Node reference
3D nodes
Camera
Type name: Camera3D (scripts, MCP and Nuke import use it).
A camera: where it is, where it looks and its lens, for RenderScene and Project3D (Nuke's Camera knobs). img: its image plane in the 3D view; in a Scene, its groups move it.
Inputs: img (optional); more as you connect them.
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| translate x | 0 | -100 to 100 | Where the camera is, in scene units. |
| translate y | 0 | -100 to 100 | Where the camera is, in scene units. |
| translate z | 0 | -100 to 100 | Where the camera is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| focal length | 50 | 5 to 300 | Millimetres. |
| horizontal aperture | 36 | 1 to 70 | The film back's width in millimetres (it fills the image's width). A camera you create starts at 36; one from a project, a paste or a Nuke script keeps its own (Nuke's default is 24.576). |
| vertical aperture | from the format | 1 to 70 | The film back's height in millimetres. A camera you create gets the project format's proportions (width x pixel aspect against height: 20.25 in HD), never the viewer's. |
| near | 0.1 | 0.001 to 10 | Nearest distance seen. |
| far | 10000 | 100 to 100000 | Farthest distance seen. |
| image plane | on | Show the picture on this plane's input in the 3D view, filling the camera's gate at its distance (its alpha honoured: transparent where it's 0). | |
| distance | 10 | 0.1 to 1000 | How far in front of the camera the plane is, in scene units (animatable); nearer planes hide farther ones where they're opaque. |
| opacity | 1 | 0 to 1 | How much the plane shows (its alpha times this). |
| scale | 1 | 0.1 to 4 | The plane's size, about its centre (1: it fills the gate). |
| offset x | 0 | -1 to 1 | Moves the plane across the view, in gate widths (0: centred). |
| offset y | 0 | -1 to 1 | Moves the plane up the view, in gate heights (0: centred). |
CameraTracker
Follows features over the shot and solves the moving camera (and the points' places), for RenderScene, Project3D and the 3D viewport.
Inputs: img (optional), mask (optional), tracks (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| first frame | 0 | 0 to 1000 | The shot's first frame (0: the project's, within the clip its input presents). |
| last frame | 0 | 0 to 1000 | Its last frame (0: the project's, within the clip its input presents). |
| features | 300 | 50 to 1000 | Points followed on each frame: more is steadier and slower. |
| invert mask | off | Track only where the mask's alpha is (instead of everywhere but there). | |
| focal length | unknown | unknown, approximate, known | unknown: solved; approximate: solved from the value below; known: the value below. |
| focal length (mm) | 35 | 5 to 300 | The lens's focal length in mm: the solve's start (approximate) or its fixed value (known). |
| film back width (mm) | 36 | 1 to 70 | The sensor's width: focal lengths in mm follow from it. |
| rolling shutter | off | The camera reads its rows from the top down (phones, most CMOS cameras): solved row by row. | |
| readout | 0 | 0 to 1 | The rolling shutter's readout, top row to bottom row, in frames (0: solved). |
| drop moving points | on | Leave out points that don't move with the rest (a person, a car): shown as red crosses. | |
| max error | 2 | 0.5 to 10 | Pixels: a point seen further than this from where the solve puts it is left out. |
| second pass | on | When more than 5% of the tracks are bad (moving on their own, or mostly further than max error), Solve removes them and solves again, keeping the second solve only if it is as good or better (undo brings them back). Manual tracks and the ground, origin and scale points are never removed. | |
| up axis | y | y, z | Which way is up once the ground is set: y (Maya, Houdini, Nuke) or z (Blender). |
| ground points | Tracks on the floor (their numbers): the plane through them is made level. | ||
| origin point | 0 | 0 to 1000 | A track whose point becomes the scene's origin (0: the ground's centre). |
| scale points | Two tracks a known distance apart. | ||
| scale distance | 0 | 0 to 100 | The distance between the scale points, in scene units (0: no scale). |
| axis points | Two tracks: the direction from the first to the second is the axis below. | ||
| axis | x | x, y, z | The world axis the axis points run along. A horizontal one turns the scene about the up axis; the up axis makes them vertical (the ground wins when both are set). |
| lens distortion | off | Solve the lens' distortion with the camera (LensDistortion's radial model): the camera is then the undistorted plate's. Create Lens Distortion makes the node that undistorts the plate; a copy set to Redistort puts the CG back on it. | |
