward/forward path tracing settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_HYBRID_BACKFORWARD and PARAM_HYBRID_BACKFORWARD_GLOSSINESSTHRESHOLD conditional OpenCL compilation)&lt;br /&gt;
* Changing PhotonGI settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_PGIC_ENABLED, PARAM_PGIC_INDIRECT_ENABLED, PARAM_PGIC_CAUSTIC_ENABLED, etc.)&lt;br /&gt;
* Changing force black background flag doesn&#039;t require OpenCL compilation anymore (removed PARAM_FORCE_BLACK_BACKGROUND)&lt;br /&gt;
* Changing variance clamping settings doesn&#039;t require OpenCL compilation anymore (removed PARAM_SQRT_VARIANCE_CLAMP_MAX_VALUE)&lt;br /&gt;
* Changing LIGHT_WORLD_RADIUS_SCALE doesn&#039;t require OpenCL compilation anymore (removed PARAM_RADIUS)&lt;br /&gt;
* Removed HitPoint struct variable size related to PARAM_ENABLE_TEX_HITPOINTCOLOR, PARAM_ENABLE_TEX_HITPOINTGREY, PARAM_ENABLE_TEX_HITPOINTALPHA and PARAM_TRIANGLE_LIGHT_HAS_VERTEX_COLOR to avoid OpenCL re-compilation&lt;br /&gt;
* Enabling/disabling volumes doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_VOLUMES and SCENE_DEFAULT_VOLUME_INDEX)&lt;br /&gt;
* Added the support for triplanar mapping&lt;br /&gt;
* Enabling/disabling camera clipping and/or OculusRift barrel doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_ENABLE_CLIPPING_PLANE and PARAM_CAMERA_ENABLE_OCULUSRIFT_BARREL)&lt;br /&gt;
* Changing any pixel filter related parameter doesn&#039;t require OpenCL compilation anymore (removed all PARAM_IMAGE_FILTER_*)&lt;br /&gt;
* Disney material now accepts values &amp;gt; 1.0 for sheen parameter&lt;br /&gt;
* Changing camera type doesn&#039;t require OpenCL compilation anymore (removed PARAM_CAMERA_TYPE)&lt;br /&gt;
* Changing any image map related settings doesn&#039;t require OpenCL compilation anymore (removed all PARAM_HAS_IMAGEMAPS_*)&lt;br /&gt;
* Added the support for UV-less bump mapping with triplanar mapping&lt;br /&gt;
* Changing the number of light groups used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_RADIANCE_GROUP_*)&lt;br /&gt;
* Reduced (again) the default number of OpenCL threads from 256k to 128k&lt;br /&gt;
* Added the support for .normalizebycolor emission property&lt;br /&gt;
* Using a GPU memory block larger than CL_DEVICE_MAX_MEM_ALLOC_SIZE now triggers only a warning. Some driver/hardware (i.e. NVIDIA) is able to allocate larger blocks.&lt;br /&gt;
* Enabling/disabling BCD denoiser doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_DENOISER)&lt;br /&gt;
* Changing RTPATHOCL rendering parameters doesn&#039;t require OpenCL compilation anymore (removed PARAM_RTPATHOCL_*)&lt;br /&gt;
* Rework of OpenCL samplers code to not require OpenCL compilation anymore when changing sampler (removed PARAM_SAMPLER_*)&lt;br /&gt;
* Changing AOVs used doesn&#039;t require OpenCL compilation anymore (removed PARAM_FILM_CHANNELS_*)&lt;br /&gt;
* Adding/Removing a new light source type doesn&#039;t require OpenCL compilation anymore (removed PARAM_HAS_*LIGHT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed triangle lights back face emission when using an IES or image map profile&lt;br /&gt;
* Fixed OpenCL code for rotate triangle light when using IES or image map profile (BlendLuxCore iusse #310)&lt;br /&gt;
* Fixed light tracing when using orthographic camera&lt;br /&gt;
* Fixed a light intensity problem with OpenCL rendering when using a mix of materials with emission&lt;br /&gt;
* Fixed the support for wrap mode in image maps loaded from files&lt;br /&gt;
* Fixed a brightness problem when rendering large images with Metropolis sampler&lt;br /&gt;
* Fixed a brightness problem when rendering caustics with PhotonGI caustic cache&lt;br /&gt;
* Fixed a bug in Mix material OpenCL code when mixing transparent and not transparent materials&lt;br /&gt;
* Fixed a crash when rendering an empty scene with OpenCL and EnvLightVisibilityCache&lt;br /&gt;
* Fixed a problem with mesh light sources when deleting an object with LuxCore API (issue #290)&lt;br /&gt;
* Fixed a bug when evaluating complex tree of bump mapping nodes (issue #198)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.3&amp;diff=1574</id>
		<title>LuxCore SDL Reference Manual v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.3&amp;diff=1574"/>
		<updated>2019-10-12T12:48:10Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Type: blackbody */&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;QBVH&amp;quot;, &amp;quot;MQBVH&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;
===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.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;
|}&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;
&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;
&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: 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;
&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;
&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;
==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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1573</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1573"/>
		<updated>2019-10-08T09:59:05Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Render engines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache. Ray intersection C++ code uses state-of-the-art Intel [https://embree.github.io Embree];&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with Metropolis sampler (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017] in order to run the Windows executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v4.0)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1572</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1572"/>
		<updated>2019-10-08T09:56:54Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Compile from sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with Metropolis sampler (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017] in order to run the Windows executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v4.0)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1571</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1571"/>
		<updated>2019-10-08T09:46:34Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Binaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with Metropolis sampler (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017] in order to run the Windows executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1570</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1570"/>
		<updated>2019-10-08T09:44:39Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Binaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with Metropolis sampler (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017]&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1569</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1569"/>
		<updated>2019-10-08T09:41:50Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Bidirectional path tracing with GI cache (C++ only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with Metropolis sampler (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017].)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1568</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1568"/>
		<updated>2019-10-08T09:41:00Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Render engines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler.&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with GI cache (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017].)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1567</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1567"/>
		<updated>2019-10-08T09:33:20Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Binaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler;&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with GI cache (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-win64.zip (&#039;&#039;&#039;Note: you have to install the [https://aka.ms/vs/15/release/vc_redist.x64.exe Microsoft Visual C++ Redistributable for Visual Studio 2017].)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/luxmark-v4.0alpha0-linux64.tar.bz2 (&#039;&#039;&#039;Note: You have to install Qt5 from your distribution in order to run the Linux executable&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1566</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1566"/>
