Object editor¶
When an object is double-clicked in the Objects toolbox, an editor opens in the main window area. It displays the object as a tree of nodes, detailing in a structured way how the object works.

Tree editing¶
Editing node properties¶
Clicking on a node opens its properties on the right pane. Here, a blend texture is selected, and its options can be edited on the right.
Changing node type¶
- There are two ways of changing the type of a node:
Select it, and use the choice list at the top right corner of the parameter pane
Right-click on it, and use the “Change type” menu.
Enabling a node¶
If a node is disabled (greyed out), you can enable it by right-clicking on it, and use the “Add” menu.
Applying or cancelling object changes¶
When an object is modified in the tree editor, the changes are not applied immediately to the scene. Press Apply to validate, or Cancel to rollback to the initial state.
Detailed example¶
The object node¶
The object itself is the first node on the left. This is a material of type blend, named previewmaterial
Children nodes¶
- It has four children nodes:
A medium (disabled)
A normal shader
An emitter
A BSDF
The Blend BSDF defines a linear combination of two other BSDFs. Children bsdf1 and bsdf2 are blended together with a ratio equal to the value of the blend scalar function, which may vary in space.
In the node tree view, some nodes can be folded for clarity. They may be unfolded by clicking on the little arrow on the right.
BSDF 1¶
- BSDF 1 is of specular type. It has 1 child:
intlaw defines the optical law ruling light crossing the interface. It is set to complex fresnel type.
BSDF 2¶
- BSDF 2 is of Oren-Nayar type. It has 2 children:
diffuse sets the diffuse color or spectrum of this BRDF.
sigma sets the corresponding parameter in the Oren-Nayar model