Mirror | Renders a mirrored version of the 3D Layer content. | |
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Effect Mirror | Renders a mirrored version of the 3D Layer content and can apply effects to it. | |
Effect | Applies an Image Post Processing Effect to a part of the Hierarchy Tree. | |
Set 3D Mask | Defines a 3D Mask inside the Hierarchy tree. | |
Use 3D Mask | Applies a defined mask onto all children Nodes inside the Hierarchy tree. | |
Clip Plane | This node adds a Plane to the 3D World that cuts off the rendering. | |
Mirror Filter | This node can restrict which objects are rendered to a Mirror. | |
Cubemap Filter | The Cubemap Filter can restrict which objects are rendered to a Cubemap. | |
ClipPlane Filter | This node can restrict which objects are clipped by a Clip Plane. | |
Shadow Filter | Filters Objects for the Shadow Map Rendering | |
Rank Filter | The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte. | |
3D Layer Reference Filter | Filters objects for each rendering of a 3D Layer issued by 3D Layer References. | |
Render Cube Map | Renders the whole 3D Layer content into a cubemap. | |
Stencil Set | This node sets a stencil mask to the stencil buffer. | |
Stencil Test | This node tests the stencil mask and renders only those areas where a specified stencil value is set. | |
Stencil Advanced | This node provides advanced and customizable stencil mask and test functionalities. | |
Clear Stencil | This node clears the whole stencil buffer. | |
Alpha Blending | This node modifies the blending rules for superposed pixels. | |
Blending | This node modifies the blending rules for superposed pixels with industry standard presets. | |
Alpha Testing | This node tests if a pixel has to be drawn. This depends on the alpha value of this pixel. | |
Point Options | This node modifies the appearance of point geometries. | |
Render Options | This node provides different settings to modify the rendering of objects. | |
ZTesting | This node modifies the depth information that is written by geometries into the depth buffer (Z-Buffer). |