Appendix Shortcut Commands Basic Operations F2 Rename Del Delete Ctrl+C Copy Ctrl+F Text search Ctrl+V Paste Ctrl+X Cut Ctrl+Y Reverts the last "undone" operation Ctrl+Z Reverts the last operation Slow Double Click Rename Import Operations Ctrl+Shift+B Import Benchmarks Ctrl+Shift+I Import Resources Ctrl+Shift+R Import Raw Resources Ctrl+Shift+S Import from Solution Scene F5 Refresh Scene F7 Compile a Shader Ctrl+2 New 2D Scene Ctrl+3 New 3D Scene Ctrl+E Node rendering enabled Ctrl+L Do Layout Double Click Activate Item Ctrl+, (OemComma) Go to previous element Ctrl+Shift + F5 Enable active rendering Ctrl+. (OemPeriod) Go to next element Manipulation Operations Q Select Edit Mode R Rotate Edit Mode S Scale Edit Mode T Translate Edit Mode Escape Clear Selection Click+Tab Select the next element from all the objects that are pointed by the mouse cursor Click+Shift+Tab Select the previous element from all the objects that are pointed by the mouse cursor Tab Select next element on the same group Shift+Tab Select previous element on the same group Left Mouse Button Click Select object. Clear selection if no object is found at cursor position Left Mouse Button Drag Manipulate Selected Object. Rotate camera if no object is selected Animation Del Delete Ctrl+K Move timeline to selected keyframe Ctrl+F5 Start Animation Ctrl+Break Stop Animation Camera A Zoom to scene F Zoom to selected objects O Orient camera to selected object Ctrl+1 Reset Camera Ctrl+Left Mouse Button Rotate Camera Ctrl+Alt+Left Mouse Button Drag Zoom Camera Ctrl+Shift+Left Mouse Button Drag Pan Camera Middle Mouse Button (Wheel) Drag Pan Camera Middle Mouse Button (Wheel) Rotate Zoom Camera Display F3 Edit Sequence Number F12 Save screenshot image for previewed displays Ctrl+D New Display Ctrl+R New Render Target SCML Editor Ctrl+M Commit changes Ctrl+Shift+M Discard changes Solution Ctrl+G Generate Asset Library Ctrl+S Save Solution Ctrl+N New Solution Ctrl+O Open Solution Ctrl+W Close Solution Ctrl+P Open Preferences Dialog Additional Info F1 Help Ctrl+H Hot Keys Properties Overview Common Category Property Property description General Properties Asset Symbolic Name Symbolic names are translated to Ids in Candera , so they must be valid C++ identifiers. C++ identifiers can contain letters, numbers, and underscores. They must start with either a letter or an underscore. Export Always Generates this item in the asset even if it is not referenced by other included items. General Import Path The path to the imported artifacts that serve as source. Name The name of the object. Full Name Each item in a solution is uniquely identified by its fully qualified name. Status The status of the element regarding import and updates. Category Category in which this item belongs. Description Description of this item. Preserve Formatting Scope Indicated the scope for the Preserve SCML Document Formatting property Preserve Formatting The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved Icon Icon of this item. URI The URI (HTTP/file server path) can be configured. If a valid URI is entered, clicking on it will launch a web browser and display the link. If the entered text is longer than the width of the text box, it will be right-justified. Is Locked Indicates if this item is locked. Visibility Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. NodeAttachment Shares properties with: General Properties General IsEncapsulated Indicates if the item is encapsulated. IsInstanceSharingEnabled Indicate if a node attachment should be shared. SharedInstanceId Indicate which shared instance of the node attachment to use. UniformSetter Shares properties with: NodeAttachment Uniform Setter Enable Auto Activation Specifies if the activation flags should be determined when the asset is generated based on the uniform shader params which are used. Enable ModelMatrix4 Specifies if uniform shader parameter ModelMatrix4 is calculated and passed to shader or not. Enable ModelMatrix3 Specifies if uniform shader parameter ModelMatrix3 is calculated and passed to shader or not. Enable NormalModelMatrix4 Specifies if the uniform shader parameter NormalModelMatrix4 is calculated and passed to the shader or not. Enable NormalModelMatrix3 Specifies if uniform shader parameter NormalModelMatrix3 is calculated and passed to shader or not. Enable ModelViewMatrix4 Specifies if uniform shader parameter ModelViewMatrix4 is calculated and passed to shader or not. Enable ModelViewMatrix3 Specifies if uniform shader parameter ModelViewMatrix3 is calculated and passed to shader or not. Enable NormalModelViewMatrix3 Specifies if uniform shader parameter NormalModelViewMatrix3 is calculated and passed to shader or not. Enable ProjectionMatrix4 Specifies if uniform shader parameter ProjectionMatrix4 is calculated and passed to shader or not.   Enable ViewProjectionMatrix4 Specifies if the uniform shader parameter ViewProjectionMatrix4 is calculated and passed to the shader or not. Enable ModelViewProjectionMatrix4 Specifies if uniform shader parameter ModelViewProjectionMatrix4 is calculated and passed to shader or not. Enable Camera LookAtVector Specifies if uniform shader parameter CameraLookAtVector is calculated and passed to shader or not. Enable Camera Position Specifies if uniform shader parameter CameraPosition is calculated and passed to shader or not. Enable Lights Activation Specifies if activation of light parameters is enabled or not. If enabled then all parameters needed for light calculation and stored in the active light objects are passed to the current appearance's shader. Enable Material Activation Specifies if activation of material uniforms is enabled or not. If enabled then all material parameters stored in the current appearances material are passed to the current appearance's shader. Enable Texture Activation Specifies if activation of textures is enabled or not. If enabled then the appropriate uniforms are set for all textures stored in the current appearance. Enable Texel Size Activation Specifies if activation of texel size is enabled or not. If enabled then the appropriate uniforms are set for all textures stored in the current appearance.   Enable Point Sprite Activation Specifies if activation of point sprites is enabled or not. If enabled then point sprite uniforms are passed to the current appearance's shader. Enable Morphing Mesh Activation Specifies if activation of morphing mesh uniforms is enabled or not. If enabled then morphing mesh uniforms are passed to the current appearance's shader. Enable Canvas Activation Specifies if uniform shader parameters CanvasSize and CanvasPivot are passed to the shader Enable Skinning Mesh Activation Specifies if activation of skinning mesh uniforms is enabled or not. If enabled, then skinning mesh uniforms are passed to the current appearance's shader.   