		<updated>2019-10-08T09:28:23Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler;&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. This rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bidirectional path tracing with GI cache (C++ only) ===&lt;br /&gt;
&lt;br /&gt;
The last LuxMark benchmark is a bidirectional path tracer with a [https://en.wikipedia.org/wiki/Metropolis%E2%80%93Hastings_algorithm Metropolis–Hastings] sampler. Due to its complexity and the serialize nature of Metropolis, this rendering mode is available only for CPUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench3.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: ./bin/luxmark [options]&lt;br /&gt;
  --help (display this help and exit)&lt;br /&gt;
  --scene=FOOD|HALLBENCH|WALLPAPER (select the scene to use)&lt;br /&gt;
  --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_OCL_CUSTOM|BENCHMARK_HYBRID|BENCHMARK_HYBRID_CUSTOM|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|STRESSTEST_HYBRID|STRESSTEST_NATIVE|DEMO_LUXCOREUI|PAUSE (select the mode to use)&lt;br /&gt;
  --devices=&amp;lt;a string of 1 or 0 to enable/disable each OpenCL device in CUSTOM modes&amp;gt;&lt;br /&gt;
  --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
  --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-windows64-v3.1.zip (note: you may have to install VisualStudio 2013 C++ runtime =&amp;gt; https://www.microsoft.com/en-US/download/details.aspx?id=40784)&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-linux64-v3.1.tar.bz2&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench3.png&amp;diff=1565</id>
		<title>File:LuxMark-v4-bench3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench3.png&amp;diff=1565"/>
		<updated>2019-10-08T09:26:16Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1564</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1564"/>
		<updated>2019-10-08T09:22:34Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2 LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer;&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-denoise.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
=== Brute force path tracing (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The main LuxMark benchmark is a brute force path tracer (i.e. no cache used).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench1.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Path tracing with GI cache (OpenCL, C++ and Hybrid) ===&lt;br /&gt;
&lt;br /&gt;
The second LuxMark benchmark is a path tracer with global illumination cache. this rendering mode slightly simpler than pure brute force and may work better on some GPU.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:LuxMark-v4-bench2.png|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: luxmark [options]&lt;br /&gt;
 --help (display this help and exit)&lt;br /&gt;
 --scene=LUXBALL_HDR|MICROPHONE|HOTEL (select the scene to use)&lt;br /&gt;
 --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|&lt;br /&gt;
    STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|DEMO_LUXVR|PAUSE (select the mode to use)&lt;br /&gt;
 --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
 --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-windows64-v3.1.zip (note: you may have to install VisualStudio 2013 C++ runtime =&amp;gt; https://www.microsoft.com/en-US/download/details.aspx?id=40784)&lt;br /&gt;
&lt;br /&gt;
- MacOS 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-macos64-v3.1.zip&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-linux64-v3.1.tar.bz2&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench2.png&amp;diff=1563</id>
		<title>File:LuxMark-v4-bench2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench2.png&amp;diff=1563"/>
		<updated>2019-10-08T09:21:45Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench1.png&amp;diff=1562</id>
		<title>File:LuxMark-v4-bench1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-bench1.png&amp;diff=1562"/>
		<updated>2019-10-08T09:17:27Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-denoise.jpg&amp;diff=1561</id>
		<title>File:LuxMark-v4-denoise.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:LuxMark-v4-denoise.jpg&amp;diff=1561"/>
		<updated>2019-10-08T09:13:25Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1560</id>
		<title>LuxMark v4</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v4&amp;diff=1560"/>
		<updated>2019-10-08T09:04:28Z</updated>

		<summary type="html">&lt;p&gt;Dade: Created page with &amp;quot;= LuxMark v4.x =  LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intend...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v4.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== Render engines ==&lt;br /&gt;
&lt;br /&gt;
This release is based on [https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2|LuxCoreRender v2.2] and includes benchmarks with the following rendering engines:&lt;br /&gt;
&lt;br /&gt;
* A micro-kernel based OpenCL path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ path tracer with/without Global Illumination cache;&lt;br /&gt;
* An hybrid OpenCL for GPUs and  C++ for CPUs path tracer with/without Global Illumination cache;&lt;br /&gt;
* A C++ Bidirectional path tracer;&lt;br /&gt;
&lt;br /&gt;
== Denoiser ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes [https://github.com/OpenImageDenoise/oidn|Intel OpenImageDenoise]. A comparison between raw and denoised image is shown at the end of the benchmark or during the stress test. However Intel OpenImageDenoise is a CPU-only task and &#039;&#039;&#039;it is not part of the benchmark result&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load. Hybrid OpenCL GPUs + C++ CPUs is well suited to put the maximum load possible on the system.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files).&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
3 brand new scenes are included. The simple benchmark is the usual &#039;&#039;&amp;quot;LuxBall HDR&amp;quot;&#039;&#039; (217K triangles):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark01.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medium scene is the &#039;&#039;&amp;quot;Neumann TLM-102 Special Edition (with EA-4 shock mount)&amp;quot;&#039;&#039;  (1769K traingles) designed by Vlad &amp;quot;SATtva&amp;quot; Miller (http://vladmiller.info/blog/index.php?comment=308):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark02.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complex scene is the &#039;&#039;&amp;quot;Hotel Lobby&amp;quot;&#039;&#039; (4973K) designed by Peter &amp;quot;Piita&amp;quot; Sandbacka:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark03.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: luxmark [options]&lt;br /&gt;
 --help (display this help and exit)&lt;br /&gt;
 --scene=LUXBALL_HDR|MICROPHONE|HOTEL (select the scene to use)&lt;br /&gt;
 --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|&lt;br /&gt;
    STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|DEMO_LUXVR|PAUSE (select the mode to use)&lt;br /&gt;
 --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
 --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-windows64-v3.1.zip (note: you may have to install VisualStudio 2013 C++ runtime =&amp;gt; https://www.microsoft.com/en-US/download/details.aspx?id=40784)&lt;br /&gt;
&lt;br /&gt;
- MacOS 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-macos64-v3.1.zip&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-linux64-v3.1.tar.bz2&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.). The procedure described in [https://github.com/LuxCoreRender/WindowsCompile|Windows repository] and [https://github.com/LuxCoreRender/LinuxCompile|Linux repository] can be used to compile LuxMark too.&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v4.0alpha0/scenes.tgz&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark&amp;diff=1559</id>
