Logo

Getting Started

  • Beginning with HOOPS Luminate
  • Licensing
  • Evaluating HOOPS Luminate

Tutorials

  • Startup Tutorials
    • Hello World!
    • First App
  • Real-Time Tutorials
    • Integration into an Existing OpenGL Application
    • Integration into an Existing Metal Application
    • Building Basic Primitives
    • Displaying Texts
    • Adding Edges
    • Anchoring Viewpoints in a Window
    • Shapes Hierarchy
    • Using Instance Counters
    • Rendering to an Offscreen Buffer
    • Picking
    • Picking using a Lasso
    • Geometry Layers
    • Material Layers
    • Using Culling Callbacks for Visibility Control
    • Transparency
    • Background Setup: A CAD Style Example
    • Volume View
    • Setup a Composite Image
    • Viewport Shading
    • Cutting Geometries: A Practical Example
    • Cutting Geometries: Using Multiple Cutting Planes
    • Rendering Any Line Thickness Using Quads
    • Hidden Lines Removal: A Real-Time Example
    • Applying Polygon Offset to See Edges of a Geometry
    • Writing Material Controller Properties
    • Writing a Custom Rendering Shader in ARB
    • Writing a Custom Rendering Shader in GLSL
    • Writing a Custom Rendering Shader Using Geometry Program
    • Cartoon Shading
    • Environmental Mapping
    • Creating Panorama
    • Creating Stereoscopic Panorama
    • GI Cache and Tone Mapping for Panorama
    • GI and Light Baking
    • Applying a Logo Over a Material’s Geometry
    • A Billboard Example using an Alpha Mask Texture
    • Stereoscopic Display
    • Oculus Rift
    • HTC Vive
    • Deferred Shading Using Multiple Render Targets
    • Playing an Animation Clip
    • Loading and Playing Skeletal Animations
  • Advanced Real-Time Tutorials
    • Loading a Simple Landscape
    • Importing Geometries
    • Displaying Indoor Models
    • Building a Geometry
      • Building a Geometry - Part 1 - Loading a Source Scene
      • Building a Geometry - Part 2 - Setting Up a GI Cache
      • Building a Geometry - Part 3 - Adding Lights
      • Building a Geometry - Part 4 - Adding Reflection Probes
      • Updating a Geometry
  • Rendering Tutorials
    • Denoising an Image
    • Rendering Large Images
    • Lighting with Physical Lights
    • Outdoor Lighting
    • Generic Material
    • Using the Realistic Material
    • Writing a Custom Software Rendering Shader
    • Adding Displacement Mapping to a Material
    • Rendering Volumetric Effects
    • Defining a Custom Volumetric Effect
    • Rendering Volumetric Clouds
    • Sketch Rendering
    • Tracing Custom Rays
    • Applying Tone Mapping on a Completed Image
    • Path-Tracing
    • Rendering Skies
    • Using Skylight Portals
    • Background Clouds
  • Miscellaneous Tutorials
    • Hidden Lines Removal (Polyhedral HLR)
    • Generating Vector Graphics
    • Saving and Reloading a Custom Container