Light Coordinate Space Coordinate space used for lighting calculations. SCFolder General Visible in Imports panel Display this folder in the Imports panel. Name The name of the object. Full Name Each item in a solution is uniquely identified by its fully qualified name. Status The status of the element regarding import and updates. Category Category in which this item belongs. Description Description of this item. Preserve Formatting Scope Indicated the scope for the Preserve SCML Document Formatting property Preserve Formatting The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved Icon Icon of this item. Is Locked Indicates if this item is locked. Visibility Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. GridLayout Shares properties with: General Properties Layouter Row Count Number of rows. Column Count Number of columns. Scope General Name The name of the object. Full Name Each item in a solution is uniquely identified by its fully qualified name. Status The status of the element regarding import and updates. Category Category in which this item belongs. Description Description of this item. Preserve Formatting Scope Indicated the scope for the Preserve SCML Document Formatting property Preserve Formatting The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved Icon Icon of this item. Is Locked Indicates if this item is locked. Visibility Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. Scope Bits Bits Shader Shares properties with: General Properties Shader Type The type of shader. Display Shares properties with: General Properties Asset Candera Type Name Type of the item as it is defined in Candera . Display Id The unique ID of the display as required by drivers to identify potential multiple displays (typically 0 to N). X Resolution The resolution of the display in x-dimension, used for preview and simulation purposes Y Resolution The resolution of the display in y-dimension, used for preview and simulation purposes Aspect Ratio Aspect ratio of the display Editing Utilities Preview Border Scope Configures the preview border for this object. It can be used from the global preferences. Preview Border Color Configures the preview border color for this object.It can be used from the global preferences. Bitmap Shares properties with: General Properties Bitmap Bitmap Profile Configures how this bitmap is converted before the asset is generated. Enable Mipmapping If checked, a mipmap chain for the texture is generated automatically. Each mipmap level describes a certain level-of-detail for a texture image. The highest resolution is at mipmap level 0. Each subsequent mipmap level has half width and height of its predecessor. In order to support mipmapping the bitmap's width and height must be a power of 2 (n^2), e.g. 2, 4, 8, 16 ,32, etc. Width and height may be different, e.g.: 256x128. Mipmap Levels The number of mipmap levels. Each mipmap level describes a certain level-of-detail for a texture image. The highest resolution is at mipmap level 0. Each subsequent mipmap level has half width and height of its predecessor. Memory Pool The memory pool used to read the image from. VideoMemory will store the image in Video RAM, ClientMemory will store the image in System RAM. RenderTarget Shares properties with: General Properties Asset Candera Type Name Type of the item as it is defined in Candera . Editing Utilities Preview Border Scope Configures the preview border for this object. It can be used from the global preferences. Preview Border Color Configures the preview border color for this object.It can be used from the global preferences. Render Target Type The kind of the render target. Display The display of the render target RenderOrderBin Shares properties with: General Properties Render Order Bin Protected Protected render order bin are maintained by Candera and cannot be deleted or removed. Rank Order number of the bin list of render order bins. All nodes assigned to a render order bin with smaller rank are rendered before nodes of a render order bin with greater rank. Enable Sorting Enables or disables the sorting of this bin according to the order criterion set. Sort Criterion The order criterion specifies according to which sorting criteria the nodes in a render order bin are sorted. Batch Order Criterion The batch order criterion specifies according to which sorting criteria the nodes in a render order bin are sorted. Distance Function Determines how the distance from camera to any node is calculated. ShaderProgram Shares properties with: General Properties Shader Fragment Shader A fragment shader is a shader program that is executed on the graphic processing unit to perform complex per-pixel effects. The fragment shader can be chosen out of listed fragment shaders in Shader panel. Vertex Shader A vertex shader is a shader program that is executed on the graphic processing unit to perform complex per-vertex effects. Vertex shader can be chosen out of listed vertex shaders in Shader panel. Max Instance Count Determines the maximum number of instances that this shader can be used with in a batch draw (instanced) Widget Shares properties with: General Properties Asset Candera Type Name Type of the item as it is defined in Candera . VertexBuffer Shares properties with: General Properties Vertex Buffer Is Indexed Changes the buffer type to index array. SceneComposer will automatically select the appropriate index size. Enable Cache Optimization Enables the vertex cache optimization. Position Configures the precision of the attribute in Asset. Position Transformed Configures the precision of the attribute in Asset. Normal Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. TextureCoordinate Configures the precision of the attribute in Asset. Color Configures the precision of the attribute in Asset. Blend Weight Configures the precision of the attribute in Asset. Blend Index Configures the precision of the attribute in Asset. Point Size Configures the precision of the attribute in Asset. Tangent Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. BiNormal Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. TesselationFactor Configures the precision of the attribute in Asset. Fog Configures the precision of the attribute in Asset. Depth Configures the precision of the attribute in Asset. Sample Configures the precision of the attribute in Asset. Custom Configures the precision of the attribute in Asset. Scene3D Category Property Property description Node3D Shares properties with: General Properties General ScriptComponentCollection NodeObject_ScripComponentCollectionPropertyTooltip AppearanceCollection The collection of appearances. Item Render Benchmark Set the render measure value of this Node, which is a benchmark related to rendering time, typically calculated by external tool and utilized by a camera render strategy. Node Preview Type Node preview type allows the user to change the representation of the solid objects in the SceneEditor. There are two modes available: normal (solid) and wireframe (line representation). Wireframe mode applies for meshes, morphing meshes, planar shadows and billboards. Alpha Value Defines the local alpha transparency value between 0 and 1 for the node. The effective alpha value is combined with the materials alpha value of the node. Enable Rendering Defines if node is rendered or not at both, design-time and run-time. If disabled, also descendants are not rendered. Scope Mask Assigns node to scope(s) specified. If specified recursively, this setting is applied to all descendants as well. A scope forms conceptual groups independent of the scene graph hierarchy used e.g. for visibility and light culling. Visibility Culling: Node is rendered only if in same scope of camera. Light culling: Node is illuminated only if in same scope as light. Local Bounding Shapes Bounding Sphere Sets the center and radius values. Bounding spheres are defined by a node's center and radius. Selecting Auto will calculate the node's radius and center in object coordinate space. Selecting Edit will use the values entered by the user. Selecting Disabled will disable the bounding sphere intersection test. Bounding Box Sets the minimum and maximum boundary values. Bounding boxes are defined by a node's minimum and maximum boundaries. Selecting Auto will calculate the boundary values in object coordinate space. Selecting