		<title>LuxMark</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark&amp;diff=1559"/>
		<updated>2019-10-08T08:43:55Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Versions:&lt;br /&gt;
&lt;br /&gt;
* [[LuxMark_v4|v4.x (under development)]]&lt;br /&gt;
* [[LuxMark_v3|v3.x]]&lt;br /&gt;
* [[LuxMark_v2|v2.x]]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark&amp;diff=1558</id>
		<title>LuxMark</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark&amp;diff=1558"/>
		<updated>2019-10-07T09:48:39Z</updated>

		<summary type="html">&lt;p&gt;Dade: Replaced content with &amp;quot;Versions:  * v3.x * v2.x&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Versions:&lt;br /&gt;
&lt;br /&gt;
* [[LuxMark_v3|v3.x]]&lt;br /&gt;
* [[LuxMark_v2|v2.x]]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxMark_v3&amp;diff=1557</id>
		<title>LuxMark v3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxMark_v3&amp;diff=1557"/>
		<updated>2019-10-07T09:46:25Z</updated>

		<summary type="html">&lt;p&gt;Dade: Created page with &amp;quot;= LuxMark v3.x =  LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intend...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= LuxMark v3.x =&lt;br /&gt;
&lt;br /&gt;
LuxMark is a OpenCL cross-platform benchmark tool and has become, over past years, one of the most used (if not the most used) OpenCL benchmark. It is intended as a promotional tool for [http://www.luxcorerender.org LuxCoreRender] and it is now based on [[LuxCore_API | LuxCore API]], the LuxCoreRender v2.x C++ or Python API available under Apache Licence v2.0 and freely usable in open source and commercial applications.&lt;br /&gt;
&lt;br /&gt;
== OpenCL render engine ==&lt;br /&gt;
&lt;br /&gt;
A brand new micro-kernel based OpenCL path tracer is used as rendering mode for the benchmark.&lt;br /&gt;
&lt;br /&gt;
== C++ render engine ==&lt;br /&gt;
&lt;br /&gt;
This release includes the come back of a benchmarking mode not requiring OpenCL (i.e. a render engine written only in C++ like in LuxMark v1.x). Ray intersection C++ code uses state-of-the-art Intel [https://embree.github.io Embree].&lt;br /&gt;
&lt;br /&gt;
== Stress mode ==&lt;br /&gt;
&lt;br /&gt;
Aside from benchmarking modes, it is also available a stress mode to check the reliability of the hardware under heavy load.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Result Validation ==&lt;br /&gt;
&lt;br /&gt;
LuxMark now includes a validation of the rendered image by using the same technology used for [http://pdiff.sourceforge.net pdiff] in order to check if the benchmarked result is valid or something has gone wrong. It has also a validation of the scene sources used (i.e. hash of scene files). While it will still possible to submit fake results to the LuxMark result database, it will make this task harder.&lt;br /&gt;
&lt;br /&gt;
== LuxVR ==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/JrvyjqYX6o8 LuxVR] is included as demo too and replaces the old &amp;quot;Interactive&amp;quot; LuxMark mode.&lt;br /&gt;
&lt;br /&gt;
== A brand new web site ==&lt;br /&gt;
&lt;br /&gt;
There is now a brand new web site dedicated to LuxMark result: http://www.luxmark.org. It includes many new features compared the old results database.&lt;br /&gt;
&lt;br /&gt;
== Benchmark Scenes ==&lt;br /&gt;
&lt;br /&gt;
3 brand new scenes are included. The simple benchmark is the usual &#039;&#039;&amp;quot;LuxBall HDR&amp;quot;&#039;&#039; (217K triangles):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark01.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medium scene is the &#039;&#039;&amp;quot;Neumann TLM-102 Special Edition (with EA-4 shock mount)&amp;quot;&#039;&#039;  (1769K traingles) designed by Vlad &amp;quot;SATtva&amp;quot; Miller (http://vladmiller.info/blog/index.php?comment=308):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark02.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complex scene is the &#039;&#039;&amp;quot;Hotel Lobby&amp;quot;&#039;&#039; (4973K) designed by Peter &amp;quot;Piita&amp;quot; Sandbacka:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Image:Luxmark03.jpg|640px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line options ==&lt;br /&gt;
&lt;br /&gt;
 Usage: luxmark [options]&lt;br /&gt;
 --help (display this help and exit)&lt;br /&gt;
 --scene=LUXBALL_HDR|MICROPHONE|HOTEL (select the scene to use)&lt;br /&gt;
 --mode=BENCHMARK_OCL_GPU|BENCHMARK_OCL_CPUGPU|BENCHMARK_OCL_CPU|BENCHMARK_NATIVE|STRESSTEST_OCL_GPU|&lt;br /&gt;
    STRESSTEST_OCL_CPUGPU|STRESSTEST_OCL_CPU|DEMO_LUXVR|PAUSE (select the mode to use)&lt;br /&gt;
 --single-run (run the benchmark, print the result to the stdout and exit)&lt;br /&gt;
 --ext-info (print scene and image verification too with --single-run)&lt;br /&gt;
&lt;br /&gt;
== What is new in v3.1 ? ==&lt;br /&gt;
&lt;br /&gt;
- The new LuxRender v1.5 render engine. Among other features, it includes some OpenCL optimization suggested by NVIDIA to LuxRender project. Because of the general score improvements in v3.1, it is not fair to compare LuxMark v3.0 results with LuxMark v3.1;&lt;br /&gt;
&lt;br /&gt;
- OpenCL &amp;quot;overclocking&amp;quot; (OpenCL C compiler options: -cl-fast-relaxed-math -cl-mad-enable -cl-no-signed-zeros);&lt;br /&gt;
&lt;br /&gt;
- a new &amp;quot;OpenCL Compiler Options&amp;quot; menu in order to allow the user to enable/disable single compiler options. By default, the following options are enabled: &amp;quot;-cl-fast-relaxed-math -cl-mad-enable -cl-no-signed-zeros&amp;quot;. &amp;quot;-cl-strict-aliasing&amp;quot; is not enabled by default because Intel compiler is broken and it doesn&#039;t support this standard option.&lt;br /&gt;
&lt;br /&gt;
- a new command line --ext-info option (http://www.luxrender.net/forum/viewtopic.php?f=8&amp;amp;t=12278#p115645);&lt;br /&gt;
&lt;br /&gt;
- a fix for OpenCL device with weird names (http://www.luxrender.net/forum/viewtopic.php?f=34&amp;amp;t=11585&amp;amp;start=50#p115646);&lt;br /&gt;
&lt;br /&gt;
== Binaries ==&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-windows64-v3.1.zip (note: you may have to install VisualStudio 2013 C++ runtime =&amp;gt; https://www.microsoft.com/en-US/download/details.aspx?id=40784)&lt;br /&gt;
&lt;br /&gt;
- MacOS 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-macos64-v3.1.zip&lt;br /&gt;
&lt;br /&gt;
- Linux 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/luxmark-linux64-v3.1.tar.bz2&lt;br /&gt;
&lt;br /&gt;
== Compile from sources ==&lt;br /&gt;
&lt;br /&gt;
Some note to compile LuxMark:&lt;br /&gt;
&lt;br /&gt;
- the sources are available here: https://github.com/LuxCoreRender/LuxMark (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- LuxMark can be compiled exactly like LuxCoreRender. It has exactly the same dependencies (i.e. LuxCore, LuxRays, etc.)&lt;br /&gt;
&lt;br /&gt;
- it requires LuxRays be compiled (tag: luxmark_v3.1)&lt;br /&gt;
&lt;br /&gt;
- the complete scenes directory is available here: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.1/scenes-v3.1.zip&lt;br /&gt;
&lt;br /&gt;
= LuxMark v3.0 =&lt;br /&gt;
&lt;br /&gt;
- Windows 64bit: https://github.com/LuxCoreRender/LuxMark/releases/download/luxmark_v3.0/luxmark-windows64-v3.0.3.zip (note: you may have to install VisualStudio 2013 C++ runtime =&amp;gt; https://www.microsoft.com/en-US/download/details.aspx?id=40784)&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.0&amp;diff=1556</id>
		<title>LuxCoreRender Release Notes v2.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.0&amp;diff=1556"/>
		<updated>2019-10-04T08:08:25Z</updated>

		<summary type="html">&lt;p&gt;Dade: Removed links to old forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New features:&lt;br /&gt;
&lt;br /&gt;
* LuxCoreUI: new image view tool&lt;br /&gt;