Programming Guide

  • Fundamentals
  • Building a HOOPS Luminate Application
    • HOOPS Luminate Features at a Glance
    • Programming Language
    • Accessing to RED Object Interfaces
    • Deployment
    • Error Tracking
    • Setup an Error Callback
    • OpenGL
    • Metal
    • Software Startup
      • Hardware, Hybrid or Software Start
      • Hardware Event Loop vs. Software Event Loop
    • Hardware or Software Startup
    • Software Restart After Failure
    • Hardware Platforms
      • REDDriversBaseEditor
      • GPU Functional Level
      • Known Hardware Issues
    • Identifying a Computer’s GPU
    • A GPU’s Installed Driver
    • Virtualization Platforms
    • Resource Manager
    • Creating or Accessing the Resource Manager
    • Creating or Destroying an Image
    • Creating or Destroying a Material
    • Creating or Destroying a Font
    • Data Manager
    • Replaying an Animation using the Data Manager
    • Windows
      • Configuring a Window
      • Integration into an External OpenGL Window
      • Managing Multiple Windows and External OpenGL Contexts
    • Creating a HOOPS Luminate Window using the RED::Factory
    • Integrating a HOOPS Luminate Window into an Existing OpenGL Window
    • Viewpoint Render Lists
      • Adding a Background
      • VRL Anti-Aliasing
      • Stereoscopy
    • Creating and Accessing an Auxiliary VRL’s Render Image
    • Viewpoints
      • Matrix Transforms in a Cluster
    • Creating a Viewpoint and Visualizing Shapes
    • Setting Up a Simple Camera
    • Options
    • Setup Engine Options
    • Transaction Management
      • Single-Threaded Graphic Applications
      • Multi-Threaded Performance Critical Applications
      • Software Rendering and Parallel Data Edition
      • Modifying Images During a Draw
    • Writing to HOOPS Luminate Objects using a Transaction
    • Life Cycle of HOOPS Luminate Objects
    • Picking
    • Backbone
    • Accessing and Customizing the Memory Allocator
  • Creating or Accessing the Resource Manager
  • Creating a HOOPS Luminate Window using the RED::Factory
  • Creating and Destroying Objects using the RED::Factory
  • Assembling a Minimal HOOPS Luminate Application
  • HOOPS Luminate Scene Graph Overview
    • Transform Shapes
    • Adding or Removing Children from a Transform Shape
    • Mesh Shapes
      • Skinned Mesh Shapes
    • Setup a Mesh Geometry Channels
    • Line Shapes
    • Point Shapes
    • Light Shapes
      • Real-Time Lights
      • Physical Lights
      • Decay Equations
    • Volumetric Shapes
    • Text Shapes
    • Creating a Font
    • Creating a Text Shape
    • Instances
    • Creating an Instanced Shape
    • Shape Attributes in a Scene Graph
    • Creating a RED::LayerSet
    • Change a Shape Visibility using Layersets
    • Update Bounding Spheres for a Hierarchy of Shapes
    • Using Built-In User Data
    • Culling Methods
  • Creating and Destroying Shapes
  • Building HOOPS Luminate Materials
    • Material Layersets
    • Using Built-in HOOPS Luminate Materials
      • Using the Generic Material
      • Creating a Generic Material
      • Using HOOPS Luminate’s Library of Materials
      • Using the Realistic Material
      • Using HOOPS Luminate’s Material Editor
    • The Material Controller
      • The Material Controller Scripting Language
    • Enumerating a Material Controller’s Properties
    • The Shading Pipeline
    • Registering and Adding a Shader to a Material Pass
    • Mimicking a Direct Shader Setup for Indirect Rendering Passes
    • Checking the Availability of Needed Input Geometry Channels
    • Writing a Custom Material
      • Using Built-in Render Shaders
      • Writing Custom Render Shaders
        • The GPU Programming Pipeline
        • Writing a Simple Custom Rendering Shader
        • The CPU Programming Pipeline
        • Defining Software Shader DLL Entry Points
        • Defining Software Shader Local Entry Points
        • Iterating Over Lights in a Software Shader
        • Shader Debugging
      • Adding a Shader Parameter to a Rendering Shader
      • Configuring a Render Shader Using a State Shader
      • Default Pass Startup State Shader Configurations
      • Defining Shader Programs by Hardware Platform
    • Rendering Priorities
    • Modifying a Material Priority
    • Controlling Material Batching