Edit will use the values entered by the user. Selecting Disabled will disable the bounding box intersection test. Center Display condition: Bounding Sphere is set to Auto or Edit . Specifies the center of the bounding sphere in object coordinate space. Editable when set to Edit . When set to Auto , an automatically computed value is shown. When set to Disabled , it is not displayed. Radius Display condition: Bounding Sphere is set to Auto or Edit . Specifies the radius of the bounding sphere. Editable when set to Edit . When set to Auto , an automatically computed value is shown. When set to Disabled , it is not displayed. Min Bounds Display condition: Bounding Box is set to Auto or Edit . Specifies the minimum boundary vector of the bounding box in object coordinate space. Editable when set to Edit . When set to Auto , an automatically computed value is shown. When set to Disabled , it is not displayed. Max Bounds Display condition: Bounding Box is set to Auto or Edit . Specifies the maximum boundary vector of the bounding box in object coordinate space. Editable when set to Edit . When set to Auto , an automatically computed value is shown. When set to Disabled , it is not displayed. Enable Intersection Test Specifies whether to enable intersection tests for this node when you select Intersection Test in SceneComposer and when an intersection test is executed. If you disable this option, intersection tests are also disabled for all descendant nodes under this node. Transformations Generic Transformation Local generic transformation matrix multiplied with local position, scale and rotation. It can be used for transformations that can not be expressed using the component form. Position Position of the object in local coordinate space. Rotation Rotation of the object in local coordinate space. Scale Scale factor of the object in local coordinate space. Scene3D Shares properties with: General Properties Editing Utilities Editor Clear Color Scope Scene editor clear color scope Editor Clear Color Indicates the background color used with the scene editor camera. Editor Profile The Editor Profile associated to the scene Scene Theme The theme. StereoCamera Shares properties with: Node3D Stereo Camera Left Eye Left Eye Right Eye Right Eye Eye Separation Eye Separation Convergence Distance Convergence Distance Mesh Shares properties with: Node3D Item Render Order Bin Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. Render Order Rank Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. Mesh Vertex Buffer Identifies the vertex buffer which provides model geometry data for this element. PlanarShadow Shares properties with: Mesh PlanarShadow Light Sets the light associated to this PlanarShadow object. The shadow's projection is influenced by exactly one light. Thus, multiple shadow casts of one geometry induced by multiple lights consequently require multiple PlanarShadow objects. Alignment Node Sets the Node to which the shadow's receiving Plane is aligned. If a node is set the Plane orientation is interpreted as being in object space. If no node is set (node is null), the Plane orientation is interpreted as being in world space. Note: By default no alignment node is set. Plane Direction The direction of the plane used to project the shadow onto. Plane Distance The distance of the plane used to project the shadow onto. Is Auto Vertex Buffer Enabled Enables or disables automatic parent vertex buffer usage. If this property is enabled then every time an ancestor of this PlanarShadow is removed or added, the vertex buffer of the parent node is taken for rendering, even if it was set manually in between. If automatic setting of vertex buffer is disabled, then the vertex buffer is assumed to be set manually and will not be overwritten. Note: In both cases, if a VertexBuffer object is set manually after Uploading the PlanarShadow, and if the parent vertex buffer gets auto assigned, the caller has to take care that the PlanarShadow object gets unloaded and uploaded manually. BlendLodStrategy Shares properties with: General Properties Level Of Detail Enable Depth Bias Enables depth bias for transparent objects during blend transition to avoid Z-fighting artifacts for coplanar surfaces. Opaque Render Order Bin Sets render order bin assignment for LOD levels, if they are rendered opaquely. Per default no explicit bin is set, which means each opaque LOD node is automatically assigned to render order bin with name RenderOrder::OpaqueBinName. Transparent Render Order Bin Sets render order bin assignment for LOD levels, if they are rendered transparently during blend transition. Per default no explicit bin is set, which means each transparent LOD node is automatically assigned to render order bin with name RenderOrder::TransparentBinName. MorphItem Shares properties with: General Properties Morph Vertex Buffer Vertex Buffer Morph Weight Weight of the Sub-VertexBuffer, passed as a uniform to the Shader. LodNode Shares properties with: Node3D Level Of Detail Strategy Configures the LodNode's visual appearance according to the criterion value. Criterion The criterion returns a value used to calculate the appropriate level-of-detail (LOD) level of a LodNode. Preview Type Configures how preview of the LodNode is done. For CriterionSimulation the LodNode is rendered using the CriterionSimulationValue. For OninSkin all levels which have Preview Enabled are rendered. Criterion Simulation Value If preview type is CriterionSimulation this value is used to render the LodNode. Camera Shares properties with: Node3D Camera Look-at Direction Defines the direction vector the camera looks alongside in the local coordinate space. Up Direction Defines the local up-vector of this camera in the local coordinate space in order to define the orientation of the camera looking alongside the look-at vector. Viewport The viewport describes an rectangle area that is updated within the associated render target. The viewport is in normalized coordinates but may exceed that range [0..1] and therefore the render target's boundaries. The viewport distorts the render output if the aspect ratio of the camera does not match the viewports aspect ratio. Viewport Px The size in pixels of the viewport. This property is editable only if the camera is linked to a render target which has width and height greater than zero. Clear Depth Buffer Defines if the camera shall clear the depth buffer before rendering with the clear color defined. Depth Clear Value If "Clear Depth Buffer" property is enabled, the depth buffer is cleared to the given level before camera is rendered. The area cleared is defined by the viewport. Clear Stencil Buffer Determines whether or not the stencil buffer is cleared after rendering. Stencil Clear Value StencilClearValue ScissorRectangle The scissor rectangle specifies a rectangular region within the Camera's RenderTarget. The scissor rectangles width and height must be greater than 0. A scissor rectangle that intersects the RenderTarget is allowed. If scissoring is enabled (see IsScissoringIsEnabled) pixels outside of the intersection area of viewport and scissor rectangle are clipped. Scissor Rectangle Px The size in pixels of the scissor rectangle. This property is editable only if the camera is linked to a render target which has width and height greater than zero. Sequence Number Defines the position of the camera in the sequence of concurrently rendered cameras. A camera with lower sequence number is rendered before a camera with higher sequence number. Viewing Frustum Culling Defines if viewing frustum culling is enabled