* RTPATHCPU: new CPU rendering engine with fast scene editing support&lt;br /&gt;
* Mist image pipeline plugin&lt;br /&gt;
* Environment camera&lt;br /&gt;
* Embree accelerated BVH building for OpenCL too&lt;br /&gt;
* Reduced the number of times OpenCL kernel re-compilation is triggered&lt;br /&gt;
* New BIASPATHOCL with OpenCL micro-kernels&lt;br /&gt;
* Better support for light sources defined by many triangles&lt;br /&gt;
* Save/resume rendering&lt;br /&gt;
* New convergence test code&lt;br /&gt;
* Render engine unification (TILEPATH replaces BIASPATH, etc.)&lt;br /&gt;
* Abstract API&lt;br /&gt;
* Binary SDK&lt;br /&gt;
* Area lights with variable directional light&lt;br /&gt;
* Embree [https://github.com/Dade916/embree custom version] integrated back in the main Intel project. Using again standard Embree. Updated to the latest version.&lt;br /&gt;
* Added the support for saving all scene information in a single binary file&lt;br /&gt;
* Added the support for saving all render configuration information in a single binary file&lt;br /&gt;
* All LuxCore objects now keep the original names used in LuxCore SDL (visible when using FILESAVER engine for instance)&lt;br /&gt;
* Can now save and resume the rendering from a single file (a binary file with RenderConfig+Scene+RenderState+Film information)&lt;br /&gt;
* TILEPATH tiles initialization is now done using multi-threading&lt;br /&gt;
* Now .bpy serialized mesh file can be used in any place where it was only possible to use a .ply file&lt;br /&gt;
* Changed the default min. epsilon from 1e-9f to 1e-5f&lt;br /&gt;
* Python unit test now automatically run at any commit thanks to [https://travis-ci.org travis-ci.org]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=6&amp;amp;t=19#p319 Added the support for glass dispersion]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/24 Added the support for image map wrapping modes]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=19&amp;amp;p=336#p336 Added the support for glass dispersion]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/33 Added the support for dynamic edit of halt rendering conditions]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/32 Added the support for periodic save and &amp;quot;safe save&amp;quot; for Film outputs]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/32 Added the support for periodic save and &amp;quot;safe save&amp;quot; for Film file]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/32 Added the support for periodic save and &amp;quot;safe save&amp;quot; for resume rendering file]&lt;br /&gt;
* Added the pyluxcoreconsole tool&lt;br /&gt;
* Added the pyluxcoremerge tool&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=32#p508 Added a fast path for duplicating many objects]. Mostly useful for particles.&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=2&amp;amp;t=45&amp;amp;p=605#p604 Improved glass and archglass sampling strategy]&lt;br /&gt;
* Added the support for Embree multi-segments motion blur&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=62 New RANDOM and SOBOL samplers to avoid regolar patterns in the early rendering stages]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=62 New TILEPATHSAMPLER base on Sobol sequence (was plain random before)]&lt;br /&gt;
* Added the support for scene.camera.volume and scene.camera.autovolume.enable properties&lt;br /&gt;
* Added the support for new SAMPLECOUNT and CONVERGENCE AOVs&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?p=1189#p1184 Added the support for convergence based adaptive sampling to RANDOM and SOBOL samplers]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=93 Visibility driven sampling of env. light sources (aka portals without portals)]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=100 OpenCL/C++ hybrid rendering]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=112 Camera invisible objects]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=110 LuxCoreRender is now available as Python Wheel]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=4&amp;amp;t=102#p1873 Added the support for rotations to UVmapping2D]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=145 Added the support for Sphere and MapSphere light source]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=16&amp;amp;start=30#p2407 New heterogeneous volume rendering code]&lt;br /&gt;
* [https://forums.luxcorerender.org/viewforum.php?f=5 Variance Clamping support in BIDIRCPU]&lt;br /&gt;
&lt;br /&gt;
Fixed bugs:&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug in Glossy2 material (Fresnel reflection related code)&lt;br /&gt;
* Fixed NaNs in Metal2 material&lt;br /&gt;
* Fixed NaNs in Scale texture bump mapping code&lt;br /&gt;
* Fixed a bug when saving light sources defined with an old deprecated syntax&lt;br /&gt;
* Fixed a memory leak in convergence test&lt;br /&gt;
* Fixed a problem in the computation of scene bounding sphere triggering wrong rendering with infinite lights and large scenes&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/11 Fixed PATHOCL+METROPOLIS output difference with PATHOCL+RANDOM/SOBOL]&lt;br /&gt;
&lt;br /&gt;
Known problems:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/103 LuxCore API requires latin locale]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/2 accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/29 Python crashes when calling sys.exit()]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1555</id>
		<title>LuxCoreRender Release Notes v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1555"/>
		<updated>2019-10-01T10:31:13Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Path space regularization can now be used to render SDS paths with hybrid backward/forward path tracing&lt;br /&gt;
* LuxCoreUI now shows eye and light pass counters if light tracing is enabled&lt;br /&gt;
* FILESAVER now expands inline exported constant texture values&lt;br /&gt;
* PhotonGI caustic scene re-factored to work with Vertex Merging (i.e. SPPM in this case)&lt;br /&gt;
* It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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;
* 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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.3&amp;diff=1551</id>
		<title>LuxCore SDL Reference Manual v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.3&amp;diff=1551"/>
		<updated>2019-09-30T10:22:46Z</updated>

		<summary type="html">&lt;p&gt;Dade: 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; or &amp;quot;LOG_POWER&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;
==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;QBVH&amp;quot;, &amp;quot;MQBVH&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;
===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.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;
|}&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;
&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;
&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;
&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: 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;
&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;
&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;
==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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual&amp;diff=1550</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=1550"/>
		<updated>2019-09-30T10:22:25Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reference manual for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCore_SDL_Reference_Manual_v2.3|v2.3 (under development)]]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1549</id>
		<title>LuxCoreRender Release Notes v2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.3&amp;diff=1549"/>
		<updated>2019-09-30T09:44:32Z</updated>

		<summary type="html">&lt;p&gt;Dade: Created page with &amp;quot;=LuxCore=  ===New Features===  * Path space regularization can now be used to render SDS paths with hybrid backward/forward path tracing * LuxCoreUI now shows eye and light pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=LuxCore=&lt;br /&gt;
