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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 Default will use the default values.

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 Default will use the default values.

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 Default, 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 Default, 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 Default, 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 Default, 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.