| guide weight | 3 | 0 to 20 | How much a guide's pixels count against a tracked point's (0: the guides only set the axes, from the solve as the points give it). |
Card
An image on a plane in a scene (Nuke's Card), for set extensions and 2.5D: RenderScene draws it in front of or behind the scene by depth, and the 3D viewport shows it.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| image aspect | on | The card's height follows its image's aspect (one unit wide); off: a square. | |
| rows | 8 | 1 to 100 | Faces up the card (its mesh's resolution; Nuke's default: 8). |
| columns | 8 | 1 to 100 | Faces across the card (its mesh's resolution; Nuke's default: 8). |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the card's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the card's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the card's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Cone
A cone in a scene: a mesh of rows x columns faces, which can change at any time; its image is its texture, wrapped around.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| rows | 10 | 1 to 100 | Faces from the base to the tip. |
| columns | 30 | 1 to 100 | Faces around. |
| radius | 1 | 0 to 10 | Its base's radius, in scene units. |
| height | 2 | 0 to 10 | Its height, in scene units. |
| u extent | 360 | 0 to 360 | Degrees around (360: all the way). |
| close bottom | on | A flat cap on its base. | |
| color | 1 | 0 to 1 | Its colour (USD's displayColor), times its image when one is connected. |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the cone's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the cone's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the cone's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Cube
A box in a scene (Nuke's Cube): a mesh of rows x columns faces on each side, which can change at any time; its image is its texture.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| rows | 10 | 1 to 100 | Faces up each side (Nuke's default: 10). |
| columns | 10 | 1 to 100 | Faces across each side, and each way on the top and bottom (Nuke's default: 10). |
| cube left | -0.5 | -5 to 5 | Where the box's left side is (Nuke's cube knob). |
| cube bottom | -0.5 | -5 to 5 | Where the box's bottom side is (Nuke's cube knob). |
| cube near | -0.5 | -5 to 5 | Where the box's near side is (Nuke's cube knob). |
| cube right | 0.5 | -5 to 5 | Where the box's right side is (Nuke's cube knob). |
| cube top | 0.5 | -5 to 5 | Where the box's top side is (Nuke's cube knob). |
| cube far | 0.5 | -5 to 5 | Where the box's far side is (Nuke's cube knob). |
| color | 1 | 0 to 1 | Its colour (USD's displayColor), times its image when one is connected. |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the cube's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the cube's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the cube's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Cylinder
A cylinder in a scene (Nuke's Cylinder): a mesh of rows x columns faces, which can change at any time; its image is its texture, wrapped around.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| rows | 30 | 1 to 100 | Faces up (Nuke's default: 30). |
| columns | 30 | 1 to 100 | Faces around (Nuke's default: 30). |
| radius | 1 | 0 to 10 | Its radius, in scene units. |
| height | 2 | 0 to 10 | Its height, in scene units. |
| u extent | 360 | 0 to 360 | Degrees around (360: all the way). |
| close top | off | A flat cap on top. | |
| close bottom | off | A flat cap below. | |
| color | 1 | 0 to 1 | Its colour (USD's displayColor), times its image when one is connected. |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the cylinder's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the cylinder's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the cylinder's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
DepthToPoints
Points from a depth pass seen through a camera (Nuke's DepthToPoints): one per sampled pixel, coloured by the image, for the 3D viewport and WriteUSD.
Inputs: depth (optional), camera (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| depth channel | depth.Z | The depth channel: 1 / distance from the camera, as RenderScene's depth.Z (0: nothing). | |
| invert | off | The channel holds the distance itself, not 1 / distance. | |
| detail | 0.5 | 0.01 to 1 | The fraction of pixels made into points, each way (0.5: every other pixel across and up; Nuke's default). |
| point size | 0.02 | 0 to 0.5 | Each point's width, in scene units (USD's widths; Nuke's PositionToPoints and DepthToPoints count screen pixels). |
FocalFinder
Finds a camera (focal length, rotation, place) from lines drawn along two perpendicular directions of the set, like fSpy.
