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Miscellaneous

Miscellaneous scene graph elements, for example, textures, light profiles, BSDF measurements, or decals. More...

Classes

class  mi::neuraylib::Bsdf_buffer
 Example implementation of the abstract interface mi::neuraylib::IBsdf_buffer. More...
 
class  mi::neuraylib::Bsdf_isotropic_data
 Example implementation of the abstract interface mi::neuraylib::IBsdf_isotropic_data. More...
 
class  mi::neuraylib::IAttribute_container
 An attribute container is a database element that stores attributes and no other data. More...
 
class  mi::neuraylib::IBsdf_isotropic_data
 Abstract interface for isotropic BSDF data. More...
 
class  mi::neuraylib::IBsdf_buffer
 Abstract interface for a buffer of BSDF values. More...
 
class  mi::neuraylib::IBsdf_measurement
 A scene element that stores measured BSDF data. More...
 
class  mi::neuraylib::IDecal
 Decals are sticker-like objects that can be applied to other geometry objects. More...
 
class  mi::neuraylib::IImage
 This interface represents a pixel image file. More...
 
class  mi::neuraylib::IIrradiance_probes
 Irradiance probes are used to render the irradiance at certain locations in the scene. More...
 
class  mi::neuraylib::ILightprofile
 This interface represents light profiles. More...
 
class  mi::neuraylib::IProjector
 Projectors are functions that generate texture coordinates for a particular texture space. More...
 
class  mi::neuraylib::ISection_object
 Section objects are used to cull parts of the scene. More...
 
class  mi::neuraylib::ITexture
 Textures add image processing options to images. More...
 

Enumerations

enum  mi::neuraylib::Bsdf_type {
  mi::neuraylib::BSDF_SCALAR = 0,
  mi::neuraylib::BSDF_RGB = 1
}
 The BSDF type. More...
 
enum  mi::neuraylib::Decal_face_mode {
  mi::neuraylib::DECAL_ON_FRONT_FACE,
  mi::neuraylib::DECAL_ON_BACK_FACE,
  mi::neuraylib::DECAL_ON_FRONT_AND_BACK_FACE
}
 This enum controls whether the decal is applied on the front face, back face, or both faces of the object. More...
 
enum  mi::neuraylib::Lightprofile_flags {
  mi::neuraylib::LIGHTPROFILE_CLOCKWISE = 1,
  mi::neuraylib::LIGHTPROFILE_COUNTER_CLOCKWISE = 2,
  mi::neuraylib::LIGHTPROFILE_ROTATE_TYPE_B = 4,
  mi::neuraylib::LIGHTPROFILE_ROTATE_TYPE_C_90_270 = 8
}
 Ordering of horizontal angles in a light profile. More...
 
enum  mi::neuraylib::Lightprofile_degree {
  mi::neuraylib::LIGHTPROFILE_HERMITE_BASE_1 = 1,
  mi::neuraylib::LIGHTPROFILE_HERMITE_BASE_3 = 3
}
 Degree of hermite interpolation. More...
 
enum  mi::neuraylib::Texture_compression {
  mi::neuraylib::TEXTURE_NO_COMPRESSION = 0,
  mi::neuraylib::TEXTURE_MEDIUM_COMPRESSION = 1,
  mi::neuraylib::TEXTURE_HIGH_COMPRESSION = 2
}
 Texture compression method. More...
 
enum  mi::neuraylib::Filter_type {
  mi::neuraylib::FILTER_BOX = 0,
  mi::neuraylib::FILTER_TRIANGLE = 1,
  mi::neuraylib::FILTER_GAUSS = 2,
  mi::neuraylib::FILTER_CMITCHELL = 3,
  mi::neuraylib::FILTER_CLANCZOS = 4,
  mi::neuraylib::FILTER_FAST = 5
}
 Supported filter types. More...
 

Detailed Description

Miscellaneous scene graph elements, for example, textures, light profiles, BSDF measurements, or decals.

Enumeration Type Documentation

The BSDF type.

Enumerator
BSDF_SCALAR 

One scalar per grid value.

BSDF_RGB 

Three scalars (RGB) per grid value.

This enum controls whether the decal is applied on the front face, back face, or both faces of the object.

The front face of an object is the face whose angle between the implied face normal and the projector direction is larger than 90 degrees. The other face is the back face. If there is no projector then the front face is defined by the orientation of the object primitives.

Note that for materials that are not thin-walled the decal is never shown on the face with the higher density (in addition to the restrictions imposed by the value of this enum).

See Also
mi::neuraylib::IDecal::get_face_mode(), mi::neuraylib::IDecal::set_face_mode()
Enumerator
DECAL_ON_FRONT_FACE 

The decal is only applied on the front face of the object.

DECAL_ON_BACK_FACE 

The decal is only applied on the back face of the object.

DECAL_ON_FRONT_AND_BACK_FACE 

The decal is applied on the front and on the back face of the object.

Supported filter types.

The filter type (or filter kernel) specifies how multiple samples are to be combined into a single pixel value.

See Also
attribute filter on mi::neuraylib::IOptions
Enumerator
FILTER_BOX 

box filter

FILTER_TRIANGLE 

triangle filter

FILTER_GAUSS 

Gaussian filter.

FILTER_CMITCHELL 

clipped Mitchell filter

FILTER_CLANCZOS 

clipped Lanczos filter

FILTER_FAST 

a fast filter, could be GPU anti-aliasing, or any

Degree of hermite interpolation.

Currently only linear (hermite 1) and cubic (hermite 3) degree are supported (see also [DH05]).

See Also
mi::neuraylib::ILightprofile::reset_file(), mi::neuraylib::ILightprofile::get_degree()
Enumerator
LIGHTPROFILE_HERMITE_BASE_1 

Degree 1 = linear interpolation.

LIGHTPROFILE_HERMITE_BASE_3 

Degree 3 = cubic interpolation.

Ordering of horizontal angles in a light profile.

The flags can be used to override the horizontal sample order in an IES file [IES02]. There are two IES file types in common use, type B and type C. The IES standard defines that samples are stored in counter-clockwise order. Type C files conform to this standard, but about 30% of the type B files deviate from the standard and store samples in clockwise order, without giving any indication in the IES file that could be used to switch the order. (Sometimes there is an informal comment.) Type A IES files are not supported.

See Also
mi::neuraylib::ILightprofile::reset_file(), mi::neuraylib::ILightprofile::get_flags()
Enumerator
LIGHTPROFILE_CLOCKWISE 

Clockwise order, contrary to the IES standard for these (incorrect) type B files.

LIGHTPROFILE_COUNTER_CLOCKWISE 

Counter-clockwise, standard-conforming order (default).

LIGHTPROFILE_ROTATE_TYPE_B 

For 3dsmax.

LIGHTPROFILE_ROTATE_TYPE_C_90_270 

For 3dsmax.

Texture compression method.

Enumerator
TEXTURE_NO_COMPRESSION 

no compression

TEXTURE_MEDIUM_COMPRESSION 

medium compression ratio

TEXTURE_HIGH_COMPRESSION 

high compression ratio