10 KiB
Nodes
Nodes Design Concept
In order to build a component, the general process is to first use a "Mask Method" node to build the surface of the component based on its layers, and then connect to a "Assign Shader" node to add the material physical properties. Finally, if you need to cut the cross-section, then connect to a "Cut" node. The whole process is shown in the following diagram
A typical example looks like this:
The "Mask Method" node tends to be very computationally intensive, and if it consumes too much time, then you can bake it with a "Bake" node after it (but you need to save the Blender file first).
Mask Methods
This type of node is responsible for culling out the extent of the component that does not need to be rendered, forming the interface between the object and the object, or the surface of the object (i.e., the interface between the object and the air)
⬆️ Mask by Threshold
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Generate a mask by keeping only the positions that exceed the threshold (this only works with scalar)
Node Parameter:
- Layer, the input scalar
- Threshold, the threshold value
- Preview
- Detail Factor, the fineness of the preview, the larger the factor, the coarser preview is
- (Label Mask)
- Layer, the input label
- Invert, invert mask
- Sample Size, the mask sample size
- (Replacement)
- Joined, the joined layer
↕ Mask by Range
-
Generate a mask by keeping only the positions that in range (this only works with scalar)
Node Parameter:
- Layer, the input scalar
- Fram Min, the lower limit
- Fram Max, the upper limit
- Preview
- Detail Factor, the fineness of the preview, the larger the factor, the coarser preview is
- (Label Mask)
- Layer, the input label
- Invert, invert mask
- Sample Size, the mask sample size
- (Replacement)
- Joined, the joined layer
🔤 Mask by Label
Shaders
This type of node is responsible for setting material physical properties to the component to reflect the differences in rendering effects of different components.
🥚 Solid Shader
-
Assign a opaque shader based on a preview mesh with no inclusions visible. Fastest rendering speed. Does not support cross-section and color ramp.
Node Parameter:
- Component, the upstream component
- Base
- Color, albedo or emission color
- Subsurface, the subsurface scale
- Opacity, the opacity of all
- Specular
- Specular, the specular of surface
- Roughness, the roughness of surface
- Emission
- Emission, the emission strength
- Component, the upstream component
🦠 Slime Shader
-
Assign a semi-transparent shader based on the preview mesh with visible inclusions. Does not support cross-section and color ramp.
Node Parameter:
- Component, the upstream component
- Base
- Color, albedo or emission color
- Density, the degree of solidity
- Anisotropy, the anisotropy of scatting
- Specular
- Specular, the specular of surface
- Roughness, the roughness of surface
- Emission
- Emission, the emission strength
☁️ Volume Shader
🔬 Universal Shader
-
Assign a ultimate shader, supporting all features of Bioxel Nodes. Of course, the price is slow rendering, which can be greatly improved by adjusting the Volumes > Step Rate to 100 in the Render Settings Panel.
Node Parameter:
- Component, the upstream component
- Base
- Color, albedo or emission color
- Density, the degree of solidity
- Anisotropy, the anisotropy of scatting
- Specular
- Specular, the specular of surface
- Roughness, the roughness of surface
- Emission
- Emission, the emission strength
Cutters
This type of node is responsible for cutting components to present cross-section
🪚 Cut
🧀 Plane Cutter
🧀 Plane Object Cutter
Colors
This type of node is responsible for setting the color properties of the shader
🎨 Color Presents
2️⃣ Color Ramp 2
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Set color ramp base on scalar value.
Node Parameter:
- Component, the upstream component
- Fram Min, ramp factor lower limit
- Fram Max, ramp factor upper limit
- Ramp
- Pos0 Color, position 0% Color
- Pos1 Color, position 100% Color
- Gamma, non-linear coefficient, the larger the coefficient, the more lower value color
- Contrast, the larger the contrast, the harder color ramp will be
3️⃣ Color Ramp 3
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Set color ramp base on scalar value.
Node Parameter:
- Component, the upstream component
- Fram Min, ramp factor lower limit
- Fram Max, ramp factor upper limit
- Ramp
- Pos0 Color, position 0% Color
- Pos1 Color, position 50% Color
- Pos2 Color, position 100% Color
- Gamma, non-linear coefficient, the larger the coefficient, the more lower value color
- Contrast, the larger the contrast, the harder color ramp will be
4️⃣ Color Ramp 4
-
Set color ramp base on scalar value.
Node Parameter:
- Component, the upstream component
- Fram Min, ramp factor lower limit
- Fram Max, ramp factor upper limit
- Ramp
- Pos0 Color, position 0% Color
- Pos1 Color, position 33.3% Color
- Pos2 Color, position 66.6% Color
- Pos3 Color, position 100% Color
- Gamma, non-linear coefficient, the larger the coefficient, the more lower value color
- Contrast, the larger the contrast, the harder color ramp will be
5️⃣ Color Ramp 5
-
Set color ramp base on scalar value.
Node Parameter:
- Component, the upstream component
- Fram Min, ramp factor lower limit
- Fram Max, ramp factor upper limit
- Ramp
- Pos0 Color, position 0% Color
- Pos1 Color, position 25% Color
- Pos2 Color, position 50% Color
- Pos3 Color, position 75% Color
- Pos4 Color, position 100% Color
- Gamma, non-linear coefficient, the larger the coefficient, the more lower value color
- Contrast, the larger the contrast, the harder color ramp will be


