  • Creating and Destroying Materials
  • Loading and Duplicating a Material
  • HOOPS Luminate Textures and Images
    • Creating Images
    • Creating and Destroying Images
    • Duplicating an Image
    • Loading and Saving Images
    • Manipulating Images
    • Creating a Bump Map from Any Image
    • 2D Images
    • Creating a 2D Image
    • Setting a Render Image
    • 3D Images
    • Creating a 3D Image
    • Composite Images
    • Cube Images
    • Creating a Cube Image
    • Setting a Background Image
    • Readback Images
  • Rendering with HOOPS Luminate
    • Hardware vs. Software Rendering
    • Mixing Hardware and Software Rendering
    • Rendering 2D Datasets
    • Real-Time Rendering of 3D Datasets
      • Shadow Mapping Detailed
      • Enable Shadow Mapping
      • Advanced Shadows in Real-Time
      • Turning on Ray-Traced Shadows
    • Setting Up a HDR Rendering Pipeline
    • Software Rendering of 3D Datasets
      • Ray-Tracing
        • Feedback
        • Ray-Tracing Options
        • Monte Carlo Sampling
        • Adaptive Sampling
        • Rendering Layers
        • Setting Up Rendering Layers
        • External Custom Primitives
        • Numerical Accuracy
      • Path-Tracing
      • Global Illumination
        • Engine GI Options
        • GI-Related Options
        • GI Generation Modes
        • Computing a View-Dependent GI Cache
        • Computing a View-Dependent 360° GI Cache
        • Computing a World GI Cache
        • GI and Animation
        • Computing a World GI Cache
        • Saving and Loading a GI Cache
        • Setting an External GI Cache
        • Interpolating GI for Flickering-Free Animations
      • Enabling GI
      • Caustics
      • Volumetric Effects
      • A Simple Volumetric Effect Example
    • Post Processing
      • Tone Mapping
      • Enabling Tone Mapping
    • Denoising
      • Denoising with Intel Open Image Denoise
      • Enabling Intel Open Image Denoise
    • Generating Vector Graphics
    • Non Photo Realistic Rendering (NPR)
    • Rendering Large Images
  • Rendering a Window Contents
  • Sky Model
    • Night Sky
    • Customization of the Model
    • Adding Clouds to the Sky Texture
    • Adding Clouds to a Sky Light Shape
  • Rendering Photo-Realistic Images
    • Setup the Rendering
    • Using Physical Lights
    • Setup Materials
    • Setup Geometries
    • Tonemapping Explained
  • Advanced Real-Time Rendering
    • Key Advanced Real-Time Features
    • Quickstart with Advanced Real-Time
    • Initializing the World
    • Data Production Workflow
    • Assembling an Advanced Real-Time Application
    • Asset Editor
    • Performance and Hardware
  • Rendering Large Assemblies
    • Defining the Scene Graph Architecture
    • Choosing a Shading Model
    • Reducing the Geometry Bandwidth
    • A Parallel Application Architecture
    • Levels Of Detail
    • Data Streaming
    • Floating Origins
  • Analyzing Performances
    • Hardware Display Performances
    • Software Display Performances
    • Memory Usage
    • Modifying Engine Data
    • Anti-Aliasing
  • Enabling Frame Statistics
  • Importing Data
    • Autodesk 3DS Max Plug-In
    • DWG Import using Teigha
      • Document Architecture
      • Converting Geometries
      • Materials and Lighting
    • Parasolid Import
    • Input-Output API
    • Saving a File using the Input-Output API
  • The .red File Format
    • Saving .red Files
    • Loading .red Files
    • Loading a .red File
  • Animation System
    • Skeletal Animation
      • Blending Skeletal Animations Together
      • Creating a Skeletal Animation Blender
      • Doing Smooth Transitions between Skeletal Animations
      • Merging Skeletal Animations onto Different Body Parts
    • Filtering Skeleton Bones
    • Creating an Animation Clip Controller
    • Defining Root Motion Policies for a Walking Character
  • Creating an Animation Clip Controller
  • Rendering Clouds of Points: A Dynamic Point Splatting Example
    • How to Handle Efficiently the High Number of Points?
    • Preparing the Point Shape Data
    • Writing Shaders to Render the Points
    • Filtering the Noise
  • Improving CAD Graphics
    • Sourcing Informations
    • Setup a Sun Shadowing Workflow
    • Setup Environment Maps
    • Computing Ambient Occlusion
    • Assembling New Materials
    • HDR Rendering Pipeline