&lt;br /&gt;
===New Features===&lt;br /&gt;
&lt;br /&gt;
* Path space regularization can now be used to render SDS paths with hybrid backward/forward path tracing&lt;br /&gt;
* LuxCoreUI now shows eye and light pass counters if light tracing is enabled&lt;br /&gt;
* FILESAVER now expands inline exported constant texture values&lt;br /&gt;
* PhotonGI caustic scene re-factored to work with Vertex Merging (i.e. SPPM in this case)&lt;br /&gt;
* It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&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;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/148 Blender crashes when Ctrl+C is pressed to copy an object with a material]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.2&amp;diff=1548</id>
		<title>LuxCoreRender Release Notes v2.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.2&amp;diff=1548"/>
		<updated>2019-09-30T09:39:37Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=840 PhotonGI cache]&lt;br /&gt;
* Added ALBEDO AOV&lt;br /&gt;
* Added to BiDir the support for shading normal, geometry normal, position, material ID, UV, object ID, material ID color and Albedo AOVs&lt;br /&gt;
* Added AVG_SHADING_NORMAL AOV&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=872 Integrated Intel Open Image Denoiser (Oidn)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added a new way to blend brute force path tracing and cache in PhotonGI. Cache is now used more often on glossy surfaces&lt;br /&gt;
* Introduced a new PhotonGI debug mode to show the mix between brute force and cached paths&lt;br /&gt;
* Added the support for automatic PhotonGI indirect cache best radius estimation&lt;br /&gt;
* Added the support for automatic PhotonGI indirect cache size by using convergence error estimation&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=984 Front and back material transparency (aka light invisible object)]&lt;br /&gt;
* Added PhotonGI support for volumes cache entries&lt;br /&gt;
* LXS parser now supports instance definitions&lt;br /&gt;
* Added the support for new &amp;quot;directx2opengl_normalmap&amp;quot; image map channel selection&lt;br /&gt;
* Added new textures: Power, Less Than, Greater Than, Dot Product, Position, Shading Normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Saving/resuming the rendering now includes all PhotonGI cache information and entries&lt;br /&gt;
* Added the support for new shape &amp;quot;group&amp;quot;&lt;br /&gt;
* Added the support for nested groups to LXS parser&lt;br /&gt;
* Added the support for persistent PhotonGI cache on file&lt;br /&gt;
* Added the support for using persistent PhotonGI cache across multiple frames for fly-through animations&lt;br /&gt;
* DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0&lt;br /&gt;
* New improved Random/Sobol sampler adaptive code&lt;br /&gt;
* LXS parser now supports halttime and haltspp film halt conditions&lt;br /&gt;
* LXS parser now supports volumes&lt;br /&gt;
* Shadow catcher is now easier to use with multiple light sources of any type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added the support for tiled denoising to save a huge amount of ram&lt;br /&gt;
* Added the support for new visual map cache for infinitelight, constantinfinite and sky2 light sources&lt;br /&gt;
* Added the support for new Disney BRDF material from Siggraph 2012 paper&lt;br /&gt;
* Upgraded Intel Oidn to v0.9.0&lt;br /&gt;
* Metal material uses a more accurate Albedo value (for Intel OIDN)&lt;br /&gt;
* Added &amp;quot;rounding&amp;quot; texture&lt;br /&gt;
* Added &amp;quot;modulo&amp;quot; texture&lt;br /&gt;
* Improved tiling feature of OIDN imagepipeline plugin&lt;br /&gt;
* Fix a bug in ToProperties code of &amp;quot;blender blend&amp;quot; texture when &amp;quot;halo&amp;quot; progression type was used&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
* Added the support for periodic PhotonGI caustic cache update (aka SPPM without radius reduction)&lt;br /&gt;
* PathTracer class now support eye and light path tracing. LIGHTCPU now uses PathTracer class too.&lt;br /&gt;
* Added Hybrid Back/Forward path tracing support&lt;br /&gt;
* Added the support for glossy caustics rendering to Hybrid Back/Forward&lt;br /&gt;
* Reworked the support for new visibility map cache for infinitelight, constantinfinite and sky2 light sources&lt;br /&gt;
* Transparent light sources are now rendered with the correct intensity&lt;br /&gt;
* New env. visibility map cache now supports persistent cache on file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta3 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Improved shading with interpolated normals&lt;br /&gt;
* Added the support for Shadow Terminator avoidance factor when using bump mapping&lt;br /&gt;
* Upgraded Intel Oidn to v1.0&lt;br /&gt;
* Reworked Direct Light Sampling Cache&lt;br /&gt;
* Direct Light Sampling Cache now supports persistent cache on file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta4 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Disney material glossiness is now computed as the square root of the previous value to match Glossy2/Metal roughness&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed rendering resume feature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a problem with infinite lights and BiDir or PhotonGI&lt;br /&gt;
* Fixed a bug when using radiance groups with variance clamping and OpenCL&lt;br /&gt;
* Fixed camera invisible objects usage with volumes&lt;br /&gt;
* Fixed TASK_EMIT of LightStrategyPower&lt;br /&gt;
* Fixed a crash when using RTPATHOCL and editing area lights (issue #173)&lt;br /&gt;
* Fixed a bug when using radiance groups with variance clamping and OpenCL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when using negative material emission values (issue #177)&lt;br /&gt;
* Fixed LXS parsing in pyluxcoretools&lt;br /&gt;
* Fixed a problem when mixing transparent and solid materials with Mix (issue #183)&lt;br /&gt;
* Fix a bug when using glossy coating with any specular material&lt;br /&gt;
* Fixed LXS parsing of point light source position&lt;br /&gt;
* Fixed object ID not being saved by FILESAVER engine&lt;br /&gt;
* Fixed a major bug in carpaint material (issue #186)&lt;br /&gt;
* Fixed spelling mistake in cloth material &amp;quot;wool gabardine&amp;quot; preset&lt;br /&gt;
* Fixed Scene::RemoveUnusedMeshes()&lt;br /&gt;
* Fixed a bug in Mix material when working with specular materials (issue #187)&lt;br /&gt;
* Fixed an overflow problem when using an heterogenous volume on very large segments&lt;br /&gt;
* Sun relative size has now a lower bound of 1.0 to avoid numerical precision problems&lt;br /&gt;
* Fixed a problem with Scene::ToProperties() after editing a scene&lt;br /&gt;
* Fixed a self-shadow problem with area light sources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix ToProperties() of mapspherelight and spherelight&lt;br /&gt;
* Fixed a problem with caustic cache size when both PhotonGI caches were enabled and automatic stop condition for indirect cache was used&lt;br /&gt;
* PhotonGI Metropolis will now focus on caustic cache when indirect is done (and vice versa)&lt;br /&gt;
* Fixed the access to an uninitialized variable when using PhotonGI caustic cache alone&lt;br /&gt;
* Fixed the access to an uninitialized variable in ProjectionLight::Preprocess()&lt;br /&gt;
* Fixed a crash when trying to render a scene without light sources with PATHOCL (issue #202)&lt;br /&gt;
* Fixed DLSC to work with Front and back material transparency (aka light invisible object)&lt;br /&gt;
* Fixed a problem in BIDIRCPU with camera PDF&lt;br /&gt;
* Fixed a bug in Mix material transparency support (issue #210)&lt;br /&gt;
* Added a workaround to an AMD OpenCL compiler bug in DirectLight_BSDFSampling()&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a problem in the random number generator of PhotonGI&lt;br /&gt;