or not. If enabled, objects outside of the viewing frustum are culled before rendering. This typically increases performance and should only be disabled if all objects are known to be in viewing frustum. Projection Defines the type of projection used by this camera. Perspective projection: natural projection; objects appear smaller upon increasing distance. Orthographic projection: parallel projection; objects appear the same, regardless of distance. Generic projection: a freely customizable projection matrix. Near Plane Defines the distance from the camera to the near clipping plane of the viewing frustum in world space coordinates. Objects that are in front of the near clipping plane are discarded. Objects that intersect the near clipping plane are clipped. Far Plane Defines the distance from the camera to the far clipping plane of the viewing frustum in world space coordinates. Objects that are behind the far clipping plane are discarded. Objects that intersect the far clipping plane are clipped. Field of View Field of view (FoV) specifies the angle of viewing volume to determine the equal-sided left, right, top and bottom clip planes (comparable to zoom lenses). Aspect Ratio The aspect ratio of width to height of the captured scene. If the render output shall not be stretched, the aspect ratio matches the viewport's or render target's aspect ratio Width The width of captured area Height The height of captured area. Projection Matrix Generic projection matrix that defines how objects in world space coordinates are projected into homogeneous clip space coordinates. Render Strategy The render strategy affects only the processing of that camera and its captured nodes. It is used to determine if rendering shall proceed, pause, or stop for a given node in a Camera's render pass. Occlusion culling render strategy applies only to OpenGLES 3.0 platforms Benchmark Threshold Sets the threshold for the accumulated Node's render benchmark values. When the sum of the nodes exceeds the threshold this render strategy prompts the class Renderer to pause or stop the camera render pass, according to the render pass action set for threshold. Query type Query Type provides a hint to the driver to either use an accurate method (AnySamplesPassed) or a faster approximation (AnySamplesPassedConservative) for determining occlusion ReflectionCamera Shares properties with: Camera Camera Mirror Plane Direction Direction of the vector normal to the mirror plane for the reflection. Mirror Plane Distance Distance of the mirror plane to the camera Appearance Shares properties with: NodeAttachment Appearance Shader Program The shader program. Shader programs are configured in Shader panel and can be applied by dragging and dropping on the appearance node. General Material The material. RenderMode The render mode associated. UniformSetter Uniform setter. Textures The collection of textures. PointSprite Shares properties with: Node3D Item Render Order Bin Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. Render Order Rank Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. Point Sprite Point Size Defines the size in pixels of this point sprite Point Size Scale A Defines the point size scale factor A in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. Point Size Scale B Defines the point size scale factor B in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. Point Size Scale C Defines the point size scale factor C in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. Billboard Shares properties with: Node3D Billboard Alignment The alignment of the billboard regarding all cameras which renders the billboard. Width Defines the billboard's total width (the horizontal center of the Billboard is at width/2). Height Defines the billboard's total height (the vertical center of the Billboard is at height/2). Bottom Left UV The texture coordinate which corresponds to the bottom left vertex. Top Left UV The texture coordinate which corresponds to the top left vertex. Bottom Right UV The texture coordinate which corresponds to the bottom right vertex. Top Right UV The texture coordinate which corresponds to the top right vertex. Item Render Order Bin Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. Render Order Rank Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. Light Shares properties with: Node3D Light Type The kind of this light emitting source: Ambient light: illuminates the scene from all directions. The light intensity is the same everywhere in the scene. Position and direction of an ambient light source have no effect. Directional light: corresponds to sunlight in the real world. Illuminates all objects in the scene from the same direction, and with a constant intensity. Position and attenuation of a directional light source have no effect. Point light: casts equal omnidirectional illumination from the position of the light source. The intensity of light coming from a point light source can diminish with distance. The direction of a point light has no effect. Spot light: casts a light cone from a position centered around a direction. A spot light has both a direction and a position. The type of a light source can be changed at any time. This might be useful for switching to a simpler lighting model. Illumination is enabled, if light has rendering enabled and if the node is in the same scope as the light. Ambient Color Defines the ambient color component that illuminates the ambient color component of the material. Diffuse Color Illuminates the diffuse color component of the material. Ignored if type of light is Ambient. Specular Color Defines the specular color component that illuminates the specular color component of the material. Ignored if type of light is Ambient. Direction Defines the direction of the light. Ignored if type of light is Ambient or Point. Range The range from light to geometry in world space where illumination is applied. Ignored if type of light is Ambient or Directional. Intensity The intensity factor for the diffuse color of the light. Ignored if type of light is Ambient. Constant Attenuation Factor Defines the constant attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. Linear Attenuation Factor Defines the linear attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. Quadratic Attenuation Factor Defines the quadratic attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. Spot Angle Defines the spot angle of the light cone in degrees. Ignored if type of light is Ambient, Directional, or Point. Spot Exponent The distribution of the light within the spot light cone. Ignored if type of light is Ambient, Directional, or Point. Enable Attenuation Enables or disables the attenuation of light. The greater the distance of an object's geometry to the light the less illumination is applied. Ignored if type of light is Ambient or Directional. Material Shares properties with: NodeAttachment Material Ambient Color Defines the ambient color of the material illuminated by ambient component of light. Diffuse Color Defines the diffuse color of the material that is lit by the diffuse component of light. The diffuse alpha value represents the alpha value of the entire material. Alpha values of other material color components are ignored. Emissive Color Defines the emissive color of material, which is a self-illuminating color component not influenced by light. Emissive color does not illuminate other materials in the environment as light does. Specular Color Defines the specular color of the material illuminated by the specular component of light. Specular Power Defines the shininess