Inputs: img (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| axis 1 | x | x, y, z | The world axis axis 1's two lines run along, each drawn from its a end to its b end the way the axis points (swap the ends to turn the axis round). |
| axis 2 | z | x, y, z | The world axis axis 2's two lines run along (perpendicular to axis 1). |
| axis 3 | off | Lines 5 and 6 along the third axis (the one neither axis names): three vanishing points give the focal length three ways (their mean) and the camera's turn from all three directions; the principal point they give is shown, the camera keeps it at the image's centre. | |
| distance to origin | 8.77 | 0.1 to 100 | The scene's scale: how far the camera is from the origin, in scene units. Lines in a picture give the angles but not the size: a room 4 m across and a model of it look the same. Set it so objects come out at their real size (a known distance, or a door at 2 m). |
| horizontal aperture | 36 | 1 to 70 | The film back's width in mm: the lines give the field of view, the focal length follows from this. |
Light
Type name: Light3D (scripts, MCP and Nuke import use it).
Adds a light (UsdLux: distant, sphere, spot, rect, disk or dome) to a scene, for RenderScene, Project3D and the 3D viewport.
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| light type | distant | distant, sphere, spot, rect, disk, dome | distant: parallel rays (the sun); sphere: a round bulb; spot: a bulb lighting a cone; rect and disk: area lights (a softbox, a window); dome: light from all around (an HDR image). |
| colour | 1 | 0 to 1 | The light's colour, multiplied by its intensity (USD's color). |
| intensity | 1 | 0 to 10 | Brightness (USD's intensity). |
| exposure | 0 | -10 to 10 | Stops: each one doubles the brightness. |
| translate x | 0 | -100 to 100 | Where the light is, in scene units (not for distant and dome). |
| translate y | 0 | -100 to 100 | Where the light is, in scene units (not for distant and dome). |
| translate z | 0 | -100 to 100 | Where the light is, in scene units (not for distant and dome). |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order; it shines down its -z. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order; it shines down its -z. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order; it shines down its -z. |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| radius | 0.5 | 0 to 10 | Sphere, spot and disk: their size, in scene units (larger: softer shadows; a spot of 0 is a point, USD's treatAsPoint). |
| cone angle | 40 | 0 to 180 | Spot: the cone's full angle in degrees (Nuke's Spotlight cone_angle). |
| penumbra | 0 | -60 to 60 | Spot: the soft edge in degrees; negative fades inward from the cone's edge, positive outward (Nuke's cone_penumbra_angle). |
| falloff | 0 | 0 to 100 | Spot: how the light dims from the centre to the edge (higher: more focused; USD's shaping:focus). |
| width | 1 | 0 to 10 | Rect: its width. |
| height | 1 | 0 to 10 | Rect: its height. |
| angle | 0.53 | 0 to 30 | Distant: the degrees across it (the sun: 0.53; larger: softer shadows). |
| file | Dome: a lat-long environment image (an HDR or EXR); empty: its colour. | ||
| cast shadows | on | Whether it casts shadows (UsdLux's shadow:enable). | |
| lights only | Light linking: the prims it lights (paths separated by spaces; a prim brings its children). Empty: every prim. UsdLux's collection:lightLink. | ||
| doesn't light | Light linking: prims it leaves unlit (and their children). | ||
| shadows only from | Shadow linking: the prims whose shadows it casts. Empty: every prim. UsdLux's collection:shadowLink. | ||
| no shadows from | Shadow linking: prims that cast no shadow from it. |
Material
An OpenPBR Surface material (MaterialX) for the objects whose material input takes it; its image inputs take comp images (img: the base colour).
Inputs: img (optional); more as you connect them.