Tasks

  • Application
    • Accessing to RED Object Interfaces
    • Assembling a Minimal HOOPS Luminate Application
    • Setup an Error Callback
    • Creating a HOOPS Luminate Window using the RED::Factory
    • Integrating a HOOPS Luminate Window into an Existing OpenGL Window
    • Creating and Destroying Objects using the RED::Factory
    • Creating or Accessing the Resource Manager
    • Writing to HOOPS Luminate Objects using a Transaction
    • Hardware or Software Startup
    • Rendering a Window Contents
    • Software Restart After Failure
    • Enabling Frame Statistics
    • Creating or Destroying an Image
    • Creating or Destroying a Material
    • Creating or Destroying a Font
    • Identifying a Computer’s GPU
    • A GPU’s Installed Driver
    • Creating and Accessing an Auxiliary VRL’s Render Image
    • Creating a Viewpoint and Visualizing Shapes
    • Setup Engine Options
    • Accessing and Customizing the Memory Allocator
    • Setting Up a Simple Camera
  • Scenegraph
    • Change a Shape Visibility using Layersets
    • Creating a RED::LayerSet
    • Creating and Destroying Shapes
    • Streaming a DAG to a .red File
    • Update Bounding Spheres for a Hierarchy of Shapes
    • Adding or Removing Children from a Transform Shape
    • Setup a Mesh Geometry Channels
    • Creating a Font
    • Creating a Text Shape
    • Creating an Instanced Shape
    • Creating a Polygon Shape
  • Material
    • Creating and Destroying Materials
    • Enumerating a Material Controller’s Properties
    • Loading and Duplicating a Material
    • Creating a Generic Material
    • Loading a Material from Library
    • Registering and Adding a Shader to a Material Pass
    • Writing a Simple Custom Rendering Shader
    • Adding a Shader Parameter to a Rendering Shader
    • Defining Software Shader DLL Entry Points
    • Defining Software Shader Local Entry Points
    • Iterating Over Lights in a Software Shader
    • Modifying a Material Priority
    • Mimicking a Direct Shader Setup for Indirect Rendering Passes
    • Checking the Availability of Needed Input Geometry Channels
    • Creating a Realistic Metal Material
    • Creating a Realistic Glass Material
    • Creating a Realistic Liquid Material
    • Creating a Realistic Wood Material
    • Creating a Realistic Marble Material
    • Creating a Realistic Cloth Material
    • Converting PBR Metallic Data to the Realistic Material
  • Image
    • Duplicating an Image
    • Creating a Physical Sky Texture
    • Creating and Destroying Images
    • How to Load and Save Image to File?
    • How to Load and Save Image to .red File?
    • Creating a Bump Map from Any Image
    • Scaling a Normal Map
    • Setting a Render Image
    • Creating a 2D Image
    • Creating a 3D Image
    • Creating a Cube Image
    • Setting a Background Image
  • Light
    • Setup an Ambient Light
    • Setup a Point Light
    • Setup a Spot Light
    • Setup a Directional Light
    • Setup a Beam Light
    • Controlling Visibility of a Physical Light Emitter
    • Setup a Physical Light
    • Setup a Physical Sun Light
    • Setup a Physical Moon Light
    • Setup a Physical Sky Light
    • Adding Clouds to a Sky Light Shape
    • Configuring the Sky for a Y-Up Application
    • Setup a Rectangular Area Light
    • Enable Shadow Mapping
    • Turning on Ray-Traced Shadows
  • File
    • Accessing to Loaded Data
    • Creating a .red File
    • Creating RED Streams
    • Defining .red File Policy
    • Load an Encrypted .red File
    • Loading a .red File
    • Save an Encrypted .red File
    • Replaying an Animation using the Data Manager
    • Loading a File using the Input-Output API
    • Saving a File using the Input-Output API
  • Advanced Real-Time Rendering (ART)
    • Initializing the World
  • Rendering
    • Turning on Adaptive Sampling
    • Enabling GI
    • Computing a View-Dependent GI Cache
    • Computing a View-Dependent 360° GI Cache
    • Computing a World GI Cache
    • Saving and Loading a GI Cache
    • Setting an External GI Cache
    • A Simple Volumetric Effect Example
    • Mixing Hardware and Software Rendering
    • Setting Up a HDR Rendering Pipeline
    • Setting Up Rendering Layers
    • Enabling Tone Mapping
    • Interpolating GI for Flickering-Free Animations
    • Enabling Intel Open Image Denoise
  • Animation
    • Creating an Animation Clip Controller
    • Creating a Skeletal Animation Clip Controller
    • Creating a Skeletal Animation Blender
    • Filtering Skeleton Bones
    • Defining Root Motion Policies for a Walking Character
    • Doing Smooth Transitions between Skeletal Animations
    • Merging Skeletal Animations onto Different Body Parts
  • Miscellaneous
    • Computing an Automatic White Balance Reference
    • Using Built-In User Data

