AttributeVisualiser¶
Visualises attribute values by applying a constant shader to display them as a colour.
user¶
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
out¶
The processed output scene.
enabled¶
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
in¶
The input scene
filter¶
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
attributeName¶
The name of the attribute to be visualised. The value of the attribute will be converted to a colour using the chosen mode and then assigned using a constant shader.
mode¶
The method used to turn the attribute value into a colour for visualisation.
- Color : This only works for attributes which already contain a colour or numeric value. The value is converted directly to a colour, using the min and max values to perform a remapping.
- FalseColor : This only works for numeric attributes. Values between min and max are used to look up a colour in the ramp below.
- Random : This works for any attribute type - a random colour is chosen for each unique attribute value.
- Shader Node Color : This only works when visualising a shader attribute. It uses the node colour for the shader node which is assigned.
min¶
Used in the Color and False Color modes to define the value which is mapped to black or the left end of the spline respectively.
max¶
Used in the Color and False Color modes to define the value which is mapped to white or the right end of the spline respectively.
ramp¶
Provides the colour mapping for the False Color mode. Values between min and max are remapped using the colours from the ramp (left to right).
shaderType¶
The type of shader used to perform the visualisation. The default value is for an OpenGL shader which will be used in the viewport. It’s possible to perform a visualisation for other renderers by entering a different shader type here.
shaderName¶
The name of the shader used to perform the visualisation. The default value is for an OpenGL shader which will be used in the viewport. It’s possible to perform a visualisation for other renderers by entering a different shader name here.
shaderParameter¶
The name of the shader parameter used to perform the visualisation. The default value is for an OpenGL shader which will be used in the viewport.