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| surface | OpenPBR | OpenPBR, unlit | OpenPBR: lit by the scene's lights. Unlit: its base colour (and image) as it is, not lit and lighting nothing (a constant; an emission lights the scene). |
| base weight | 1 | 0 to 1 | How much of the base colour is reflected. |
| base colour | 0.8 0.8 0.8 1 | 0 to 1 | The base colour, scene-linear (its weight above sets how much of it there is). |
| base colour image | A texture for the base colour (on the mesh's "st" UVs); empty: the colour above. | ||
| metalness | 0 | 0 to 1 | 0: a dielectric (plastic, wood); 1: a metal. |
| diffuse roughness | 0 | 0 to 1 | Rougher diffuse (cloth, clay). |
| specular weight | 1 | 0 to 1 | How strong the reflections are. |
| specular colour | 1 | 0 to 1 | The specular colour, scene-linear (its weight above sets how much of it there is). |
| roughness | 0.3 | 0 to 1 | 0: a mirror; 1: fully blurred reflections. |
| IOR | 1.5 | 1 to 3 | Index of refraction (water 1.33, glass 1.5, diamond 2.42). |
| transmission | 0 | 0 to 1 | Light through it (glass, liquids). |
| transmission colour | 1 | 0 to 1 | The transmission colour, scene-linear (its weight above sets how much of it there is). |
| subsurface | 0 | 0 to 1 | Light scattering inside (skin, wax, marble). |
| subsurface colour | 0.8 0.8 0.8 1 | 0 to 1 | The subsurface colour, scene-linear (its weight above sets how much of it there is). |
| coat | 0 | 0 to 1 | A clear coat over it (car paint, varnish). |
| coat roughness | 0 | 0 to 1 | The coat's reflections blurred. |
| emission | 0 | 0 to 1000 | Light it gives off, in nits. |
| emission colour | 1 | 0 to 1 | The emission colour, scene-linear (its weight above sets how much of it there is). |
| opacity | 1 | 0 to 1 | 0: invisible; cut-outs (leaves, decals). |
PointCloudGenerator
A CameraTracker's solved points as a point cloud, for the 3D viewport and WriteUSD (sparse: Nuke's dense reconstruction isn't built).
Inputs: camera (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| points | all | all, automatic, manual | Which tracks' points: all, the automatic ones, or the manual ones (blue; Create Camera3D makes one cloud of each). Not in Nuke. |
| point size | 0.01 | 0 to 0.5 | Each point's width, in scene units (USD's widths; Nuke's PositionToPoints and DepthToPoints count screen pixels). |
PositionToPoints
Points from a position pass (Nuke's PositionToPoints): one per sampled pixel, coloured by the image, for the 3D viewport and WriteUSD.
Inputs: img (optional), pos (optional).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| surface point | P | The position layer (P: P.X, P.Y, P.Z; rgb: R, G, B), in pos, or in img when pos isn't connected. | |
| detail | 0.5 | 0.01 to 1 | The fraction of pixels made into points, each way (0.5: every other pixel across and up; Nuke's default). |
| point size | 0.02 | 0 to 0.5 | Each point's width, in scene units (USD's widths; Nuke's PositionToPoints and DepthToPoints count screen pixels). |
Projection
Type name: Project3D (scripts, MCP and Nuke import use it).
Projects an image through a camera onto a rendered scene (RenderScene's position pass): projections and set extensions.
Inputs: render, img, camera (optional, track data), scene (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| occlusion | on | With the scene connected: what the projector can't see stays black (no smearing behind objects). | |
| bias | 0.02 | 0 to 0.2 | How much farther than what the projector sees a point may be and still receive the projection (a share of the distance). |
| crop | on | Black outside the projector's frame (off: its edges stretch). | |
| objects | Only these objects receive the projection (prim paths separated by spaces; a group brings its children), by the render's object IDs: turn on object IDs on its RenderScene. Empty: everything it renders. |
ReLight
A lighting pass from the normal and position channels and Light3D nodes.
Inputs: input, lights (optional, track data), camera (optional, track data), material (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| use alpha | off | Multiplies the lighting by the input's alpha. | |
| normal | none | The layer holding the normals (x, y, z or r, g, b). | |
| position | none | The layer holding the world positions: the direction to each light that isn't distant. | |
| ambient | 0 0 0 1 | 0 to 1 | Light added everywhere, before the lights' diffuse lighting. |
Read Splats
Type name: ReadSplat (scripts, MCP and Nuke import use it).
Gaussian splats from a file (.ply as 3D Gaussian Splatting trains them, Niantic's .spz, .splat), for RenderScene, the 3D viewport and WriteUSD.