API References

  • HOOPS Luminate API Reference
    • Functions
    • Classes and Data Structures
    • Files
      • ART.h
        • ART
      • ARTFactory.h
        • Factory
        • ART
      • ARTIAssetManager.h
        • IAssetManager
        • ART
      • ARTIAtlas.h
        • IAtlas
        • ART
      • ARTICamera.h
        • ICamera
        • ART
      • ARTIEntity.h
        • IEntity
        • ART
      • ARTIGeometry.h
        • IGeometry
        • ART
      • ARTILight.h
        • ILight
        • ART
      • ARTIMaterial.h
        • IMaterial
        • ART
      • ARTIObserver.h
        • IObserver
        • ART
      • ARTIOptions.h
        • IOptions
        • ART
      • ARTIPlanet.h
        • IPlanet
        • ART
      • ARTIReflectionProbe.h
        • IReflectionProbe
        • ART
      • ARTIStar.h
        • IStar
        • ART
      • ARTIStatistics.h
        • IStatistics
        • ART
      • ARTIWorld.h
        • IWorld
        • ART
      • RED.h
        • RED
      • REDAnimationClip.h
        • AnimationClip
        • RED
      • REDAnimationData.h
        • AnimationData
        • RED
      • REDAxisAlignedBoundingBox.h
        • AxisAlignedBoundingBox
        • RED
      • REDBoundingSphere.h
        • BoundingSphere
        • RED
      • REDChunkInterpretersDictionary.h
        • ChunkInterpretersDictionary
        • RED
      • REDCID.h
        • CID
        • RED
      • REDColor.h
        • Color
        • RED
      • REDFactory.h
        • Factory
        • RED
      • REDFileSystemTools.h
        • FileSystemTools
        • RED
      • REDFrameStatistics.h
        • PassStatistics
        • ViewpointStatistics
        • FrameStatistics
        • RED
      • REDIAnimationClipController.h
        • IAnimationClipController
        • RED
      • REDIChunkInterpreter.h
        • RED
      • REDIChunkSaver.h
        • IChunkSaver
        • RED
      • REDICloudsVolumeShape.h
        • ICloudsVolumeShape
        • RED
      • REDIDataManager.h
        • IDataManager
        • RED
      • REDIFont.h
        • IFont
        • RED
      • REDIGeometryDatabase.h
        • IGeometryDatabase
        • RED
      • REDIGICache.h
        • IGICache
        • RED
      • REDIGraphicDevice.h
        • GPUID
        • IGraphicDevice
        • RED
      • REDIImage.h
        • IImage
        • RED
      • REDIImage2D.h
        • IImage2D
        • RED
      • REDIImage3D.h
        • IImage3D
        • RED
      • REDIImageComposite.h
        • IImageComposite
        • RED
      • REDIImageCube.h
        • IImageCube
        • RED
      • REDIImageReadback.h
        • IImageReadback
        • RED
      • REDILicense.h
        • LicenseTime
        • ILicense
        • RED
      • REDILightShape.h
        • ILightShape
        • RED
      • REDILineShape.h
        • ILineShape
        • RED
      • REDImageTools.h
        • ImageTools
        • RED
      • REDIMaterial.h
        • IMaterial
        • RED
      • REDIMaterialController.h
        • IMaterialController
        • RED
      • REDIMaterialControllerProperty.h
        • IMaterialControllerProperty
        • RED
      • REDIMeshShape.h
        • IMeshShape
        • RED
      • REDIMoonLightShape.h
        • IMoonLightShape
        • RED
      • REDIObject.h
        • IREDObject
        • RED
      • REDIOptions.h
        • IOptions
        • RED
      • REDIOTools.h
        • IOTools
        • RED
      • REDIPhysicalLightShape.h
        • IPhysicalLightShape
        • RED
      • REDIPointShape.h
        • IPointShape
        • RED
      • REDIREDFile.h
        • FileHeader
        • FileInfo
        • IREDFile
        • RED
      • REDIReferenceManager.h
        • IReferenceManager
        • RED
      • REDIReferenceSolving.h
        • IReferenceSolving
        • RED
      • REDIResourceManager.h
        • IResourceManager
        • RED
      • REDIShape.h
        • IShape
        • RED
      • REDISkeletalAnimationBlender.h
        • ISkeletalAnimationBlender
        • RED
      • REDISkeletalAnimationController.h
        • ISkeletalAnimationController
        • RED
      • REDISkyLightShape.h
        • ISkyLightShape
        • RED
      • REDISoftBucket.h
        • ISoftBucket
        • RED
      • REDISoftLight.h
        • ISoftLight
        • RED
      • REDISoftRayContext.h
        • ISoftRayContext
        • RED
      • REDISoftRenderingContext.h
        • ISoftRenderingContext
        • RED
      • REDISoftShaderContext.h