of the material for specular highlights. RenderMode Shares properties with: NodeAttachment Render Mode Culling Set culling mode which determines the side of polygon to remove before rasterization. Typically enabled for opaque objects in order to save processing time. Winding Specifies which face of a polygon is considered a front face for culling Color Write Enabled Enable or disable writing of the incoming fragment's color value into color buffer. Enable Depth Write Enables or disables writing of the incoming fragment's depth value to depth buffer. Enable Depth Test Enables or disables the test of the incoming fragement's depth value. If disabled then also the depth write is disabled. Depth Comparison Defines the depth test comparison function to determine which source depth value passes the depth test. The source pixel is compared to the destination pixel using the given comparison function. Example: If the comparison function is 'Less', then the depth test is passed if the source pixel has a smaller depth value than the destination pixel. In case of comparison function 'Never', the depth test will never pass; in case of 'Always', the test passes always. Depth Bias Scale Factor Specifies a scale factor that is used to determine how much bias can be applied to primitives. Depth Bias Units Defines a constant depth offset used to determine how much bias can be applied to primitives. Enable Blending Enables or disables blending. Blend Color Defines a constant blending color that can be used in blending equations, if a constant color blend factor is selected. RGB Source Blend Factor Specifies the source RGB fragment coefficient in blending equation RGB Destination Blend Factor Specifies the destination RGB fragment coefficient in blending equation RGB Blend Operation Defines operation how RGB values are blended. The blending equation is as follows: ("RGB Source" * "RGB Source Blend Factor") (+"RGB Blend Operation"+) ("RGB Destination" * "RGB Destination Blend Factor"). Alpha Source Blend Factor Specifies the source alpha fragment coefficient in blending equation Alpha Destination Blend Factor Specifies the destination alpha fragment coefficient in blending equation Alpha Blend Operation Defines operation how alpha values are blended. The blending equation is as follows: (SourceAlpha * SourceBlendFactorAlpha) (+BlendOperationAlpha+) (DestAlpha * DestBlendFactorAlpha). Enable Stencil Test Enable or disable the stencil test against the stencil buffer. Stencil Back Comparison Function A comparison function specifies how the source (new) data is compared against the destination (existing) data before passing the comparison operations (storing the data). Value Set stencil function and reference value for stencil testing. Mask Set the write mask applied to values written into the stencil buffer. Stencil Fail Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the stencil test. (Subsequent depth test and other tests will not be applied.) Depth Fail Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the depth test after the stencil test passed. Depth Pass Set stencil operations applied to the stencil buffer for the next condition: The fragment passes both the stencil and depth test. Write Mask Write mask applied to values written into the stencil buffer. Stencil Front Comparison Function A comparison function specifies how the source (new) data is compared against the destination (existing) data before passing the comparison operations (storing the data). Value Set stencil function and reference value for stencil testing. Mask Set the write mask applied to values written into the stencil buffer. Stencil Fail Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the stencil test. (Subsequent depth test and other tests will not be applied.) Depth Fail Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the depth test after the stencil test passed. Depth Pass Set stencil operations applied to the stencil buffer for the next condition: The fragment passes both the stencil and depth test. Write Mask Write mask applied to values written into the stencil buffer. Texture Shares properties with: NodeAttachment Texture Texture type Texture type. Image Identifies the bitmap or texture render target which provides pixel data for this texture. Positive X Image The image associated to the PositiveX face of this cube map texture. Negative X Image The image associated to the NegativeX face of this cube map texture. Positive Y Image The image associated to the PositiveY face of this cube map texture. Negative Y Image The image associated to the NegativeY face of this cube map texture. Positive Z Image The image associated to the PositiveZ face of this cube map texture. Negative Z Image The image associated to the NegativeZ face of this cube map texture. Magnification Filter Filter used for up-scaling texture (texture is bigger than image source). Linear filter provides higher quality be less performance. Minification Filter Filter used for down-scaling texture (texture is smaller than image source). Linear filter provides higher quality be less performance. Mipmap Filter Filter used for applying mipmaps. Linear filter provides higher quality be less performance. Wrap Mode U Sets wrap mode for texture coordinate U (x-dimension). Repeat: If texture coordinate is less zero or greater 1 the texture is repeated. MirroredRepeat: If texture coordinate is less zero or greater 1 the texture is repeated mirrored contiguously. ClampToEdge: If texture coordinate is less zero or greater 1 the textures adjacent border pixel is drawn. In order to support repeated wrapping, the bitmap's width and height must be a power of 2 (n^2), like e.g. 2, 4, 8, 16 ,32, etc. Width and height can be different, e.g.: 256x128. Wrap Mode V Sets wrap mode for texture coordinate V (y-dimension). Repeat: If texture coordinate is less zero or greater 1 the texture is repeated. MirroredRepeat: If texture coordinate is less zero or greater 1 the texture is repeated mirrored contiguously. ClampToEdge: If texture coordinate is less zero or greater 1 the textures adjacent border pixel is drawn. In order to support repeated wrapping, the bitmap's width and height must be a power of 2 (n^2), like e.g. 2, 4, 8, 16 ,32, etc. Width and height can be different, e.g.: 256x128. Anisotropy Set the maximum degree of anisotropy. Anisotropic texture filtering is a view-dependent, adaptive filter technique to increase texture quality. The higher the degree of anisotropy, the higher the quality. Enable False Color Mipmap If checked, mipmap-levels are visualized by colors, otherwise attached textures are rendered. Transformations Generic Transformation Local generic transformation matrix multiplied with local position, scale and rotation. It can be used for transformations that can not be expressed using the component form. Position Position of the object in local coordinate space. Rotation Rotation of the object in local coordinate space. Scale Scale factor of the object in local coordinate space. Scene2D Category Property Property description Node2D Shares properties with: General Properties Item Alpha Value Defines the local alpha transparency value between 0 and 1 for the node. The effective alpha value is combined with the materials alpha value of the node. Enable Rendering Defines if node is rendered or not at both, design-time and run-time. If disabled, also descendants are not rendered. Scope Mask Assigns node to scope(s) specified. If specified recursively, this setting is applied to all descendants as well. A scope forms conceptual groups independent of the scene