Node types

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Four object types are editable in the Ocean graphical user interface. They can be selected and created in the object list toolbox



Materials control the optical properties of geometry surfaces, such as reflectance, glossiness, roughness, transparency or light emittance.

When exporting the scene from a CAD software, each surface is given a material name. Some basic materials (generally diffuse) with the matching names are created in the process. After loading the scene in Ocean, you can edit these materials, to give them more realistic properties. You can also link them to existing materials, or import previously exported Ocean materials.

Material type reference



Media control the optical properties of volumes, such as refractive index and light extinction.

To fill a closed geometry volume with a medium, the geometry must be assigned a material, and this material must define that the surface marks the entrance to a different medium. Please read modelling volumes for more details

Medium reference



Instruments are the "probes" in your scene. They gather light and generate the result images. No simulation can be run without an instrument.

You may define multiple instruments, for instance several cameras. The active instrument for the simulation may be chosen in the render settings.

Instrument type reference



Environments are light sources located at infinity. They describe light coming from outside your scene, such as daylight. The other type of light source in Ocean is a geometry object whose material has light emission properties.

You may define multiple environments, for instance several weather conditions for daylight. The active environment for the simulation may be chosen in the render settings.

Environment type reference

Filter shader


A filter shader returns a spectrum as a function of shading parameters (UV coordinates, world-space position and normal, etc...). For instance, it may describe the spectral color of a diffuse material, and this color may vary across the object's surface.

Filter shader type reference

Scalar shader


A scalar shader returns a real number (scalar) as a function of shading parameters (UV coordinates, world-space position and normal, etc...). For instance, it may describe the thickness of a coating, a which may vary across the object's surface.

Scalar shader type reference

Normal shader


A normal shader alters the surface normal of a geometry, as a function of the original normal and shading parameters (UV coordinates, world-space position, etc...). For instance, it may be used to model small distortions over a glazing, without the need to distort the geometry.

Normal shader type reference



An emitter describes the light emission properties of a surface.

Emitter type reference



An angular distribution function, used by emitters

Distribution type reference



An image allows loading an image file for use as a texture, an environment mapping, a 2D function, etc...

Image reference



A spectrum, as it name suggests, describes a value as a function of light wavelength.

It may be dimensionless, such as a reflection coefficient, or have a unit, such as spectral radiance in

Spectrum type reference



A roughness node describes a 2D surface slope distribution

Roughness type reference

Interface law


An interface law models the polarized reflection and transmission coefficients of a surface, as a function of the incident vector. The most known one is given by Fresnel equations, corresponding to a raw interface between two refractive indices. Reflection and transmission may differ from Fresnel equations if the surface is not a simple refractive index jump, for instance when a thin film is inserted.

Interface law type reference

Angle variable spectrum


As the name suggests, an Angle variable spectrum is a spectrum as a function of an angle, between 0° and 90°

Angle variable spectrum reference



A postprocessing filter performs a post treatment step on the buffer image.

Filter type reference



Postprocessing defines a list of image filters, that will change the raw simulation image buffer into the final result image.

Postprocessing reference



A sensor provide a list of named sensitivity spectra, which will convert spectral simulation result to integrated channel values.

Sensor reference

See also

Ocean Manual Contents