source0
Variables
Generate Object Id Cell Array
Specifies whether a variable named "ObjectId" should be created for each entry of each block and set being loaded and assigned the identifying number of the block or set, so that given a cell one can readily identify the block or set it came from. This is useful for coloring a mesh by block ID or set ID.
Generate Global Element Id Array
Should the reader retrieve the first new-style element map, or if that is not present, the solitary old-style element map (which always exists but may be procedurally generated if it is not stored with the file)?
Element Variables
Use this property to select which variables defined over elements (cells) should be loaded. Element variables specify a single value per entry in some element block.
Face Variables
Use this property to select which variables defined over faces should be loaded. Faces are oriented boundaries of one or more higher-dimensional cells also present in the mesh. Face variables specify a single value per entry in some face block.
Edge Variables
Use this property to select which variables defined over edges should be loaded. Edges are oriented boundaries of one or more higher-dimensional cells also present in the mesh. Edge variables specify a single value per entry in some edge block.
Side Set Result Array Status
An Exodus II file may define subsets of all the of all the elements in a file as sets in their own right. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per side. For example, a hexahedron has 18 sides: 6 faces and 12 edges. Any of these sides may be individually called out in a set and assigned a result value. This property specifies which of those variables should be loaded. The corresponding set must also be loaded using the SideSetArrayStatus property in order for the variable to appear.
Node Set Result Array Status
An Exodus II file may define subsets of all the nodes (points) in a file as sets in their own right. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per node. This property specifies which of those variables should be loaded. The corresponding set must also be loaded using the NodeSetArrayStatus property in order for the variable to appear.
Face Set Result Array Status
An Exodus II file may define subsets of all the faces (across all face blocks) in a file as sets in their own right. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per face. This property specifies which of those variables should be loaded. The corresponding set must also be loaded using the FaceSetArrayStatus property in order for the variable to appear.
Edge Set Result Array Status
An Exodus II file may define subsets of all the edges (across all edge blocks) in a file as sets in their own right. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per edge. This property specifies which of those variables should be loaded. The corresponding set must also be loaded using the EdgeSetArrayStatus property in order for the variable to appear.
Generate Global Node Id Array
Should the reader retrieve the first new-style node map, or if that is not present, the solitary old-style node map (which always exists but may be procedurally generated if it is not stored with the file)?
Element Set Result Array Status
An Exodus II file may define subsets of all the elements (across all element blocks) in a file as sets in their own right. Variables, such as feature classifiers, may then be defined over these sets by specifying a single number per element. This property specifies which of those variables should be loaded. The corresponding set must also be loaded using the ElementSetArrayStatus property in order for the variable to appear.
Point Variables
Use this property to select which nodal (i.e., per-point) variables should be loaded.
Global Variables
Use this property to select which global (i.e., per-mesh) variables should be loaded. Global variables are stored as arrays in the field data of the reader's output.
Apply Displacements
Geometric locations can include displacements. When this option is on, the nodal positions are 'displaced' by the standard exodus displacement vector. If displacements are turned 'off', the user can explicitly add them by applying a warp filter.
Displacement Magnitude
When displacements are being applied, they are scaled by this amount. Set to 1 for no scaling.
Edge Blocks
Use this property to select which blocks of edges should be loaded. All edges in the same block will have the same interpolant (linear, quadratic, etc.) and have the same variables defined over them.
Sets
Node Set Array Status
An Exodus II file may define subsets of all the nodes (points) in a file as sets in their own right. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per node. This property specifies which of those sets should be loaded. The accompanying NodeSetResultArrayStatus property specifies which variables defined over those sets should be loaded.
Side Set Array Status
An Exodus II file may define subsets of all the of all the elements in a file as sets in their own right. This property specifies which of those sets should be loaded. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per side. For example, a hexahedron has 18 sides: 6 faces and 12 edges. Any of these sides may be individually called out in a set and assigned a result value. The accompanying SideSetResultArrayStatus property specifies which variables defined over those sets should be loaded.