graph hierarchy used e.g. for visibility and light culling. Visibility Culling: Node is rendered only if in same scope of camera. Light culling: Node is illuminated only if in same scope as light. Scene2D Shares properties with: General Properties Editing Utilities Horizontal Guidelines The horizontal guidelines displayed in the render panel. Drag a new one from the ruler. Drag an existing one outside the panel to remove it. Vertical Guidelines The vertical guidelines displayed in the render panel. Drag a new one from the ruler. Drag an existing one outside the panel to remove it. Design Master Scope Configures the design master image for this scene. It can be used from the global preferences or any other bitmap from the solution. Design Master Image Bitmap used as background during scene editing. Design Master Position The position of the design master image. Design Master Transparency The transparency of the design master image. Editor Clear Color Scope Scene editor clear color scope Editor Clear Color Indicates the background color used with the scene editor camera. Editor Profile The Editor Profile associated to the scene Scene Theme The theme. RenderNode2D Shares properties with: Node2D 2D Render Node Enable Snap To Device Pixel Enable or disable snapping of translation to device pixels. Effect Shares properties with: General Properties Asset Candera Type Name Type of the item as it is defined in Candera . Effect Effect Type The type of the effect Brush Type The type of the brush Combined Effect is a combination of simple effects. Camera2D Shares properties with: Node2D Camera Viewport The viewport describes an rectangular area that is updated within the associated render target. The viewport position and size are given in pixels. ScissorRectangle The scissor rectangle specifies a rectangular region within the Camera's RenderTarget. The scissor rectangles position and size are given in pixels. A scissor rectangle that intersects the RenderTarget is allowed. If scissoring is enabled (see IsScissoringIsEnabled) pixels outside of the intersection area of viewport and scissor rectangle are clipped. Sequence Number Defines the position of the camera in the sequence of concurrently rendered cameras. A camera with lower sequence number is rendered before a camera with higher sequence number. Group2D Shares properties with: Node2D Layouter Layout The layout. Animations Category Property Property description Animation Shares properties with: General Properties General Play direction Play direction Repeat Mode Repeat mode Speed Factor Increase animation speed Repeat Times Set the number of times the animation is repeated. Repeat means that after the animation is ended, it will be played again. The default value is 1, meaning the animation does no repeat. The value 0 has the meaning of infinite playback. This property has no effect in SceneComposer. AnimationGroup Shares properties with: General Properties General Speed Factor Increase animation speed Repeat Times Set the number of times the animation is repeated. Repeat means that after the animation is ended, it will be played again. The default value is 1, meaning the animation does no repeat. The value 0 has the meaning of infinite playback. This property has no effect in SceneComposer. AnimatedProperty Shares properties with: General Properties General Interpolation The type of the interpolation. AnimableProperty General Name The name of the object. Full Name Each item in a solution is uniquely identified by its fully qualified name. Status The status of the element regarding import and updates. Category Category in which this item belongs. Description Description of this item. Preserve Formatting Scope Indicated the scope for the Preserve SCML Document Formatting property Preserve Formatting The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved Icon Icon of this item. Is Locked Indicates if this item is locked. Visibility Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. Reported Problems Reported Problems Problem Applied to Severity Description 1 Theme Interface Not Implemented Theme Entry Error A composite theme entry does not fulfil the interface (An anchor or composite property from the interface is not present in the composite; The instance sharing flag of a an node attachment assigned to a theme entry does not match the one in the master theme). 2 ShaderCompiler Shader/Shader Program Error/Warning/Info Information obtained from shader compiler. 3 DRT Used As Texture Texture Error Display Render Target is used as texture. 4 TRT2D Used as Texture Texture Error Texture render target 2D is used as texture for a node in 3D scene. 5 MipMapTextureInvalidBitmapSize Texture Warning The size of a bitmap used for a mipmap texture is not a power of 2. 6 DeviceCapabilitiesTextureInvalidBitmapSize Texture Warning The size of a bitmap used for a texture exceeds the capabilities of the simulation/target device. 7 Scene has no light Scene 3D Warning The scene does not contain any Light object. 8 Morph Item Vertex Count Invalid MorphMesh Error The Morph Items associated to a Morphing Mesh does not have the same value for Vertex Count property. 9 Group is Empty Group Info The scene contains an empty group. 10 Camera Shared Sequence Number Camera Warning The same sequence number is used by multiple cameras. 11 Camera Not linked to RT Camera Warning Camera is not associated to a render target. 12 Empty name Any item Error Name is empty. 13 Wrong template Any item Error The template of an item does not match the item itself. 14 Dependency is missing Any item Error Dependency is not found using its name. 15 Mandatory Dependency not set Any item Error Mandatory Dependency is not set. 16 Camera Sequence number duplicate Camera Error Multiple cameras using the same sequence number. 17 Widget property not found Composite Property Error Widget property not found. 18 Composite property set to an internal node Composite Property Error The composite property is set to node which is part of the composite. 19 Animated Shared node attachment AnimatedProperty Warning A shared node attachment is animated. 20 Not Equal Channels and Mapping Animated Property Warning Transformable channel not corespondig with curent channel mapping. 21 Channel Not Found In Template Animated Property Error Defined channel not found in template channels. 22 Invalid text in document root SCML Error The document root contains invalid text. 23 Invalid equals in tag SCML Error SCML tag contains an invalid equal. 24 The start element was not closed SCML Error 25 Expecting attribute value SCML Error SCML attribute values was not set. 26 Found end tag instead of value SCML Error End tag was found instead of attribute value. 27 Found start tag instead of value SCML Error Start tag was found instead if attribute value. 28 Found double equals SCML Error Double equal was found. 29 Found attribute name instead of value SCML Error The attribute name was found instead of the attribute value. 30 Found text in closing tag SCML Error The closing tag contains text. 31 Tag was not closed SCML Error The tag was not closed. 32 Equals is expected before attribute value SCML Error Equal is expected before atrribute value. 33 Found comment instead of value SCML Error A comment was found instead of attribute value. 34 Unexpected closing tag SCML Error Unexpected closing tag was found. 35 Element was not closed SCML Error The element was not closed. 36 The following type was not found SCML Error The type in the tag was not found. 37 The following property was not found SCML Error The property from the attribute was not found on the object. 