Other Types¶
Table of Contents
group
¶
Groups are the simplest scene graph location type, with no special meaning. They are typically used to organize the scene and to apply transformations affecting all descendant locations.
assembly
and component
¶
Components are designed to be the building blocks that assets can be made out of. Assemblies are designed to be structured assets that can be built out of components or other assemblies.
As a convention for complex hierarchies, a component is a building block that can contain a hierarchy of geometry and non-geometry locations, but it shouldn’t contain any assemblies or other components. This convention is used by some tools in Katana to reduce the amount of Scenegraph that needs to be inspected to do certain things, such as search for LookFiles that are being used, with the assumption that no LookFile is assigned deeper than any ‘component’ location.
camera
¶
Location type to declare a camera.
Type |
Attribute |
Description |
---|---|---|
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The projection mode, such as perspective or orthographic. |
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The field of view angle in degrees |
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Distance of the near clipping plane |
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Distance of the far clipping plane |
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The screen window placement on the imaging plane. The bound of the screen window. |
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This is used for tumbling in the viewer; it has no affect on the camera matrix. |
|
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The orthographic projection width. |
light
¶
Location type to declare a light.
Type |
Attribute |
Description |
---|---|---|
|
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Shares the same attributes as cameras. |
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The radius of the light. |
|
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The color of the light in the Viewer. |
level-of-detail group
and level-of-detail
¶
A level-of-detail group
location should contain child locations of type
level-of-detail
. Each child corresponds to an LoD, and should have the
following attributes:
Type |
Attribute |
Description |
---|---|---|
|
|
Geometry with a specific level of detail. |
renderer procedural
and renderer procedural args
¶
Note
This section is under construction.
Type |
Attribute |
Description |
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See Arbitrary Attributes. |