Rendering¶
The Scene's camera. |
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Light sources for Algan's ray-traced renderer. |
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Three.js-style material classes for Algan. |
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Lighting-model shader functions backing the Three.js-style material system. |
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Algan's built-in vertex shaders. |
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Custom and composable per-fragment shaders shared by the renderers. |
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Ray-traced render orchestration: renderer dispatch and the deterministic wavefront's host-side tile / iteration loop. |
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Hybrid raster/ray-tracing and Monte Carlo transport for Algan. |
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The renderer's feature toggles: the storage behind |
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Counters for the render path's silent truncations. |
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Path-tracer output denoising (Open Image Denoise's RT filter, in torch). |
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Construction and batching base for render primitives. |
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Batched triangle geometry for the renderer. |
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Batched cubic Bezier outlines for the renderer. |
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Passes that run over rendered frames before they reach the video file. |
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Runtime model of render-arena peak storage per frame chunk. |
Runtime Light Attributes¶
These attributes are registered dynamically by
Light during construction, so they do not
appear as ordinary class properties in autoclass. They are full parts of
the public Light API.
- algan.rendering.lights.Light.intensity¶
The light’s brightness: a dimensionless multiplier applied to the light’s
colorevery frame. Must be a finite number of at least0.0; defaults to1.0. Animatable like any Mob attribute.