        • ISoftShaderContext
        • RED
      • REDIStream.h
        • IStream
        • RED
      • REDISunLightShape.h
        • ISunLightShape
        • RED
      • REDITextShape.h
        • ITextShape
        • RED
      • REDITransformShape.h
        • ITransformShape
        • RED
      • REDIUserData.h
        • IUserData
        • RED
      • REDIViewpoint.h
        • IViewpoint
        • RED
      • REDIViewpointRenderList.h
        • IViewpointRenderList
        • RED
      • REDIVolumeShape.h
        • IVolumeShape
        • RED
      • REDIWindow.h
        • IWindow
        • RED
      • REDLayerSet.h
        • LayerSet
        • RED
      • REDMath.h
        • RED
      • REDMatrix.h
        • Matrix
        • RED
      • REDMemoryAllocator.h
        • MemoryAllocator
        • RED
      • REDMemoryLeakTracker.h
        • MemoryLeakTracker
        • MemInfos
        • RED
      • REDMutex.h
        • Mutex
        • RED
      • REDNoise.h
        • Noise
        • RED
      • REDObject.h
        • Object
        • RED
      • REDOptionList.h
        • RED
      • REDPostProcess.h
        • PostProcess
        • RED
      • REDProduct.h
        • Product
        • RED
      • REDQuaternion.h
        • Quaternion
        • RED
      • REDRandom.h
        • RNG
        • Random
        • FastRandom
        • RED
      • REDRayCutoffShader.h
        • RayCutoffShader
        • RED
      • REDRayGIDiffuseShader.h
        • RayGIDiffuseShader
        • RED
      • REDRayGIReflectionColorShader.h
        • RayGIReflectionColorShader
        • RED
      • REDRayGIRefractionColorShader.h
        • RayGIRefractionColorShader
        • RED
      • REDRayReflectionShader.h
        • RayReflectionShader
        • RED
      • REDRayRefractionShader.h
        • RayRefractionShader
        • RED
      • REDReflectionShader.h
        • ReflectionShader
        • RED
      • REDRenderCode.h
        • RenderCode
        • RED
      • REDRenderLayer.h
        • RenderLayer
        • RED
      • REDRenderShader.h
        • RenderShaderData
        • RenderShader
        • RED
      • REDRenderShaderAAFilter.h
        • RenderShaderAAFilter
        • RED
      • REDRenderShaderAmbient.h
        • RenderShaderAmbient
        • RED
      • REDRenderShaderAnisotropic.h
        • RenderShaderAnisotropic
        • RED
      • REDRenderShaderEdges.h
        • RenderShaderEdges
        • RED
      • REDRenderShaderEnvironmental.h
        • RenderShaderEnvironmental
        • RED
      • REDRenderShaderLambert.h
        • RenderShaderLambert
        • RED
      • REDRenderShaderLogo.h
        • RenderShaderLogo
        • RED
      • REDRenderShaderParameter.h
        • RenderShaderParameter
        • RED
      • REDRenderShaderPhong.h
        • RenderShaderPhong
        • RED
      • REDRenderShaderRefractionEffect.h
        • RenderShaderRefractionEffect
        • RED
      • REDRenderShaderSectionCut.h
        • RenderShaderSectionCut
        • RED
      • REDRenderShaderSolid.h
        • RenderShaderSolid
        • RED
      • REDRenderShaderText.h
        • RenderShaderText
        • RED
      • REDRenderShaderVertexColor.h
        • RenderShaderVertexColor
        • RED
      • REDRenderShaderViewport.h
        • RenderShaderViewport
        • RED
      • REDShader.h
        • Shader
        • RED
      • REDShaderProgramID.h
        • ShaderProgramID
        • RED
      • REDShaderString.h
        • ShaderString
        • RED
      • REDShapePath.h
        • ShapePath
        • LeafData
        • RED
      • REDSoftShaderCallback.h
        • SoftFrameBufferSample
        • RED
      • REDState.h
        • State
        • RED
      • REDStateShader.h
        • StateShaderPlatformData
        • StateShader
        • RED
      • REDSTL.h
        • Vector
        • Map
        • RED
      • REDStreamingPolicy.h
        • StreamingPolicy
        • RED
      • REDString.h
        • String
        • RED
      • REDThreads.h
        • Thread
        • RED
      • REDTimer.h
        • Timer
        • RED
      • REDUserData.h
        • UserData
        • RED
      • REDUserDataRaw.h
        • UserDataRaw
        • RED
      • REDVector3.h
        • Vector3
        • RED
      • REDVector4.h
        • Vector4
        • RED
      • REDVersion.h
        • Version
        • RED
      • REDVolumetricEffect.h
        • VolumetricEffect
        • RED
      • REDVolumetricEffectBoxVolume.h
        • VolumetricEffectBoxVolume
