101 Deprecated object - only for content compatibility purposes
102 Michal Valient
103 Internal object - only for internal use of the engine
104 This object holds the performance settings of the D3DView rendering engine
105 Simple material with single diffuse color property. This material does not have any specular attributes
106 HDRColor object allows to create IRdColor output as well as plain 32bit RGBA color code from four real number values - Red, Green, Blue and Alpha
107 Scene layer represents one batch of rendered context. Each layer has to specify the camera it uses for the rendering. Layers are valid only inside the window nodes and together with the proper render target nodes
108 Windowed render target represents represents the target surface where the layers are being rendered. Windowed render targets are valid only inside the window nodes and together with the proper scene layer nodes
109 Grid object displays the two color checkerboard surface in the context.
110 Internal object that translates 3D objects from graph to the D3DView engine format
111 Internal object that translates lights from graph to the D3DView engine format
112 Internal object that translates widgets from graph to the D3DView engine format
113 Internal object that translates cameras from graph to the D3DView engine format
114 This object creates the spherical bounding volume objects from given position and radius
115 This object creates view frustum bounding volume from given view-projection matrix
116 This object computes the distance at which the light attenuation falls below given threshold. Light attenuation has the formula 1/(d*d*Quadratic + d*Linear + Constant)
117 This object computes the structure necessary for the light transfer to Model view
118 Create the projection (frustum) matrix of the spotlight and compute the light vector and maximum cone angle
119 Create the projection (frustum) matrix of the directional light and compute the light vector
120 This object provides access to all attributes filled by the real-time material rendering engine
121 This object provides access to the bitmap (texture) data from the shader
122 This object provides access to the 1D bitmap (texture) data from the shader. 1D bitmap has vertical resolution of one pixel.
123 This object provides access to the color data from the shader.
124 This object provides access to the numerical data from the shader.
125 This object provides access to the matrix (transformation) data from the shader.
126 This object provides access to the point (vertex) data from the shader.
127 Common code for each shader component defined in the XML file
128 Common code for each shader component defined in the scripting form.
129 Alpha shader specifies the transparency properties of the real-time material
130 Color shader specifies the color properties of the real-time material
131 Normal shader computes the normal and tangent vector of the point in the real-time material
132 Texture coordinates shader computes the primary and secondary coordinates of the point in the real-time material
133 Lighting model shader computes the reflectance properties of the material
134 Light shader specifies the light properties (light vector, color) that affect the point during rendering
135 Vertex light shader specifies the light properties (light vector, color) that affect the mesh vertex during rendering
136 Vertex shader specifies the properties of vertex (position, normal, tangent, color) during the rendering.
137 The real-time material compiler object creates material from individual shaders
138 Properties of the real-time lights such as shaders and bounding volume objects
139 Shader component that is able to provide shadow data to the light shaders
140 Real-time material with solid color
141 Real-time material with solid color and transparency
142 Real-time material with color texture, normal map and alpha texture
143 Real-time material with color texture and normal map
144 Real-time material with color texture, normal map and transparency
145 Real-time material with color texture
146 The node that receives material change messages when material editor tool is active
147 The node that holds the post-processing settings and panel for the current window.
148 Create the D3DView internal settings node inside the graph if required
149 Perform the refresh of changed internal D3DView values when the scene attributes change.
150 Perform the low frequency task if scheduled and if there is no scene activity
151 Perform the rescan of selected parts of the graph if the graph topology changes.
152 Update the internal D3DView settings from selected renderer data node
153 Insert the specified node at mouse position in 3D space
154 Apply the specified material to the node at mouse position in 3D space
155 Send the custom message to the specified object
156 Set the specified (or selected) camera as active for given window
157 Create the navigation toolbar for given window
158 Destroy the navigation toolbar for given window
159 Fill the shader components library with content from the XML files
160 Start or stop the material inspect tool.
161 Show the object render attributes panel for specified (or selected) object
162 Show the layer render attributes of the scene layer for given window
163 Show the post-processing settings panel for given window
164 This object contains all properties of the render target (projection matrices, layers, viewports) as well as handle of the internal D3DView render-target structure.
165 This object contains properties of the layer such as displayed contexts as well as handle of the internal D3DView layer structure.
166 Grid data-object holds the display properties of the Player grid surface
167 This internal object holds the data of the eye cameras for each visited context.
168 This object contains all settings for the post processing effects enabled for the window.
169 The shader component dataobject specialized for the D3DView Material Engine automatically filled values such as normals, positions and more.
170 The shader component dataobject specialized for the XML and script function bricks.
171 Internal dataobject used for storage of XML shader methods by the IRdME2ShaderBrickFunction object
172 The shader component dataobject specialized for the bitmap data passed as shader input constants.
173 The shader component dataobject specialized for the numerical data passed as shader input constants.
174 The shader component dataobject specialized for the three component vector data passed as shader input constants.
175 The shader component dataobject specialized for the four component vector data passed as shader input constants.
176 The shader component dataobject specialized for the matrix data passed as shader input constants.
177 The material shader for the alpha channel code.
178 The material shader for the color channel code.
179 The material shader for the per pixel light code data.
180 The material shader for the per vertex light code data.
181 The material shader for the reflectance model code data.
182 The material shader for the per pixel normal and tangent vector code data.
183 The material shader for the per vertex texture coordinates code data.
184 The material shader for the vertex shader code data.
185 The material compiler object takes shaders and compiles them into one material structure.
186 The material compiler which accepts explicit textual definition of the shaders.
187 The shader component dataobject which accepts both brick code and input constants.
188 This dataobject contains type and settings of the bounding volume of the 3D object
189 The compiler of the properties of a light. Light contains two light shaders and a bounding volume descriptor
190 This object contains all parameters that allow reconstruction of the light in the Modeler window
191 Descendant of the IRsSimpleUIUpdateAgent which allows the Workplace toolbar to change state of the material editor
192 Switch the eye camera of the current view to the other mode (i.e. orthogonal, top, left, right...)
193 The persistent data for the material pick tool
194 Descendant of the IRsSimpleUIUpdateAgent which allows the Workspace toolbar to change state of the material pick tool
195 Toggle enable and disable of the material edit mode
196 Show D3DView global settings window
197 Show grid settings for D3Dview
198 View3D Drag&Drop command
199 Load render attributes preset
200 The command open MainMenu aspect toolbar
201 Lenka Slana
202 D3d Material editor.
203 Tomas Bujnak, Caligari corp.
204 D3D Scene Lights
205 Caligari Corp.
206 Load scene lights from Rosetta Scene Lights file
261 Real-time metallic material with solid color
262 Real-time metallic material with solid color and transparency
263 Real-time metallic material with color texture, normal map and alpha texture
264 Real-time metallic material with color texture and normal map
265 Real-time metallic material with color texture, normal map and transparency
266 Real-time metallic material with color texture
267 Save Workspace screen shot
291 The material shader for the constant lighting.
292 Constant shader specifies the constant color properties of the real-time material