38 The following property element can have only one child SCML Error The property can have only one child. 39 The following property element must have at least one child SCML Error The property must have at least one child. 40 The following property element must not have attributes SCML Error The property must not have any attributes. 41 The following property cannot be assigned from value SCML Error The property cannot be assigned from the value field. 42 The collection property has been set SCML Error The collection property has been set. 43 Found duplicate property SCML Error A duplicate property was found. 44 The object type is incompatible with the content type SCML Error The object type is incompatible with the content type. 45 IncompatibleType SCML Error Incompatible type. 46 IncompatibleContentType SCML Error Incompatible content type. 47 SimpleTypeCannotHaveContent SCML Error Simple type cannot have content. 48 CannotConvertStringToValue SCML Error Cannot convert string to value. 49 TagDoesNotAcceptContent SCML Error The tag does not accept content. 50 CannotAddItemsToDictionary SCML Error Items cannot be added to a dictionary. 51 MultipleAnimationInGroup AnimationGroup Error AnimationGroup should have an Animation refered once. 52 AnimationGroupInvalideComposite AnimationGroup Error AnimationGroup composite should be the same with the animation composite. 53 SharedNodeAttachmentModified NodeAttachment Warning A shared node attachment is modified compared to its template. These modifications will be ignored. 54 OrphanRenderTarget Render target Error Render target type is invalid or is not available in the current platform. 55 WidgetRequirementNotFulfilled Widget Error A widget requirement is not fulfilled (a node with that name/type is not found as descendent of the widget node). 56 AnimationGroupInvalideComposite AnimationGroup Error AnimationGroup composite should be the same with the animation composite. 57 NoDefaultShaderSet Appearance Error Instance sharing is not supported for appearances. 58 PlanarShadowInvalidContent PlanarShadow Error PlanarShadow does not support children. 59 PlanarShadowInvalidAutoVertexBuffer PlanarShadow Error AutoVertexBuffer can be enabled only for planar shadows which are direct children of a mesh or billboard. 60 SkyBoxInvalidContent SkyBox Error SkyBox does not support children. 61 SkyBoxInvalidParent SkyBox Error SkyBox must be dirrect child of a camera. 62 SkyBoxNoCubeMapTexturee SkyBox Warning The specified texture of a skybox must be a cube texture. Troubleshooting Troubleshooting  There are three known cases in which SceneComposer may not work: There is no Microsoft .NET Framework 3.5 installed on the machine. The application will not work if the Microsoft .NET Framework 4.0 is installed. Download and install Microsoft .NET Framework 3.5 to fix this problem. All the details related to the system requrirements in order to run the application can be found on the CGI Studio Documentation page: System Requirements and Preparation . The video card does not support rendering of OpenGL 2.0. To fix the problem, use a video card that supports OpenGL 2.0. If the Scene Composer process (process name: FTC.Launcher) remains running even after termination, in environments using an NVIDIA GPU, updating the graphics driver may resolve the issue when the process remains active. Please download the latest driver from the website below and perform a clean installation. https://www.nvidia.com/en-us/drivers/ Long Path Names - Limitations When long path names are getting enabled in Windows, it allows the using of longer character limits. However, the feature still has limitations. Not all applications support long path names: some older applications or those developed without considering long path names may still encounter issues, when handling paths exceeding the traditional 256-character Windows limit. Windows Explorer : has still on some operations with limited functions (e.g. navigation works; however copy, rename or moving has some issues). Handling files via command line should work without issues or switching to an alternative file explorer, which supports long path names. Scene Composer:  Opening and saving solutions, as well as importing assets are working with long path names. However, native Windows dialogs, used by Scene Composer, still have issues with long path names (e.g. selecting new Solution location or renaming operations of the solution).  Recommandation is to either enable long path names, but create solutions within the 256-character Windows limit. This it would allow handling within Scene Composer and also allows that imported resources may exceed the traditional limit within the solution format. The alternative is to consider the traditional Windows limitation and stay within the traditional 256-character limit. Please consider that the import of resources may reach the traditional limit. To enable or disable open the Windows Registry and navigate to the following location: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem To enable, create a new 32-bit DWORD value name LongPathsEnabled and set it to 1. To disable the support either remove the key or set to 0. Please note that other tools might have already enabled the long path name support (e.g. scripting languages). Glossary Glossary Alpha channel The alpha channel is an additional eight bits used with each pixel in a 32-bit graphics system that can represent 256 levels of translucency. Black and white represent opaque and fully transparent, while various gray levels represent levels of translucency. Ambient light Represents a pseudo light source which controls the amount of ambient light present in a scene. Anti aliasing Technique of adjusting pixel positions or setting pixel intensities so that there is a more gradual transition between the color of a line and the background color in order to give a smoother appearance. Asset A binary compact format file containing all the user defined artifacts: scenes, animations and all their constituents' parts (meshes, vertex buffers, textures, keyframes). Aspect ratio The aspect ratio of an image is the ratio of the width of the image to its height, expressed as two numbers separated by a colon. Billboard Square polygon that can be scaled, rotated, moved and textured. Billboard2D In SceneComposer is used as a flat square polygon always facing the camera that can't be scaled. Blending Technique that allows to adjust how one layer or color mixes with the colors in the layers below. Clear color The color used for the background. It is needed in order to clear the window to some background color before computer is starting to draw the scene. Clear depth Property specifying the value used to clear the depth buffer. Clipping plane A perpendicular plane to the camera that occupies the entire viewport, used in real-time rendering in order to prevent the renderer from calculating surfaces at an extreme distance from the viewer. Culling The process by which polygons (usually triangles) that are not facing the camera are not rendered. Directional light Type of light source described by a direction alone useful for modelling light sources that are effectively infinitely far away from the objects they illuminate. Display render target Represent a type of render target that addresses the rendering in a native surface of the graphic device. Dithering Dithering is the process of juxtaposing pixels of two colors to create the illusion that a third color is present. Field of view (FOV) Field of view specifies the angle of viewing volume