        • RED
      • REDVolumetricEffectClouds.h
        • VolumetricEffectClouds
        • RED
      • REDVolumetricEffectLightVolume.h
        • VolumetricEffectLightVolume
        • RED
      • REDWindowRenderInfo.h
        • REDMetalCommandQueue
        • WindowRenderInfo
        • RED
      • RNETAdapter.h
        • Adapter
        • RNET
      • RNETAddress.h
        • Address
        • RNET
      • RNETIMessage.h
        • IMessage
        • RNET
      • RNETIPeer.h
        • IPeer
        • RNET
      • RNETLog.h
        • LogEntry
        • RNET
      • RNETSystem.h
        • System
        • RNET
      • RFK.h
      • RFKTutorialApplication.h
        • EventInfo
        • UserVariable
        • TutorialApplication
        • RED
        • RFK
    • Namespaces
      • ART
        • Factory
        • IAssetManager
        • IAtlas
        • ICamera
        • IEntity
        • IGeometry
        • ILight
        • IMaterial
        • IObserver
        • IOptions
        • IPlanet
        • IReflectionProbe
        • IStar
        • IStatistics
        • IWorld
      • RED
        • AnimationClip
        • AnimationData
        • AxisAlignedBoundingBox
        • BoundingSphere
        • ChunkInterpretersDictionary
        • CID
        • Color
        • Factory
        • FastRandom
        • FileHeader
        • FileInfo
        • FileSystemTools
        • FrameStatistics
        • GPUID
        • IAnimationClipController
        • IChunkSaver
        • ICloudsVolumeShape
        • IDataManager
        • IFont
        • IGeometryDatabase
        • IGICache
        • IGraphicDevice
        • IImage
        • IImage2D
        • IImage3D
        • IImageComposite
        • IImageCube
        • IImageReadback
        • ILicense
        • ILightShape
        • ILineShape
        • ImageTools
        • IMaterial
        • IMaterialController
        • IMaterialControllerProperty
        • IMeshShape
        • IMoonLightShape
        • IOptions
        • IOTools
        • IPhysicalLightShape
        • IPointShape
        • IREDFile
        • IREDObject
        • IReferenceManager
        • IReferenceSolving
        • IResourceManager
        • IShape
        • ISkeletalAnimationBlender
        • ISkeletalAnimationController
        • ISkyLightShape
        • ISoftBucket
        • ISoftLight
        • ISoftRayContext
        • ISoftRenderingContext
        • ISoftShaderContext
        • IStream
        • ISunLightShape
        • ITextShape
        • ITransformShape
        • IUserData
        • IViewpoint
        • IViewpointRenderList
        • IVolumeShape
        • IWindow
        • LayerSet
        • LicenseTime
        • Map
        • Matrix
        • MemoryAllocator
        • MemoryLeakTracker
        • Mutex
        • Noise
        • Object
        • PassStatistics
        • PostProcess
        • Product
        • Quaternion
        • Random
        • RayCutoffShader
        • RayGIDiffuseShader
        • RayGIReflectionColorShader
        • RayGIRefractionColorShader
        • RayReflectionShader
        • RayRefractionShader
        • ReflectionShader
        • RenderCode
        • RenderLayer
        • RenderShader
        • RenderShaderAAFilter
        • RenderShaderAmbient
        • RenderShaderAnisotropic
        • RenderShaderData
        • RenderShaderEdges
        • RenderShaderEnvironmental
        • RenderShaderLambert
        • RenderShaderLogo
        • RenderShaderParameter
        • RenderShaderPhong
        • RenderShaderRefractionEffect
        • RenderShaderSectionCut
        • RenderShaderSolid
        • RenderShaderText
        • RenderShaderVertexColor
        • RenderShaderViewport
        • RNG
        • Shader
        • ShaderProgramID
        • ShaderString
        • ShapePath
        • SoftFrameBufferSample
        • State
        • StateShader
        • StateShaderPlatformData
        • StreamingPolicy
        • String
        • Thread
        • Timer
        • UserData
        • UserDataRaw
        • Vector
        • Vector3
        • Vector4
        • Version
        • ViewpointStatistics
        • VolumetricEffect
        • VolumetricEffectBoxVolume
        • VolumetricEffectClouds
        • VolumetricEffectLightVolume
        • WindowRenderInfo
      • RFK
        • EventInfo
        • TutorialApplication
        • UserVariable
      • RNET
        • Adapter
        • Address
        • IMessage
        • IPeer
        • LogEntry
        • System