Face Set Array Status
An Exodus II file may define subsets of all the faces (across all face blocks) in a file as sets in their own right. This property specifies which of those sets should be loaded. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per face. The accompanying FaceSetResultArrayStatus property specifies which variables defined over those sets should be loaded.
Edge Set Array Status
An Exodus II file may define subsets of all the edges (across all edge blocks) in a file as sets in their own right. This property specifies which of those sets should be loaded. Variables, such as boundary conditions, may then be defined over these sets by specifying a single number per edge. The accompanying EdgeSetResultArrayStatus property specifies which variables defined over those sets should be loaded.
Element Set Array Status
An Exodus II file may define subsets of all the elements (across all element blocks) in a file as sets in their own right. This property specifies which of those sets should be loaded. Variables, such as feature classifiers, may then be defined over these sets by specifying a single number per element. The accompanying ElementSetResultArrayStatus property specifies which variables defined over those sets should be loaded.
Maps
Node Map Array Status
Specify which maps defined over nodes (points) in the mesh should be loaded. A node map is a renumbering of all the points in a file from their offset in the file to some arbitrary integers, usually specifying a unique global ID across a set of files. These are sometimes called new-style maps because they are specified differently than in older Exodus files, which only allowed a single node map.
Edge Map Array Status
Specify which maps defined over edges in the mesh should be loaded. An edge map is a renumbering of all the edges (across all the edge blocks of a file) from their offset in the file to some arbitrary integers, usually specifying a unique global ID across a set of files.
Face Map Array Status
Specify which maps defined over faces in the mesh should be loaded. A face map is a renumbering of all the faces (across all the face blocks of a file) from their offset in the file to some arbitrary integers, usually specifying a unique global ID across a set of files.
Element Map Array Status
Specify which maps defined over elements (cells) in the mesh should be loaded. An element map is a renumbering of all the elements (across all the element blocks of a file) from their offset in the file to some arbitrary integers, usually specifying a unique global ID across a set of files. These are sometimes called new-style maps because they are specified differently than in older Exodus files, which only allowed a single element map.
Element Blocks
Use this property to select which blocks of elements (cells) should be loaded. All elements (cells) in the same block will have the same interpolant (tetrahedral, triangular, trilinear hexahedral, etc.) and have the same variables defined over them.
Face Blocks
Use this property to select which blocks of faces should be loaded. All faces in the same block will have the same interpolant (triangular, bilinear quadrilateral, etc.) and have the same variables defined over them.
Mode Shapes
Has Mode Shapes
Some simulations overload the Exodus time steps to represent mode shapes. In this case, it does not make sense to iterate over the "time steps", because they are not meant to be played in order. Rather, each represents the vibration at a different "mode." Setting the value of this property to 1 changes the semantics of the reader to not report the time steps to downstream filters.
Mode Shape
Specify which mode shape to animate when HasModeShapes is on.
Animate Vibrations
If this flag is on and HasModeShapes is also on, then this reader will report a continuous time range [0,1] and animate the displacements in a periodic sinusoid. If this flag is off and HasModeShapes is on, this reader ignores time. This flag has no effect if HasModeShapes is off.
File Pattern
File Prefix
This property specifies the file root used with the file pattern to format a file name. (See the File Pattern property).
File Pattern
This property contains a text string specifying the pattern used to load files. There are two parts to it: the prefix (%s) and the file number (%i). The format used is the same as that used for printf.
File Range
This property controls the indices of the first and last files to be read.
XML File Name
This property specifies the name of an XML file containing part and material descriptions and a mapping to element blocks.
Generate File Id Array
Should each cell in the mesh be assigned an integer identifying the file it came from? If turned on, a cell variable named "FileId" should be present.
representation0
Representation
Choose the type for the representation.
Coloring
Ambient Color
Diffuse Color
Scalar Coloring
Map Scalars
When set to True, LookupTable will always be used for scalar mapping. Otherwise, when up to 4 component scalars are present, the components are clamped to a valid color interval (0-255 for an integral type and 0.0-1.0 for a floating point type) and then directly used as color.