* Fixed wrong theta being saved in ToProperties() of distant light&lt;br /&gt;
* Fixed a compilation error in RoughMatte OpenCL code (issue #218)&lt;br /&gt;
* Fixed a problem with Disney material specular tint&lt;br /&gt;
* Fixed a TILEPATH bug causing black renderings&lt;br /&gt;
* Fixed BIDIRCPU and LIGHTCPU camera motion blur&lt;br /&gt;
* Fixed a bug related to initial camera volume in PATHOCL&lt;br /&gt;
* Fixed light tracing camera motion blur and arbitrary clipping plane support&lt;br /&gt;
* Fixed a bug in the OpenCL code of the splitfloat3 texture&lt;br /&gt;
* Fixed normal mapping&lt;br /&gt;
* Fixed a problem when saving ALBEDO AOV&lt;br /&gt;
* Fixed RoughGlass event types returned by material evaluation&lt;br /&gt;
* Evaluated best radius in PhotonGI, ELVC and DLSC is not affected any more by border rendering&lt;br /&gt;
* Fixed a crash when resuming scene rendering without PhotonGI enabled&lt;br /&gt;
* Fixed a NaNs problem when using area lights with zero area&lt;br /&gt;
* Fixed the export of material emission.directlightsampling.type property&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta3 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Solved a self-shadow problem on edges with interpolated normals&lt;br /&gt;
* UV scale doesn&#039;t affect anymore bump map strength&lt;br /&gt;
* Fixed an out of bound memory access in automatic lookup radius code&lt;br /&gt;
* Fixed a problem with Disney material, hybrid backward/forward path tracing and low roughness values&lt;br /&gt;
* Fixed bump mapping black halo for large scale values&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta4 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed the allocation of light tracing sampler shared data in hybrid backward/forward path tracing&lt;br /&gt;
* Fixed a problem when using flat instances and OpenCL rendering&lt;br /&gt;
* Fixed/Enabled PhotonGI cache on Mix and GlossyCoatting materials when possible&lt;br /&gt;
* Fixed a regression in BIDIRCPU causing dark edges on glancing surfaces&lt;br /&gt;
* Fixed a crash when PhotonGI caustic cache is enabled but empty (issue #236)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RC1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Removed a workaround for Glossy roughness values &amp;lt; sqrt(.0001) for AMD OpenCL driver&lt;br /&gt;
* Fixed the shift of one pixel on light tracing pass of LIGHTCPU, BIDIRCPU and Hybrid Path (issue #237)&lt;br /&gt;
* Fixed a crash when re-defining light source (from constantinfinite to infinite) (issue #238)&lt;br /&gt;
* Fixed pyluxcoretool CLI not working without pyside (issue #131)&lt;br /&gt;
* Fixed a problem with the fix of the issue #237 (issue #239)&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/103 LuxCore API requires latin locale]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/2 accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/29 Python crashes when calling sys.exit()]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/124 TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they requires to increase the max. path depth to avoid black regions.]&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* Support for new PhotonGI cache&lt;br /&gt;
* Support for Intel OIDN denoiser&lt;br /&gt;
* OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Show number of users in material UI&lt;br /&gt;
* Add support for normal map orientation setting (opengl or directx)&lt;br /&gt;
* Add a new front/back opacity node (material category) to control opacity on both sides of a face separately&lt;br /&gt;
* Hitpoint Info node that offers position and shading normal vectors&lt;br /&gt;
* Dot Product node&lt;br /&gt;
* New math operations: &lt;br /&gt;
** Power&lt;br /&gt;
** Greater Than&lt;br /&gt;
** Less Than&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add a Vector Math node&lt;br /&gt;
* User can now set a custom object ID&lt;br /&gt;
* User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)&lt;br /&gt;
* make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node. &lt;br /&gt;
* expose volume nodes in material node tree add menu&lt;br /&gt;
* add new &amp;quot;colored glass&amp;quot; node preset with inlined volume for simple glasses with volumetric absorption&lt;br /&gt;
* add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)&lt;br /&gt;
* Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)&lt;br /&gt;
* add a debug option to print config and scene properties (in hidden debug menu, search for &amp;quot;Toggle LuxCore Debug Options&amp;quot; in Blender&#039;s operator search)&lt;br /&gt;
* expose storage property of background image to allow higher precision if necessary&lt;br /&gt;
* show button to select problematic object in error log&lt;br /&gt;
* implement a workaround to have &amp;quot;delete and reconnect&amp;quot; functionality in the node editor&lt;br /&gt;
* add support for improved adaptive sampling, as well as the new NOISE AOV&lt;br /&gt;
* add support for automatic radius estimation of DLSC&lt;br /&gt;
* add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* new texture nodes: split RGB/combine RGB&lt;br /&gt;
* exposed new visibility map cache (&amp;quot;automatic portals&amp;quot;)&lt;br /&gt;
* disable most imagepipeline plugins in viewport when viewport denoising is enabled, to avoid artifacts&lt;br /&gt;
* new material: Disney (aka principled shader)&lt;br /&gt;
* New math textures:&lt;br /&gt;
** Rounding&lt;br /&gt;
** Modulo (fmod)&lt;br /&gt;
* add support for tiled OIDN denoising to reduce RAM usage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* switch to LuxCore material node tree when a node tree is first created (makes it easier for new users to find the LuxCore node tree)&lt;br /&gt;
* disable intel integrated graphics OpenCL devices by default because using them can lead to crashes&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix Tool panel in blender reporting eye paths and light paths wrong&lt;br /&gt;
* Fix Point light size draw function using location without constraints&lt;br /&gt;
* Show noise halt threshold settings for Bidir engine&lt;br /&gt;
* Fix some bugs in group instance visiblity&lt;br /&gt;
* Fix missing srgb/linear conversion in HSV input of constant color node&lt;br /&gt;
* Fix volume priority not being exported&lt;br /&gt;
* Fix bug: pointiness was not working if the last material slot did not contain a pointiness node&lt;br /&gt;
* Improve viewport startup in complex scenes by ignoring materials touched by the export process when evaluating future updates&lt;br /&gt;
* Fix viewport denoiser not working without a camera&lt;br /&gt;
* Fix auto-updater not copying permission bits (this was a problem only for the OIDN standalone binary, which was not executable for this reason)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix bug: area light was not removed during viewport render when its layer was made invisible&lt;br /&gt;
* BlendLuxCore AOV settings no longer affect Cycles/BI pass settings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport&lt;br /&gt;
* fix area light not being deleted when its type was switched to laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix some bugs in the node editor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 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;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/148 Blender crashes when Ctrl+C is pressed to copy an object with a material]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1547</id>
		<title>LuxCoreRender Release Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes&amp;diff=1547"/>
		<updated>2019-09-30T09:37:05Z</updated>

		<summary type="html">&lt;p&gt;Dade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Release notes for:&lt;br /&gt;
&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.3|v2.3 (under development)]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.2|v2.2]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.1|v2.1]]&lt;br /&gt;
* [[LuxCoreRender_Release_Notes_v2.0|v2.0]]&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1536</id>
