Bump Normal

-A Bump to Normal conversion Node, you can see below what it does.







Scalar Bump

-A Scalar to Bump conversion Tool Node, input Color,
(it will take the Red Channel) or input Scalar,
outputs a Bump Vector.

-Select "Gradient" between a faster "3 Directions" or "6 Directions", old version used only
the second (complete) bump mode.

-Select "Before/After" Transformation, "Before" is for use in current Surface Node Editor,
"After" is for other contexts.








-A Average Tool Node, not pixel blending,
but a limited fake blur effect.







Blur Filter

-A Blur Filter Tool Node, for blurring surfaces, with four
kernel dimensions, which increases also rendering time.

-Scaled "spotSize" or "XYZ" Distance, is the distance between each sample.

-A "distance to camera" gradient or a mask can be connected to the "Amount" input,
a "0" value for "Amount" can reduce rendering time locally.

-Blur process takes each neighbor point in a regular 3D space, not necessary on the
object surface, so you may have unexpected result.








-A Backdrop Node.

-Mix Backdrop color and intensity with Input Color, Luminosity and with scalar
input from Lightwave occlusion shader node or else.

-Rendering is faster if occlusion is also bypassed by this node for diffusion
to avoid redundant calculation.

-Scalar Amount is for decreasing or increasing Scalar input, only for Scalar output,
it leaves this input unchanged for mixing with backdrop addition.

Skylight procedural in Texture Environment, raytrace on, no radiosity, no shadows.
with a small amount of scalar occlusion, backdrop radiosity can be simulated by
tweaking light and ambient light intensity, but it should render faster (half time).








-A Fresnel Node.

-"Transmission 1" is the inverse of "Reflection" and the current output
used for making glass, "Transmission 2" is the physically accurate output.

-"Reflected Ray" and "Transmitted Ray" are direction vectors, which can be
used in the Raytrace functions.









Save APS

-A Save APS node for saving APS subdivided object,
Suppatched or Catmull-Clark. during a preview rendering (F9).

-Add it to only one surface of the object, the entire geometry will be scanned,
connect it to any scalar channel (must be connected, but output nothing).

-Select a file name.

-With "After Deformation" unchecked the node will only export basic frozen
subdivided geometry without displacement.

-All Scanned Geometry is reset after each rendering, so you can modify something
and re-export another file.


Limitations :
-Export all surfaces without settings.

-Export only one UV Map per object (corrupted UV map may break the exported object).

-There are some issues with surface which could cause an error,
renaming or recreate the surface could help.

-Beaware with huge object because the node will use a lot of memory
to store datas for exporting.










-A Random node generator.

-Output a constant random scalar in selected range, it can be based
on node Instance, Object or Surface.









Time Lag

-A Time Lag node for evaluating a Value, Color, Position, Rotation
or Scale with a lag/delay substracted to current time.

-Select the envelope of a channel, add keys to animate and input a scalar value
as lag/delay, the lag is evaluated per spot.

-With "Negative Time" unchecked (default), resulted time (included lag) is never negative but instead it stays at zero (0s).

-"ENV Filename" allows to load an Envelope file in the Value channel,
"MOT Filename" allows to load a Motion file in the Position/Rotation/Scale channels,
note that edited/modified channels are saved with the scene only without file name
in the panel field (*.env or *.mot).
With specified files, it is more easy to batch/change animations by editing scene files.









Align To

-An Align To node, takes a From and a To position to output Rotation
or separate Heading and Pitch angles in Radians.

-Without a From position input, From is the current world position
(Spot,Point or Item, depends of node editor context).









Ray Intersect

-A Ray Intersect node, this tool returns the distance to the nearest point
of a given object, if one of its polygon is cast by the ray.
Has also a single "Hit" output.
In version 11 & 2018+, it returns also a "Normal", "Poly Normal" and "Delta" outputs.

-Input the start "Position" and "Direction" of the ray. -Select "Front Side" or "Both Sides" intersection mode. -Works in the Surface, Displacement and Item Motion node editors.








Speed Time

-A Speed Time node, for converting a Speed channel or an enveloped Speed
constant in time.

-Set the Speed envelope and select the "Constant" mode or,
select the appropriate channel and the "Channel" mode.

-With default setup, the current Time output matches the current Layout time.

-Speed samples are calculated for each frame in selected range.

-Optimisation angle is for removing samples below this limit (i.e uniform speed).

-"Start Time" is the start of speed calculation, note
that the evaluation is done from "Start Frame" to "End Frame",
so "Start Time" could be set to different values.

-Check "Store Speed Data" to avoid useless calculations between each frame
and layout preview slowness.
In this mode speed data is updated before rendering or can be updated by reselecting
the reference object.