to determine the equal-sided left, right, top and bottom clip planes (comparable to zoom lenses). Fragment shader Also known as pixel shader, is a type of shader that calculates the color of individual pixels. Frustum (View frustum) The three dimensional viewing area on the screen where everything is drawn to. Interpolation Interpolation refers to the process of generating intermediate frames between keyframes to give the appearance that the first image evolves smoothly into the next image. Keyframe A frame from an animated sequence, at which a significant animation event or change takes place. LookAt Vector Defines the direction vector the camera looks alongside in the local coordinate space. Mipmapping Mipmapping is a texturing technique used to reduce artifacts caused by mapping a large texture onto a small area in screen space. Mipmap levels Each MipMap level describes a certain level-of-detail for a texture image. The highest resolution is at MipMap level 0. Each subsequent MipMap level has half width and height of its predecessor. Orthogonal Orthogonal projection (or Orthographic projection) is a means of representing a three-dimensional object in two dimensions. Perspective view Represents an approximate representation, on a flat surface (e.g. the screen), of the image as it is seen by the eye. Point light Type of light source defined as a single point in space. It produces shadows with sharp edges and is a good replacement for extended and other computationally expensive light source. Point Sprite In SceneComposer the point sprite is displayed as a flat square polygon which is always facing the camera (screen-aligned). It can be textured and scaled to simulate perspective. Render order bins Containers for items that can be rendered, used to specify the order in which the items contained in one Bin are rendered relative to the ones from other Bins. Render target Render Target is an abstraction of a rendering surface. In the field of 3D computer graphics, it is a feature of modern graphics processing units (GPUs) that allows a 3D scene to be rendered to an intermediate memory buffer, or Render Target Texture (RTT). It can then be manipulated by shaders in order to apply additional effects to the final image before displaying it. Shader A shader is a software program that includes instructions on how the graphics processing unit (GPU) should render certain images on the screen. Specular light Specular lighting is the use of bright spot highlights to give visual clues for light source locations. Specular lighting is most commonly used to give light reflection off of metallic surfaces such as mirrors and highly polished/reflective metal surfaces. It is also used on other materials such as reflecting sunlight off of water. Sport light Type of source light defined by its position, the direction in which its pointing, and the width of the beam of light it produces. Spotlights are useful for creating dramatic localized lighting effects. Texture Render target Texture Render Targets represent textures that can be used in the scene to render into them. UpVector Defines the local up-vector of this camera in the local coordinate space in order to define the orientation of the camera looking alongside the look-at vector. Vertex/Vertices In geometry is a special kind of point which describes the corners or intersections of geometric shapes. In computer graphics it is used to define the corners of surfaces (typically triangles) in 3D models, where each such point is given as a vector. Vertex buffer Memory buffer that contains vertex data. All the vertices that form an object are stored in a special data array (vertex buffer) and then sent to the graphical device so that it can render the model. Vertex shader Is a type of shader that is run once for each vertex given to the graphics processor in order to calculate the position and other characteristics, such as color and texture coordinates, for each vertex. View frustum culling The process of removing objects that lie completely outside the viewing frustum from the rendering process. Rendering these objects would be a waste of time since they are not directly visible. Viewport A viewport is a region of the screen used to display a portion of the total image to be shown. In 3D computer graphics it refers to the 2D rectangle used to project the 3D scene to the position of a virtual camera. Widget Special items(external written programs) that allow the definition of custom behaviour for one or more existing items. ZFar Defines the distance to the near-depth clipping plane. ZNear Defines the distance to the far-depth clipping plane. Widgets How to Use a Widget Widget: Concept A widget adds dynamics to a static scene structure. It is linked to some parts of the scene graph and will be exported to the asset as a part of the scene. SceneComposer is delivered with a default set of widgets, which can be extended with custom widgets by modifying SCHost.dll. Widgets Panel Widgets linked to a scene are organized in a widgets collection in the Widgets panel. Sorting is controlled by widget categories in the widget meta information. Drag a widget from the Toolbox panel and drop it on a specific position in the Widgets panel or on a specific node part of the scene graph in the Scene Tree panel on a specific position in the Scene Editor panel. In any case, the widget will then be listed in the Widgets panel, displaying all widgets linked to the given scene: Sometimes it is necessary to group some widgets in the Widgets panel. To get this desired result a widget group has to be dragged from the Toolbox panel. After this first step, any widget can be dragged into the new group. The group can be renamed, deleted, cloned etc. If not visible, make the Widgets panel visible by choosing the "View" > "Scene" > "Widgets" menu option. Widget Properties Select a widget and its properties will appear in the "Properties" panel of the main view. All widget properties are defined by the C++ implementation of the widget. SceneComposer provides type specific editors to configure those user-defined widget properties. Update Widgets in all Scenes SceneComposer provides an option which enables updating widgets for all scenes (2D, 3D, composites, composite node internal widgets). The button for updating widgets for all scenes is placed on the Toolbar near the "Active Rendering" button. Widgets Using Controls Widgets Using Controls When a node from a control is set as value of a widget property, the option "Control Properties" becomes available in the context menu of the Widgets node. A new dialog "Configure Properties" opens where you can choose which properties of the widget should be available in the control. If necessary the user can use the fields available under the "Name" and "Tooltip" sections to introduce any useful piece of information. The values filled by the user in the "Configure Properties" dialog will be visible in the "Properties" panel. When the control is used in a new scene, the widget's properties selected in the "Configure Properties" dialog will be available as Control's Properties and they will be editable in the Properties panel. It is possible to search nodes referred by a widget having property types "Node" and to search widgets which use a node or its descendents as widget properties. For convenience purpose this functionality is also offered as a context menu on widgets and nodes. Any referencing widget can be found by using the context menu via Scene Tree. If a node is referenced by a widget, the node can be found by using the context menu via Widgets panel.