Scene graph nodes

The Scene graph decides what stands in the scene: the import, items, shapes and the layouts that copy them. Each node has a page with what it takes and gives and every setting.

How the graph works, with examples: the Scene graph in the manual. Other graphs: Style graph · Action graph · Asset graph.

Nodes

  • Import: What the project imported, where it stands: the model with its props.
  • Object: The model with its props, where it stands.
  • Ring: Objects round a circle: how many, how far out, where the first one stands, and whether they face the middle.
  • Row: Objects in a line, a step apart.
  • Grid: Objects on a grid, so many across and so many deep.
  • Scatter: Objects scattered in a box, seeded, with a distance no two of them come closer than.
  • Look at: Turns every object to face a point.
  • Vary: Gives each object its own clip phase, turn and size, from its number and a seed.
  • Play: The clip these objects play, whatever the rest of the sheet plays: a swaying tree beside an attacking knight.
  • Merge: Two lists of objects as one.
  • Seen by: The objects only one camera sees, and frames (below).
  • Difference: The objects in its first input with the objects in its second cut out of them where they stand: windows through a wall, a notch out of a crate.
  • Join: Two lists of objects drawn as one part, so no line is drawn where they meet: a tower of boxes that reads as one building.
  • Move: Shift, turn and resize every object; add each object's reflection about a plane.
  • Mirror: Shift, turn and resize every object; add each object's reflection about a plane.
  • Subdivide: Splits every triangle of every object into four, once or up to four times, so a Displace has points to move.
  • Displace: Pushes every object's surface in and out by seeded noise, up to an amount in metres, with bumps a size apart.
  • Height field: Raises every object's surface straight up by a seeded height field seen from above: after a Subdivide, a flat plane becomes rolling ground.
  • Bevel: Cuts the edges of every object's boxes at 45 degrees.
  • Drop to ground: Drops every object straight down onto the highest surface under it: the scene's other things (or one of them) and any terrain before it in the chain, a lift above it, leaning with the slope as far as you ask.
  • On surface: Spreads objects of what it is handed over a thing's surface, by area and seeded — only on its tops, or everywhere.
  • On points: Puts an object of what it is handed on every corner of a thing.
  • Set shape: Sets one setting of every object's shapes — size (a multiple), width, height, depth, segments, bevel or hue — from an attribute times a number plus a number.
  • Attribute: Writes a number onto every object, for a later node to use (below).
  • Select: Keeps the objects whose attribute passes a test.
  • Output: What stands in front of the camera: the graph's one result.
  • Shape: One of Pixor's own shapes — a box, a cylinder, letters — with its place, size, turn, colour and bevel on the node.
  • Picture: A picture on a plane, or words in a pixel font on a card (Pictures and words), added as a shape is.
  • Text: A picture on a plane, or words in a pixel font on a card (Pictures and words), added as a shape is.
  • Volume: Smoke, fire or a liquid (Volumes): one for each object of the node that reaches the Output, placed by it.
  • Lamp: A light with a place: one for each object that reaches the Output, so a Row after a lamp is a row of lamps.
  • Effect: Particles — an explosion, sparks, rain, fireflies — one for each object that reaches the Output.
  • Item: Another model beside the import, from its file: where it stands, its turn and scale, a clip of its own.
  • Prop: A model a bone of the import holds — a sword, a torch — with its place, turn and scale on the bone and the node of it the bone grips (--add-prop).
  • Spring: A bone and everything under it swinging with the motion — hair, a cape, a tail — with its stiffness, damping and gravity (--spring).
  • Terrain: Terraced ground from a seeded height field.
  • Sprigs: Grass, flowers or pebbles on the ground before it.
  • Foliage: Leaf clusters over every crown.
  • Water: A sheet of water with waves, foam and a reflection.
  • Clouds: Cloud shadows drifting over everything.
  • Sky: A sky behind everything: bands of colour, or a painted picture.
  • Wind: One wave of wind over the scene, exact over the loop.
  • Light shafts: The light standing in the air.
  • Times of day: One sheet per hour, each with its own sun and palette.
  • Chunks: The map cut into parts whose seams are exact.
  • Number value: A number, to wire into any number a node takes.
  • On/Off: On or off, to wire into anything a node turns on or off.
  • Angle: An angle in degrees, to wire into any angle or number.
  • Words: Words, to wire into a name or a choice.
  • Add values: The two numbers added.
  • Subtract values: The second number taken from the first.
  • Multiply values: The two numbers multiplied.
  • Divide values: The first number divided by the second; 0 when the second is 0.
  • Smaller value: The smaller of the two numbers.
  • Larger value: The larger of the two numbers.
  • Is above: On when the first number is above the second.
  • Opposite: Off when on, on when off.
  • Both on: On when both are on.
  • Either on: On when either is on.
  • Pick a value: The first number when on, the second when off.