Interpolate Scalars Before Mapping
When set to true (default), texture coordinates are sent to and interpolated by the graphics card. This is equivalent with interpolating scalars and then mapping them to obtain colors between points. Otherwise, colors are sent to and interpolated by the graphics card.
Styling
Opacity
Point Size
Line Width
Lighting
Interpolation
Specular
Specular Color
Specular Power
Ambient
Diffuse
Edge Styling
Edge Color
Set the edge color. This color is used to draw the edge for the polygonal data when EdgeVisibility is on.
Backface Styling
Backface Representation
Choose the representation type for the backface.
Backface Ambient Color
Backface Diffuse Color
Backface Opacity
Transforming
Translation
Scale
Orientation
Origin
Miscellaneous
Pickable
Triangulate
Triangulate the geometry internally to avoid rendering issues of non-convex polygons. This feature has a processing and memory cost, it should be enabled only when needed.
Nonlinear Subdivision Level
Block Colors Distinct Values
Determines the number of distinct values in vtkBlockColors. This array is added to each block if the dataset is a composite dataset. The array has one value set to (blockIndex % BlockColorsDistinctValues)
Use Data Partitions
Specify whether or not to redistribute the data when actor is translucent. Default is false.
OSPRay
OSPRay Use Scale Array
Allows OSPRay implicit points and lines to be sized by an array.
OSPRay Scale Array
Choice of an array for OSPRay implicit points and lines sizes.
OSPRay Scale Function
Set the piecewise function used to map data array to sprite size. ScaleTransferFunction is only used if ScaleByArray is set.
Glyph Parameters
Orient
If this property is set to 1, the glyphs will be oriented based on the selected orientation vector array.
Orientation Mode
Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION.
Orientation Vectors
Scaling
Enable/Disable scaling of source geometry.
Scale Mode
Scale Factor
The value of this property will be used as a multiplier for scaling the glyphs before adding them to the output.
Scale Array
Glyph Type
Specify the source objects.
Use Glyph Table
When true, the glyph data is expected to be a multiblock dataset, where each top-level node contains a separate glyph which may be selected by a point data array on the input dataset.
Glyph Table Index Array
Use Composite Glyph Table
When true, the glyph data is expected to be a multiblock dataset, where each top-level node contains a separate glyph which may be selected by a point data array on the input dataset.
DataAxesGrid
Grid Axes Visibility
Used for the checkbox in the UI.
Data Axes Grid
Title Texts
X Title
Set the title string for X axis.
Y Title
Set the title string for Y axis.
Z Title
Set the title string for Z axis.
X Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Y Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Z Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Face Properties
Faces To Render
Set the mask to select faces. The faces rendered will be a subset of the faces selected depending on the status of **CullBackface** and **CullFrontface** properties.
Cull Backface
Set to true to hide faces of the grid facing away from the camera i.e. hide all back faces.
Cull Frontface
Set to true to hide faces of the grid facing towards from the camera i.e. hide all front faces.
Grid Color
Color used when coloring the grid wireframe
Show Grid
Turn off to not render the plane grids.
Show Edges
Turn off to not render the plane edges.
Show Ticks
Turn off to not render the tick marks.
Label Properties
Label Unique Edges Only
Set to true to only label edges shared with 1 face. Note that if all faces are being rendered, this will generate no labels.
Axes To Label
Set the mask to select the axes to label. The axes labelled will be a subset of the axes selected depending on which faces are also being rendered.
X Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Y Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Z Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
X Axis Label Properties
X Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for X Axis.
X Axis Precision
Get/set the numerical precision to use for the X Axis, default is 2.
X Axis Use Custom Labels
Specify whether to use custom labels for the X axis. Labels specified by **XAxisLabels** are used only when this flag is set to 1.
X Axis Labels
Y Axis Label Properties
Y Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for Y Axis.
Y Axis Precision
Get/set the numerical precision to use for the Y Axis, default is 2.
Y Axis Use Custom Labels
Specify whether to use custom labels for the Y axis. Labels specified by **YAxisLabels** are used only when this flag is set to 1.