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| file | The splat file (.ply, .spz, .splat). | ||
| colour space | How the splats' colours are encoded: as the pictures they were trained on, usually sRGB (empty). RenderScene blends them in it, then converts to the working space. | ||
| holdout | off | A matte object: the splats hide what is behind them in RenderScene's picture but aren't drawn (their alpha is cut out). Also set from the Outliner. | |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the splats's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the splats's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the splats's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Read USD
Type name: ReadUSD (scripts, MCP and Nuke import use it).
Opens a USD scene (.usd, .usda, .usdc, .usdz) for RenderScene and the other 3D nodes; Alembic (.abc), FBX and OBJ files open through a conversion to USD.
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| file | The USD file (or .abc, .fbx, .obj: converted to USD once, in the temp folder). | ||
| time offset | 0 | -100 to 100 | Added to the frame to give the scene's time code. |
| prim settings | The Outliner's per-prim settings, one prim per line (/World/Car visible=0 holdout=1); written over the scene, never into its file. | ||
| live link | off | Receives a 3D application's changes over the live link (Preferences > Live link; the Blender add-on in tools/blender) and sends it this scene's moves (overrides, its group), Light3Ds and cameras. | |
| live stage | The stage this node receives (Blender: the .blend file's name, or the add-on's stage name); empty: any. |
Read VDB
Type name: ReadVDB (scripts, MCP and Nuke import use it).
An OpenVDB volume from a .vdb file or sequence (smoke, fire, clouds), for RenderScene, the 3D viewport and WriteUSD (as a UsdVolVolume).
Inputs: none (it makes its own picture).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| file | The .vdb file; a sequence with its frame as #### or %04d (smoke.####.vdb). | ||
| frame offset | 0 | -100 to 100 | Added to the frame to give the file's frame (a sequence). |
| density grid | density | The grid giving the volume's density (its extinction); empty: emission alone. | |
| density scale | 1 | 0 to 10 | Extinction per scene unit for a density of 1: higher is thicker. |
| colour | 0.8 0.8 0.8 1 | 0 to 1 | The light scattered: the smoke's albedo (1: none absorbed). |
| anisotropy | 0 | -0.95 to 0.95 | Henyey-Greenstein: above 0 light scatters forward (bright towards the light), below 0 back. |
| shadows | on | Light through the volume is dimmed by it (self-shadowing). | |
| emission grid | auto | The grid that glows (fire): auto: flames, flame, fire, heat or temperature, the first in the file; none: no emission. | |
| emission intensity | 1 | 0 to 10 | Light emitted per scene unit for a value of 1. |
| emission scale | 1 | 0 to 2 | The grid's values times this: 0 to 1 along the colour ramp (and the brightness). |
| ramp from (K) | 1000 | 500 to 10000 | The ramp's colour at 0: a blackbody at this temperature (1000 K: deep red). |
| ramp to (K) | 2500 | 500 to 10000 | The ramp's colour at 1 (2500 K: yellow-orange; 6500 K: white). |
| step | 0.5 | 0.1 to 4 | The ray-marching step in voxels: smaller is finer and slower. |
| holdout | off | A matte object: the volume hides what is behind it in RenderScene's picture but isn't drawn (its alpha is cut out). Also set from the Outliner. | |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the volume's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the volume's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the volume's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
RenderScene
Renders a USD scene through a camera at the project format (Embree: on the CPU, the same on every machine), with depth.Z (1 / distance), P (world position) and N (world normal).
Inputs: scene (optional, track data), camera (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| renderer | The Hydra renderer: Embree (empty: built in, the same on every machine) or another one installed on this machine, by its name (Cycles). Storm draws only in the 3D viewport. | ||
| camera | The scene camera's path (/World/Camera), when no Camera3D is connected; empty: the scene's first camera, or a view of everything. | ||
| samples | 16 | 1 to 256 | Samples per pixel: more is smoother and slower. |
| scene colours | on | The objects' display colours; off: all white (to judge shapes and lighting). | |
| ambient occlusion | off | Darken creases and contacts (slower). | |
| motion vectors | off | Adds forward.u/v and backward.u/v: pixels to where each point is a frame later and was a frame before (the objects' and camera's motion; not deforming meshes), for VectorBlur and MotionBlur. | |
| object IDs | off | Adds a Cryptomatte layer (CryptoObject) naming each pixel's USD prim, for the Cryptomatte node. |
Scene
Gathers objects into a scene: cards, primitives, cameras, lights, point clouds, splats, volumes and USD files, all on its one objects socket, in order (the Outliner's). A Scene into a Scene is a group, moved by its own transform.