Additional Resources

  • Release Notes
    • HOOPS Luminate 2025.3.0
    • HOOPS Luminate 2025.1.0
    • HOOPS Luminate 2024.7.0
    • HOOPS Luminate 2024.6.0
    • HOOPS Luminate 2024.5.0
    • HOOPS Luminate 2024.4.0
    • HOOPS Luminate 2024.3.0
    • HOOPS Luminate 2024.2.0
    • HOOPS Luminate 2024.1.0
    • HOOPS Luminate 2024
  • Redway Legacy Release Notes
    • REDsdk 5.3
      • REDsdk 5.3 API Changes
    • REDsdk 5.2
      • REDsdk 5.2 API Changes
    • REDsdk 5.1
      • REDsdk 5.1 API Changes
    • REDsdk 5.0
      • REDsdk 5.0 API Changes
    • REDsdk 4.3
      • REDsdk 4.3 API Changes
    • REDsdk 4.2
      • REDsdk 4.2 API Changes
    • REDsdk 4.1
      • REDsdk 4.1 API Changes
    • REDsdk 4.0
      • REDsdk 4.0 API Changes
  • Acknowledgements
  • Downloads
  • Utilizing CMake with Samples
  • Material Library
  • Archives

Support

  • Community Forum
  • Knowledge Base
  • Support
  • Contact Us
HOOPS Luminate
  • Scenegraph
Previous Next

Scenegraph

  • Change a Shape Visibility using Layersets
  • Creating a RED::LayerSet
  • Creating and Destroying Shapes
  • Streaming a DAG to a .red File
  • Update Bounding Spheres for a Hierarchy of Shapes
  • Adding or Removing Children from a Transform Shape
  • Setup a Mesh Geometry Channels
  • Creating a Font
  • Creating a Text Shape
  • Creating an Instanced Shape
  • Creating a Polygon Shape
Previous Next

© Copyright 2025, Tech Soft 3D

Hello I'm HOOPSY!

HOOPSY BETA

Hello I am HOOPSY! your Docs generative AI assistant.

Ask me anything about HOOPS Luminate or choose a sample question below to start a conversation:

Additional info

HOOPSY may store chats to provide and maintain the service according to OpenAI's data policy.


This feature is currently experimental. While we are continually enhancing its performance and quality, the underlying AI model may generate inaccurate or fabricated responses, especially if prompted to do so.

New Conversation

Continue generating
Return to top