Y Axis Labels
Z Axis Label Properties
Z Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for Z Axis.
Z Axis Precision
Get/set the numerical precision to use for the Z Axis, default is 2.
Z Axis Use Custom Labels
Specify whether to use custom labels for the Z axis. Labels specified by **ZAxisLabels** are used only when this flag is set to 1.
Z Axis Labels
PolarAxes
Visibility
Set the visibility of the representation.
Transform
Translation
Set the polar axes origin position.
Scale
Set the polar axes bounds transform scale.
Orientation
Set the polar axes bounds transform orientation.
Custom Bounds and Range
Enable Custom Bounds
Activate the use of polar axes custom bounds.
Custom Bounds
Set the polar axes custom bounds.
Enable Custom Range
Activate the use of polar axes custom range.
Custom Range
Set the polar axes custom range.
Visibility Control
Polar Axis Visibility
Set the visibility of polar axis.
Radial Axes Visibility
Set all radial axes visibility.
Draw Radial Gridlines
Set the visibility of radial grid lines.
Polar Arcs Visibility
Set all polar arcs visibility.
Draw Polar Arcs Gridlines
Set the visibility of polar arcs grid lines.
Aspect Control
Number Of Radial Axes
Set the number of radial axes, If value is 0 (the default), the number of radial axes is automatically calculated.
Auto Subdivide Polar Axis
Automatically compute the number of polar axis ticks and tick size. If true, will override NumberOfPolarAxisTicks, PolarAxisMajorTickSize, LastRadialAxisMajorTickSize, ArcMajorTickSize properties.
Number Of Polar Axis
Set the number of polar axis and of course polar axis ticks, If value is 0 (the default), the number of polar axis tick is automatically calculated. ignored if AutoSubdividePolarAxis is true.
Minimum Radius
Set the minimum radius, Maximum radius is automatically computed.
Minimum Angle
Set the minimum angle.
Maximum Angle
Set the maximum angle.
Radial Axes Origin To Polar Axis
If On, the radial axes are drawn from the angle of the polar Axis (i.e. MinimumAngle) and continue counterclockwise with the step DeltaAngleRadialAxes. if Off, the start angle is 0.0.
Ratio
Set the polar ellipse ratio.
Colors
Polar Axis Color
Set the Polar Axis color.
Polar Arcs Color
Set the Polar Arcs color.
Last Radial Axis Color
Set the Last Radial Axis color.
Secondary Polar Arcs Color
Set the Secondary Polar Arcs color.
Secondary Radial Axes Color
Set the Secondary Radial Axes color.
Title and Labels Control
Polar Axis Title
Set the polar axis title.
Polar Axis Title Visibility
Set the visibility of polar axis title.
Polar Axis Title Location
Set the location of polar axis title.
Polar Label Visibility
Set the visibility of polar axis label.
Polar Label Format
Set the polar axis label format.
Polar Label Exponent Location
Set the location of exponent.
Radial Label Visibility
Set radial label visibility.
Radial Label Format
Set the polar radial label format.
Radial Label Location
Set the location of radial labels.
Radial Units Visibility
Show radial units in labels (degrees).
Screen Size
Set the screen size to use, which impact label and title relative location to the axes.
Polar Axis Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Polar Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Last Radial Axis Text Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Secondary Radial Axes Text Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
LOD and Details control
Enable Distance LOD
Set the use of LOD based on distance.
Distance LODThreshold
Set the LOD distance threshold to use.
Enable View Angle LOD
Set the use of LOD based on the View Angle.
View Angle LODThreshold
Set the LOD View Angle threshold to use.
Smallest Visible Polar Angle
Set the smallest radial angle distinguishable from polar axis.
Ticks Control
Polar Ticks Visibility
Set all ticks visibility.
Arc Ticks Origin To Polar Axis
If On, the ticks are drawn from the angle of the polar Axis (MinimumAngle) and continue counterclockwise with the step Delta Angle Major/Minor. If Off, the start angle is 0.0
Tick Location
Set the location of ticks.