		<title>LuxCoreRender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Tutorials&amp;diff=1536"/>
		<updated>2019-08-24T13:19:21Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Video Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Video Tutorials ==&lt;br /&gt;
&lt;br /&gt;
[[File:beginner_tutorial.jpg|thumb|none|300px|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|300px|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|300px|link=https://youtu.be/gEGDyHMnlkg| [https://youtu.be/gEGDyHMnlkg Subsurface Scattering and Volume Tutorial] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:Brushed steel thumbnail.png|thumb|none|300px|link=https://youtu.be/FGhPAP0oV9k| [https://youtu.be/FGhPAP0oV9k Brushed Steel Tutorial ] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:BlendLuxCore-2.8-Interior-Tutorial.png|thumb|none|300px|link=https://youtu.be/XjwCOIWwQo4| [https://youtu.be/XjwCOIWwQo4 BlendLuxCore v2.8 Interior Tutorial ] ]]&lt;br /&gt;
&lt;br /&gt;
== Text Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Denoiser_Strength | Denoiser strength]]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=File:BlendLuxCore-2.8-Interior-Tutorial.png&amp;diff=1535</id>
		<title>File:BlendLuxCore-2.8-Interior-Tutorial.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=File:BlendLuxCore-2.8-Interior-Tutorial.png&amp;diff=1535"/>
		<updated>2019-08-24T13:18:34Z</updated>

		<summary type="html">&lt;p&gt;Dade: BlendLuxCore 2.8 Interior Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
BlendLuxCore 2.8 Interior Tutorial&lt;/div&gt;</summary>
		<author><name>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.2&amp;diff=1534</id>
		<title>LuxCoreRender Release Notes v2.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Release_Notes_v2.2&amp;diff=1534"/>
		<updated>2019-08-07T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* 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;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=840 PhotonGI cache]&lt;br /&gt;
* Added ALBEDO AOV&lt;br /&gt;
* Added to BiDir the support for shading normal, geometry normal, position, material ID, UV, object ID, material ID color and Albedo AOVs&lt;br /&gt;
* Added AVG_SHADING_NORMAL AOV&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=872 Integrated Intel Open Image Denoiser (Oidn)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added a new way to blend brute force path tracing and cache in PhotonGI. Cache is now used more often on glossy surfaces&lt;br /&gt;
* Introduced a new PhotonGI debug mode to show the mix between brute force and cached paths&lt;br /&gt;
* Added the support for automatic PhotonGI indirect cache best radius estimation&lt;br /&gt;
* Added the support for automatic PhotonGI indirect cache size by using convergence error estimation&lt;br /&gt;
* [https://forums.luxcorerender.org/viewtopic.php?f=5&amp;amp;t=984 Front and back material transparency (aka light invisible object)]&lt;br /&gt;
* Added PhotonGI support for volumes cache entries&lt;br /&gt;
* LXS parser now supports instance definitions&lt;br /&gt;
* Added the support for new &amp;quot;directx2opengl_normalmap&amp;quot; image map channel selection&lt;br /&gt;
* Added new textures: Power, Less Than, Greater Than, Dot Product, Position, Shading Normal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Saving/resuming the rendering now includes all PhotonGI cache information and entries&lt;br /&gt;
* Added the support for new shape &amp;quot;group&amp;quot;&lt;br /&gt;
* Added the support for nested groups to LXS parser&lt;br /&gt;
* Added the support for persistent PhotonGI cache on file&lt;br /&gt;
* Added the support for using persistent PhotonGI cache across multiple frames for fly-through animations&lt;br /&gt;
* DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0&lt;br /&gt;
* New improved Random/Sobol sampler adaptive code&lt;br /&gt;
* LXS parser now supports halttime and haltspp film halt conditions&lt;br /&gt;
* LXS parser now supports volumes&lt;br /&gt;
* Shadow catcher is now easier to use with multiple light sources of any type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Added the support for tiled denoising to save a huge amount of ram&lt;br /&gt;
* Added the support for new visual map cache for infinitelight, constantinfinite and sky2 light sources&lt;br /&gt;
* Added the support for new Disney BRDF material from Siggraph 2012 paper&lt;br /&gt;
* Upgraded Intel Oidn to v0.9.0&lt;br /&gt;
* Metal material uses a more accurate Albedo value (for Intel OIDN)&lt;br /&gt;
* Added &amp;quot;rounding&amp;quot; texture&lt;br /&gt;
* Added &amp;quot;modulo&amp;quot; texture&lt;br /&gt;
* Improved tiling feature of OIDN imagepipeline plugin&lt;br /&gt;
* Fix a bug in ToProperties code of &amp;quot;blender blend&amp;quot; texture when &amp;quot;halo&amp;quot; progression type was used&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
* Added the support for periodic PhotonGI caustic cache update (aka SPPM without radius reduction)&lt;br /&gt;
* PathTracer class now support eye and light path tracing. LIGHTCPU now uses PathTracer class too.&lt;br /&gt;
* Added Hybrid Back/Forward path tracing support&lt;br /&gt;
* Added the support for glossy caustics rendering to Hybrid Back/Forward&lt;br /&gt;
* Reworked the support for new visibility map cache for infinitelight, constantinfinite and sky2 light sources&lt;br /&gt;
* Transparent light sources are now rendered with the correct intensity&lt;br /&gt;
* New env. visibility map cache now supports persistent cache on file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta3 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fixed rendering resume feature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a problem with infinite lights and BiDir or PhotonGI&lt;br /&gt;
* Fixed a bug when using radiance groups with variance clamping and OpenCL&lt;br /&gt;
* Fixed camera invisible objects usage with volumes&lt;br /&gt;
* Fixed TASK_EMIT of LightStrategyPower&lt;br /&gt;
* Fixed a crash when using RTPATHOCL and editing area lights (issue #173)&lt;br /&gt;
* Fixed a bug when using radiance groups with variance clamping and OpenCL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when using negative material emission values (issue #177)&lt;br /&gt;
* Fixed LXS parsing in pyluxcoretools&lt;br /&gt;
* Fixed a problem when mixing transparent and solid materials with Mix (issue #183)&lt;br /&gt;
* Fix a bug when using glossy coating with any specular material&lt;br /&gt;
* Fixed LXS parsing of point light source position&lt;br /&gt;
* Fixed object ID not being saved by FILESAVER engine&lt;br /&gt;
* Fixed a major bug in carpaint material (issue #186)&lt;br /&gt;
* Fixed spelling mistake in cloth material &amp;quot;wool gabardine&amp;quot; preset&lt;br /&gt;
* Fixed Scene::RemoveUnusedMeshes()&lt;br /&gt;
* Fixed a bug in Mix material when working with specular materials (issue #187)&lt;br /&gt;
* Fixed an overflow problem when using an heterogenous volume on very large segments&lt;br /&gt;
* Sun relative size has now a lower bound of 1.0 to avoid numerical precision problems&lt;br /&gt;
* Fixed a problem with Scene::ToProperties() after editing a scene&lt;br /&gt;
* Fixed a self-shadow problem with area light sources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix ToProperties() of mapspherelight and spherelight&lt;br /&gt;
* Fixed a problem with caustic cache size when both PhotonGI caches were enabled and automatic stop condition for indirect cache was used&lt;br /&gt;
* PhotonGI Metropolis will now focus on caustic cache when indirect is done (and vice versa)&lt;br /&gt;
* Fixed the access to an uninitialized variable when using PhotonGI caustic cache alone&lt;br /&gt;
* Fixed the access to an uninitialized variable in ProjectionLight::Preprocess()&lt;br /&gt;
* Fixed a crash when trying to render a scene without light sources with PATHOCL (issue #202)&lt;br /&gt;
* Fixed DLSC to work with Front and back material transparency (aka light invisible object)&lt;br /&gt;