Inputs: objects (optional, track data): one socket taking any number of wires, in the order they were connected (drag a wire's end along it to reorder).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the group's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the group's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the group's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Sphere
A sphere in a scene (Nuke's Sphere): a mesh of rows x columns faces, which can change at any time; its image is its texture, wrapped around.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| rows | 30 | 1 to 100 | Faces from pole to pole (Nuke's default: 30). |
| columns | 30 | 1 to 100 | Faces around (Nuke's default: 30). |
| radius | 1 | 0 to 10 | Its radius, in scene units. |
| u extent | 360 | 0 to 360 | Degrees around (360: all the way). |
| v extent | 180 | 0 to 180 | Degrees from pole to pole, centred on the equator (180: all of it). |
| close top | on | With a v extent under 180: a flat cap on top. | |
| close bottom | on | With a v extent under 180: a flat cap below. | |
| color | 1 | 0 to 1 | Its colour (USD's displayColor), times its image when one is connected. |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the sphere's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the sphere's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the sphere's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Torus
A torus (a ring) in a scene: a mesh of rows x columns faces, which can change at any time; its image is its texture, wrapped around.
Inputs: img (optional), mat (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| rows | 15 | 1 to 100 | Faces around the tube. |
| columns | 30 | 1 to 100 | Faces around the ring. |
| major radius | 1 | 0 to 10 | From the centre to the middle of the tube, in scene units. |
| minor radius | 0.25 | 0 to 5 | The tube's radius, in scene units. |
| u extent | 360 | 0 to 360 | Degrees around the ring (360: all the way). |
| v extent | 360 | 0 to 360 | Degrees around the tube, centred on its outside (360: all the way). |
| color | 1 | 0 to 1 | Its colour (USD's displayColor), times its image when one is connected. |
| transform order | SRT | SRT, STR, RST, RTS, TSR, TRS | The order scale, rotate and translate apply in (SRT: scale first, Nuke's default). |
| rotation order | ZXY | XYZ, XZY, YXZ, YZX, ZXY, ZYX | The axis turned first, then the others (Nuke's default: ZXY). |
| translate x | 0 | -100 to 100 | Where the torus's centre is, in scene units. |
| translate y | 0 | -100 to 100 | Where the torus's centre is, in scene units. |
| translate z | 0 | -100 to 100 | Where the torus's centre is, in scene units. |
| rotate x | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate y | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| rotate z | 0 | -180 to 180 | Degrees about each axis, in the rotation order. |
| scaling x | 1 | 0 to 10 | Scale along each axis. |
| scaling y | 1 | 0 to 10 | Scale along each axis. |
| scaling z | 1 | 0 to 10 | Scale along each axis. |
| uniform scale | 1 | 0 to 10 | Scale on all axes, times the scaling. |
| pivot x | 0 | -100 to 100 | The point it turns and scales about. |
| pivot y | 0 | -100 to 100 | The point it turns and scales about. |
| pivot z | 0 | -100 to 100 | The point it turns and scales about. |
Write USD
Type name: WriteUSD (scripts, MCP and Nuke import use it).
Saves the scene with its lights, materials and Outliner settings, and the camera, as a USD file over the source (Render, as a Write).
Inputs: scene (optional, track data), camera (optional, track data).
| Setting | Default | Range or choices | What it does |
|---|---|---|---|
| file | The .usda, .usd or .usdc to write; .abc (Alembic) writes the camera and points only. | ||
| first | 1 | 0 to 1000 | The first frame (with limit to range). |
| last | 1 | 0 to 1000 | The last frame (with limit to range). |
| limit to range | off | Write first..last instead of the project's range. |