Axis Tick Visibility
Set polar axis and last radial axis tick visibility.
Axis Minor Tick Visibility
Set polar axis and last radial axis minor tick visibility.
Arc Tick Visibility
Set polar arc tick visibility.
Arc Minor Tick Visibility
Set polar arc minor tick visibility.
Delta Angle Major
Set the delta between major ticks on last arc.
Delta Angle Minor
Set the delta between minor and major ticks on last arc.
Polar Axis Major Tick Size
Set the polar axis major tick size, If value is 0 (the default), tick size is automatically calculated.
Polar Axis Tick Ratio Size
Set the polar axis size ratio between major and minor ticks.
Polar Axis Major Tick Thickness
Set the thickness of polar axis major ticks.
Polar Axis Tick Ratio Thickness
Set the thickness ratio between major and minor ticks of polar axis.
Last Radial Axis Major Tick Size
Set the last radial axis major tick size, If value is 0 (the default), tick size is automatically calculated.
Last Radial Axis Tick Ratio Size
Set the last radial axis size ratio between major and minor ticks.
Last Radial Axis Major Tick Thickness
Set the thickness of last radial axis major ticks.
Last Radial Axis Tick Ratio Thickness
Set the thickness ratio between major and minor ticks of last radial axis.
Arc Major Tick Size
Set the arc major tick size, If value is 0 (the default), tick size is automatically calculated.
Arc Tick Ratio Size
Set the arc size ratio between major and minor ticks.
Arc Major Tick Thickness
Set the thickness of arc major ticks.
Arc Tick Ratio Thickness
Set the thickness ratio between major and minor ticks of arc.
Miscellaneous
Use 2D Mode
Set the use of 2D Mode for all axes.
Use Log Axis
Set the use of Log axis.
Annotations
Polar Axes
Volume Rendering
Scalar Opacity Function
Scalar Opacity Unit Distance
Select Mapper
Select the volume mapper to use for Volume rendering.
Sampling Dimensions
How many linear samples we want along each axis
Use Floating Point Frame Buffer
Enable use of floating point frame buffers. If not enabled, you may encounter artifacts when mixing volumes with geometry.
Point Gaussian
Gaussian Radius
The radius of the gaussian blur for each point.
Shader Preset
Emissive
Should the splat be emissive lke a light source or not. For cosmology emissive should be on. For scanned point clouds typically it woudl be off.
Use Scale Array
If this property is on, the Scale Array will be used to determine that radii of the gaussians. Otherwise the Default Radius will be used.
Gaussian Scale Array
This property specifies the name of the input array to scale the splats by.
Scale Transfer Function
Set the piecewise function used to map data array to sprite size. ScaleTransferFunction is only used if ScaleByArray is set.
Use Opacity Array
If this property is on, the Opacity Array will be used to determine the point gaussian sprites.
Gaussian Opacity Array
This property specifies the name of the input array to map to point opacity.
Opacity Transfer Function
Set the piecewise function used to map data array to sprite opacity. OpacityTransferFunction is only used if ScaleByArray is set and OpacityArray is also given.
view0
AxesGrid
Visibility
Show/hide the axes grid.
Axes Grid
Title Texts
X Title
Set the title string for X axis.
Y Title
Set the title string for Y axis.
Z Title
Set the title string for Z axis.
X Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Y Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Z Title Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Face Properties
Faces To Render
Set the mask to select faces. The faces rendered will be a subset of the faces selected depending on the status of **CullBackface** and **CullFrontface** properties.
Cull Backface
Set to true to hide faces of the grid facing away from the camera i.e. hide all back faces.
Cull Frontface
Set to true to hide faces of the grid facing towards from the camera i.e. hide all front faces.
Grid Color
Color used when coloring the grid wireframe
Show Grid
Turn off to not render the plane grids.
Show Edges
Turn off to not render the plane edges.
Show Ticks
Turn off to not render the tick marks.
Label Properties
Label Unique Edges Only
Set to true to only label edges shared with 1 face. Note that if all faces are being rendered, this will generate no labels.