* Fixed a problem in BIDIRCPU with camera PDF&lt;br /&gt;
* Fixed a bug in Mix material transparency support (issue #210)&lt;br /&gt;
* Added a workaround to an AMD OpenCL compiler bug in DirectLight_BSDFSampling()&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed a problem in the random number generator of PhotonGI&lt;br /&gt;
* Fixed wrong theta being saved in ToProperties() of distant light&lt;br /&gt;
* Fixed a compilation error in RoughMatte OpenCL code (issue #218)&lt;br /&gt;
* Fixed a problem with Disney material specular tint&lt;br /&gt;
* Fixed a TILEPATH bug causing black renderings&lt;br /&gt;
* Fixed BIDIRCPU and LIGHTCPU camera motion blur&lt;br /&gt;
* Fixed a bug related to initial camera volume in PATHOCL&lt;br /&gt;
* Fixed light tracing camera motion blur and arbitrary clipping plane support&lt;br /&gt;
* Fixed a bug in the OpenCL code of the splitfloat3 texture&lt;br /&gt;
* Fixed normal mapping&lt;br /&gt;
* Fixed a problem when saving ALBEDO AOV&lt;br /&gt;
* Fixed RoughGlass event types returned by material evaluation&lt;br /&gt;
* Evaluated best radius in PhotonGI, ELVC and DLSC is not affected any more by border rendering&lt;br /&gt;
* Fixed a crash when resuming scene rendering without PhotonGI enabled&lt;br /&gt;
* Fixed a NaNs problem when using area lights with zero area&lt;br /&gt;
* Fixed the export of material emission.directlightsampling.type property&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta3 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Problems===&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/103 LuxCore API requires latin locale]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/2 accelerator.bvh.builder.type = EMBREE_MORTON doesn&#039;t work with the latest Embree]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/29 Python crashes when calling sys.exit()]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/124 TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they requires to increase the max. path depth to avoid black regions.]&lt;br /&gt;
* [https://github.com/LuxCoreRender/LuxCore/issues/158 There may be artifacts when rendering glossy surface with high roughness values and DLSC]&lt;br /&gt;
&lt;br /&gt;
=Blender Addon (BlendLuxCore)=&lt;br /&gt;
&lt;br /&gt;
===New features===&lt;br /&gt;
&lt;br /&gt;
* Support for new PhotonGI cache&lt;br /&gt;
* Support for Intel OIDN denoiser&lt;br /&gt;
* OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Show number of users in material UI&lt;br /&gt;
* Add support for normal map orientation setting (opengl or directx)&lt;br /&gt;
* Add a new front/back opacity node (material category) to control opacity on both sides of a face separately&lt;br /&gt;
* Hitpoint Info node that offers position and shading normal vectors&lt;br /&gt;
* Dot Product node&lt;br /&gt;
* New math operations: &lt;br /&gt;
** Power&lt;br /&gt;
** Greater Than&lt;br /&gt;
** Less Than&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add a Vector Math node&lt;br /&gt;
* User can now set a custom object ID&lt;br /&gt;
* User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)&lt;br /&gt;
* make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node. &lt;br /&gt;
* expose volume nodes in material node tree add menu&lt;br /&gt;
* add new &amp;quot;colored glass&amp;quot; node preset with inlined volume for simple glasses with volumetric absorption&lt;br /&gt;
* add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)&lt;br /&gt;
* Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)&lt;br /&gt;
* add a debug option to print config and scene properties (in hidden debug menu, search for &amp;quot;Toggle LuxCore Debug Options&amp;quot; in Blender&#039;s operator search)&lt;br /&gt;
* expose storage property of background image to allow higher precision if necessary&lt;br /&gt;
* show button to select problematic object in error log&lt;br /&gt;
* implement a workaround to have &amp;quot;delete and reconnect&amp;quot; functionality in the node editor&lt;br /&gt;
* add support for improved adaptive sampling, as well as the new NOISE AOV&lt;br /&gt;
* add support for automatic radius estimation of DLSC&lt;br /&gt;
* add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* new texture nodes: split RGB/combine RGB&lt;br /&gt;
* exposed new visibility map cache (&amp;quot;automatic portals&amp;quot;)&lt;br /&gt;
* disable most imagepipeline plugins in viewport when viewport denoising is enabled, to avoid artifacts&lt;br /&gt;
* new material: Disney (aka principled shader)&lt;br /&gt;
* New math textures:&lt;br /&gt;
** Rounding&lt;br /&gt;
** Modulo (fmod)&lt;br /&gt;
* add support for tiled OIDN denoising to reduce RAM usage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* switch to LuxCore material node tree when a node tree is first created (makes it easier for new users to find the LuxCore node tree)&lt;br /&gt;
* disable intel integrated graphics OpenCL devices by default because using them can lead to crashes&lt;br /&gt;
&lt;br /&gt;
===Fixed Bugs===&lt;br /&gt;
&lt;br /&gt;
* Fix Tool panel in blender reporting eye paths and light paths wrong&lt;br /&gt;
* Fix Point light size draw function using location without constraints&lt;br /&gt;
* Show noise halt threshold settings for Bidir engine&lt;br /&gt;
* Fix some bugs in group instance visiblity&lt;br /&gt;
* Fix missing srgb/linear conversion in HSV input of constant color node&lt;br /&gt;
* Fix volume priority not being exported&lt;br /&gt;
* Fix bug: pointiness was not working if the last material slot did not contain a pointiness node&lt;br /&gt;
* Improve viewport startup in complex scenes by ignoring materials touched by the export process when evaluating future updates&lt;br /&gt;
* Fix viewport denoiser not working without a camera&lt;br /&gt;
* Fix auto-updater not copying permission bits (this was a problem only for the OIDN standalone binary, which was not executable for this reason)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha0 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix bug: area light was not removed during viewport render when its layer was made invisible&lt;br /&gt;
* BlendLuxCore AOV settings no longer affect Cycles/BI pass settings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alpha1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport&lt;br /&gt;
* fix area light not being deleted when its type was switched to laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta1 released&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* fix some bugs in the node editor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beta2 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;
* [https://github.com/LuxCoreRender/BlendLuxCore/issues/148 Blender crashes when Ctrl+C is pressed to copy an object with a material]&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>Dade</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.2&amp;diff=1526</id>
		<title>LuxCore SDL Reference Manual v2.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.2&amp;diff=1526"/>
		<updated>2019-07-18T08:20:52Z</updated>

		<summary type="html">&lt;p&gt;Dade: /* Film Outputs (aka AOVs) */&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; or &amp;quot;LOG_POWER&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;
==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;QBVH&amp;quot;, &amp;quot;MQBVH&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;
===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.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;
|}&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;
&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;
&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;
&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: 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;
&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;
&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;
==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>Dade</name></author>
	</entry>
</feed>