Data Flow #
Nodes are connected in a parent / child hierarchy. This is first and foremost a transform hierarchy: parent transformations are applied to the child, composited with the child’s own transformation - so the parent moves the child with itself. The parent child relationship is used to flow other data along the hierarchy, such as image data between a chain of video nodes. It’s also used to represent collection relationships / modifier relationships: for example a Particle Root node represents a collection of particles, and emitters and affectors that work on the collection are linked as children of the Particle Root node; or in another example, a 3D Object node is the parent and there are Deformer nodes attached as children that modify the parent 3D Object’s mesh. Similarly, a Post FX node parented to a Video Processing node modifies the image that is contained in the Video Processing node.
The Root node is the entry point for the scene. Everything that is rendered in the scene must be connected via the root node, directly or via a parent hierarchy. Post FX that are attached to the root node or camera nodes effect the rendered scene.
Nodes can also be connected across the branches of the transform hierarchy via input connectors. This is used to pass the data owned by one node into another’s processing; for example, a 3D Object node may be connected to an input of a Particle Mesh Emitter node in order to define the mesh used for emission.
Inputs are weakly typed: when a node is connected as an input to another node, the relevant information from the connected node is automatically chosen, if applicable. There are hints when connecting inputs about which nodes make for valid connections, and invalid ones may be rejected if a connection is attempted. Some inputs take only one node at a time and some take multiple nodes. Input connectors are also created for all numeric properties on a node, allowing them to be driven by other nodes - e.g. modifiers.
|The FXAA node (as with other Post-FX nodes) is parented to the Camera node, and will only be applied when the scene is viewed through that Camera.
|This Null node is the parent of the Light. Transforming the Null will also transform the Light.
|This 3D Object is connected to the Target Node input of the Light Node, meaning that the 3D Object’s position will be used as the target for the rotation of the light. The Video Source node is connected to the Projection Image of the Light, causing the image stored in the Video Source to be used as the light’s projection / gobo image.
|This Glow node is connected to the Light node, however light nodes do not contain images so this does not form a valid parent/modification relationship. As such, the glow is considered to be connected to the Root via the hierarchy and is applied to the whole scene. This does mean that if the Light is disconnected from its parent, the Glow no longer has a connected path through the hierarchy to the Root node, so the glow will also no longer be applied to the scene.
Order Of Operations #
For nodes sharing the same parent, the order of operations for processing the nodes is decided based on the Y position of the node in the nodegraph, or the X position if the Y values are the same. Nodes with larger X or Y values are calculated first, meaning that if Effect A needs to be run after Effect B, Effect A should be placed lower in the nodegraph than Effect B.
The images on the left shows the radial blur being done after the bit crush, with the reverse being shown on the image on the right. This is decided by the position of both the radial blur and the bit crush in the nodegraph.
Data Mtiririko # Nodes ni kushikamana katika mzazi mtoto hierarchy. Hii ni kwanza na ya kwanza kubadilisha utaratibu: mzazi mabadiliko ni kutumika kwa mtoto, composited na mtoto mwenyewe mabadiliko - hivyo mzazi husonga mtoto na mwenyewe. uhusiano mzazi mtoto ni kutumika mtiririko data nyingine kando ya uongozi, kama vile data ya picha kati ya mlolongo wa video nodes. Ni pia kutumika kuwakilisha mkusanyiko mahusiano modifier mahusiano: kwa mfano Chembe ya Chembe ya mzizi inawakilisha mkusanyiko wa chembe, na emitters na affectors kwamba kazi juu ya mkusanyiko ni kushikamana kama watoto wa Chembe ya Chembe ya Chembe; au katika mfano mwingine, 3D Object node ni mzazi na kuna Deformer nodes kushikamana kama watoto kwamba kurekebisha mzazi 3D Object's mesh. Vivyo hivyo, Post FX node parented kwa Video Processing node hubadilisha picha ambayo ni zilizomo katika Video Processing node. Root node ni hatua ya kuingia kwa ajili ya eneo la tukio. Kila kitu kwamba ni rendered katika eneo lazima kuunganishwa kupitia mzizi node, moja kwa moja au kupitia hierarchy mzazi. Post FX kwamba ni kushikamana na mzizi node au kamera nodes athari eneo rendered. Nodes pia inaweza kuunganishwa katika matawi ya kubadilisha utaratibu kupitia viunganishi vya pembejeo. Hii ni kutumika kupita data inayomilikiwa na node moja katika usindikaji mwingine; kwa mfano, 3D Object node inaweza kuunganishwa na pembejeo ya Chembe ya Chembe ya Emitter node ili kufafanua mesh kutumika kwa ajili ya uzalishaji. Inputs ni dhaifu typed: wakati node ni kushikamana kama pembejeo kwa node nyingine, habari husika kutoka node kushikamana ni moja kwa moja kuchaguliwa, kama inapatikana. Kuna vidokezo wakati kuunganisha pembejeo kuhusu ambayo nodes kufanya kwa ajili ya uhusiano halali, na wale batili inaweza kukataliwa kama uhusiano ni walijaribu. Baadhi ya pembejeo kuchukua tu node moja kwa wakati na baadhi ya kuchukua nodes nyingi. Input connectors pia ni kuundwa kwa ajili ya mali zote za tarakimu juu ya node, kuruhusu yao kuwa kuendeshwa na nodes nyingine - kwa mfano Modifying Node ya FXAA (kama ilivyo na nodes nyingine za Post-FX) ni mzazi wa node ya Kamera, na itatumika tu wakati eneo linaonekana kupitia Kamera hiyo. Node hii ya Null ni mzazi wa Nuru. Kubadilisha Null pia itabadilisha Nuru. 3D Object ni kushikamana na lengo node pembejeo ya Node mwanga, maana kwamba 3D Object nafasi itakuwa kutumika kama lengo kwa ajili ya mzunguko wa mwanga. Video Chanzo node ni kushikamana na Projection Image ya Mwanga, kusababisha picha kuhifadhiwa katika Video Chanzo kutumika kama mwanga wa utabiri gobo picha. <unk>Hii Glow node ni kushikamana na Node Mwanga, hata hivyo Node mwanga haina picha hivyo hii haina fomu halali mzazi / marekebisho uhusiano. Kama vile, mwangaza ni kuchukuliwa kuwa kushikamana na Mizizi kupitia utaratibu na ni kutumika kwa eneo lote. Hii inamaanisha kwamba ikiwa mwanga umekatwa kutoka kwa mzazi wake, mwangaza haujumuishi tena njia ya mfuatano kupitia safu ya safu hadi kwa node ya mzizi, kwa hivyo mwangaza pia hautatumika tena kwenye eneo. Kwa nodes kushiriki mzazi sawa, utaratibu wa shughuli kwa ajili ya usindikaji nodes ni kuamua kulingana na Y nafasi ya node katika nodegraph, au X nafasi kama Y maadili ni sawa. Nodes na kubwa X au Y maadili ni mahesabu kwanza, maana kwamba kama Athari A inahitaji kuendeshwa baada ya Athari B, Athari A inapaswa kuwekwa chini katika nodegraph kuliko Athari B. Picha upande wa kushoto inaonyesha blur radial kufanyika baada ya kidogo crush, na kinyume kuwa kuonyeshwa juu ya picha upande wa kulia. Hii ni kuamua na nafasi ya wote radial blur na kidogo crush katika nodegraph.