Axes To Label
Set the mask to select the axes to label. The axes labelled will be a subset of the axes selected depending on which faces are also being rendered.
X Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Y Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
Z Axis Label Font Properties
Color
Font Family
Bold
Italic
Font Size
Shadow
Opacity
X Axis Label Properties
X Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for X Axis.
X Axis Precision
Get/set the numerical precision to use for the X Axis, default is 2.
X Axis Use Custom Labels
Specify whether to use custom labels for the X axis. Labels specified by **XAxisLabels** are used only when this flag is set to 1.
X Axis Labels
Y Axis Label Properties
Y Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for Y Axis.
Y Axis Precision
Get/set the numerical precision to use for the Y Axis, default is 2.
Y Axis Use Custom Labels
Specify whether to use custom labels for the Y axis. Labels specified by **YAxisLabels** are used only when this flag is set to 1.
Y Axis Labels
Z Axis Label Properties
Z Axis Notation
Get/set the numerical notation, standard, scientific or mixed (0, 1, 2) for Z Axis.
Z Axis Precision
Get/set the numerical precision to use for the Z Axis, default is 2.
Z Axis Use Custom Labels
Specify whether to use custom labels for the Z axis. Labels specified by **ZAxisLabels** are used only when this flag is set to 1.
Z Axis Labels
Data Transform
Data Scale
If data is being scaled, you can show the original data bounds for the axes instead of the scaled bounds by setting the DataScale to match the scaling applied to the dataset.
Data Position
If data is being translated, you can show the original data bounds for the axes instead of the translated bounds by setting the DataPosition to match the translation applied to the dataset.
Data Bounds Inflate Factor
After the data bounds have been computed, this property enables to inflate the bounds used to generate the axes grid, so it will be slightly larger than the data bounds. It inflates the axes grid bounds using the diagonal length of the bounding box multiplied by this factor. Data bounds are not modified, only the aspect of the AxesGrid is modified. The default value (0.0008) ensures that there is no concident lines drawn when zooming close enough to the model.
Center Axes Visibility
Toggle the visibility of the axes showing the center of rotation in the scene.
Hidden Line Removal
Use a hidden line removal technique to hide wireframe surfaces that are occluded by other wireframe surfaces. Note that this is disabled when rendering distributed geometry in parallel.
Camera Parallel Projection
Enable/disable parallel projection mode.
Orientation Axes
Orientation Axes Visibility
Toggle the visibility of the axes showing the viewing direction.
Orientation Axes Interactivity
Allows repositioning of the orientation axes.
Orientation Axes Label Color
Orientation Axes Outline Color
Lights
Use Light
Enable/Disable the LightKit.
Fill Light Warmth
Fill Light K: F Ratio
Fill Light Elevation
Fill Light Azimuth
Back Light Warmth
Back Light K: B Ratio
Back Light Elevation
Back Light Azimuth
Head Light Warmth
Head Light K: H Ratio
Maintain Luminance
Light Switch
Turn on/off the default light in the 3D renderer.
Light Ambient Color
Light Specular Color
Light Diffuse Color
Light Intensity
Light Type
Background
Background
Background2
Use Gradient Background
Stereo
Stereo Type
Set the stereo rendering mode to use. In client-server configurations, you may also want to set the ServerStereoType.
Server Stereo Type
This property allows you to set a different stereo mode for the server processes. Note that the stereo type selected on the client and server must be *compatible*, i.e. if the stereo type on the client side needs 2 renders each frame, the stereo type on the server must do exactly the same, otherwise deadlocks may ensue.
OSPRay Rendering
Enable OSPRay
Switches between rasterization and ray tracing.
Shadows
Controls whether OSPRay casts shadow rays or not.
Ambient Samples
Sets the number of occlusion query rays that OSPRay sends at each intersection.
Samples Per Pixel
Set the number of primary rays that OSPRay shoots per pixel.
Progressive Passes
Set the number of render passes OSPRay takes to improve image quality. Has no effect unless ParaView is started with the --enable-streaming option.
Light Scale
Dimish or Amplify all lights in the scene.