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Tree Window Properties

The properties documented below control several aspects of the window contents including viewports, background images, and rendering settings. Access these properties via the “Window” pulldown menu or by selecting the “Window Properties” button on the Property Bar when nothing is selected.

Viewport

The properties in this group control the layout and rendering of the viewports.

Layout

Sets the number and arrangement of the viewports.

Grid lines color

Sets the color of the grid lines.

Grid Spacing

Sets the amount of space between each grid line.

Lightmap View %

In versions where lightmap UVs are computed and the lightmap render mode is selected, this property sets how big the lightmap preview image is in the window.

Background

Style

Use this property to set the style in which the background is rendered. Choose from the following options:

Ambient lightUse the ambient environment colors to color the ground and the sky.
Solid colorUse the color in the next property as the uniform color of the background.
Full frame imageUse the “Image” property below to select an image and use it to fill the background of each viewport (some of the images may not be visible, depending on the aspect ratio.
Letterboxed imageUse the “Image' property below to select an image and ensure the entire image fits in the background, letter boxing if necessary.
Stretched imageUse the “Image” property below to select an image and have it exactly fill the background, stretching if necessary (image aspect ratio is ignored).
Spherical panoramaUse the “Image” property below to select a spherical panorama image for the background. The image should be twice as wide as it is tall and be formatted according to standard spherical (sometimes called 3D) panorama definitions.
Color

The color used for “Solid” background rendering.

Image

Selects an image file used for all four image-based background rendering styles.

Panorama Adjustments

Brightness

Increase or decrease the brightness of spherical panorama backgrounds.

Contrast

Increase or decrease the contrast of spherical panorama backgrounds.

Rotation

Rotates the panorama about the “Z” axis.

General Rendering

The properties in this group control render states and icon size.

Transparency

Sets the transparency algorithm from among these options:

Best availableAlpha testing with alpha to coverage (A2C) if the hardware permits.
Alpha test onlyAlpha testing.
Blending onlyAlpha blending (artifacts will appear, geometry is not sorted).
Alpha testing and blendingBoth alpha blending and alpha testing on at the same time (artifacts will appear, geometry is not sorted).
NoneNo transparency rendering enabled; however, render mode shaders may still implement alpha testing.
Tree Selection Style

Selects the method used to indicate selected model components from the following options:

OutlineSelected objects are outlined.
WireframeSelected objects are scribed.
SolidSelected objects are rendered in a solid color.
BoxSelected objects are indicated by a box showing their extents.
Anisotropic Filtering

Sets the level of anisotropic texture filtering.

3D Icon Scale

Scales the size of 3D icons (most notably Forces) in the scene.

Manipulator

The properties in this group address the 3D manipulator used to move scene objects (most notably Forces and Force Meshes).

Mode

Sets the type of transformation the manipulator will perform.

Coordinate System

Choose between global and local coordinate systems for transformations.

Size Scale

Increases or decreases the size of the manipulator gizmo.

Screenshot Safe Frame

The screenshot safe frame sets an aspect ratio that can be used to guide all image exports. Use the same aspect ratio in your image exports to match the overlay.

Show

When enabled, a red box is drawn over the window to indicate how the aspect ratio set by the following two properties will align with the camera:

Width

The width value used to compute the screenshot safe frame aspect ratio.

Height

The height value used to compute the screenshot safe frame aspect ratio.

User Shader Constant 1

The properties in this group are uploaded as a shader constant named “g_vExperimental1”. This constant can be accessed by custom render modes. Use these options to experiment with shader values without having to recompile the shader. These values are saved in the .spm file.

X

This value is uploaded to the shader constant “g_vExperimental1.x.”

Y

This value is uploaded to the shader constant “g_vExperimental1.y.”

Z

This value is uploaded to the shader constant “g_vExperimental1.z.”

W

This value is uploaded to the shader constant “g_vExperimental1.w.”

Capture Camera

The properties in this group impart a constant camera and light motion while the window is animating. This mode is useful when capturing frames for video productions.

Note: Enabling wind is the easiest way to make the window contents animate.
Style

This property controls where the capture camera inputs are applied from the following options:

Disabled Camera inputs are not used.
Interactive Camera inputs are applied in the Tree Window. This mode is useful for moving the camera and light during real-time captures of the application.
Sequence render Camera inputs are applied when using “File→Render image sequence…”. This mode is useful for turntable renders or growth sequence preview renders.
Left X

Simulates the left mouse button being held down and moving the mouse along the “X” axis this amount each frame.

Left Y

Simulates the left mouse button being held down and moving the mouse along the “Y” axis this amount each frame.

Middle X

Simulates the middle mouse button being held down and moving the mouse along the “X” axis this amount each frame.

Middle Y

Simulates the middle mouse button being held down and moving the mouse along the “Y” axis this amount each frame.

Light azimuth

The horizontal angle of the light is changed by this amount each frame.

Light pitch

The vertical angle of the light is changed by this amount each frame.