Purpose

For general details about the GVR and its extensions, have a look at Giga Voxel Renderer.

The SoGVRVolumeRenderer is an octree-based render that allows high-quality Volume Rendering of 3D/4D images. The SoGVRVolumeRenderer is the main rendering module and is complemented with a set of extension modules that allow to customize the rendering. All extensions start with the SoGVR* prefix and are listed on the Giga Voxel Renderer page. The acronym GVR is used in the following text as substitute for Giga Voxel Render.

Usage

The SoGVRVolumeRenderer module is placed into an Open Inventor scene and accepts either an ML image or an octree (GVRVolume) as main volume dataset.

Tips

The same SoGVRVolumeRenderer can render its connected volume dataset with different render modes/shading, this is done by reusing the same volume renderer in different Open Inventor scenes and by customizing the rendering using the GVR extensions, e.g. the SoGVRIlluminationSettings. This allows to share the same textures/data structures and just apply different camera settings/shaders/clipping etc. to the rendering. A single renderer can thus drive multiple views of the same dataset, including mixed slab and 3D rendering. It is important to add a SoGVRIncrementalUpdater module to each separate scene to avoid that the incremental update feature of the GVR triggers repaints on all scenes.

Windows

Default Panel

../../../Modules/Inventor/SoGVR/mhelp/Images/Screenshots/SoGVRVolumeRenderer._default.png

Data Loading

  • Load Volume - loads the given volume (if auto load is turned off)
  • Auto load - set if the module should load the given input volume whenever it changes
  • Force 8 Bit - If this flag is enabled, the input data is scaled to fit into 8 bit data (only of the image is given by the input image, not when given by the inVolume field)

View mode

  • Render Mode - Sets the render mode that the renderer uses.
    • Direct: Direct volume rendering (with optional mask volume and tag volume support)
    • Illuminated: Illuminated volume rendering (with 3 directional light sources, tone shading, boundary and silhouette enhancement, optional mask volume and tag volume support and per tag shaders)
  • Blend Mode

Quality

  • Interactive/Static Quality sets the interactive and the static quality of the rendering. The quality value defines the percentage of the texture memory as given in GVRCacheManager that the GVR may use for the rendering. A value of 1 means that the whole texture memory will be used, smaller values will result in faster renderings on big volumes.
  • Interactive/Static Sampling Rate allows to set the sampling rate of the rendering (only in High Quality mode). A value of 1 means that the complete volume is sampled with an internal sampling rate of 2 so that the Nyquist theorem is fulfilled and each voxel is sampled. Higher sampling rates can be set to archieve higher quality images, especially for low-res input images. Sampling rates lower than 1 lead to heavy artefacts but can be used to speed up rendering. You can also consider using a SoFrameBufferRender to reduce the sampling in the image place instead of changing the sampling rate. We discourage settings sampling rates below 1, better reduce the Interactive Quality instead. Note that the sampling rate is NOT used when the GVR renders slabs on a SoView2DScene, since it will render exactly the slices that the SoView2D would render for that slab.
  • Incremental updates - this feature allows the GVR to schedule multiple incremental updates if the initial static image is not of the desired image quality, because it still needs loading from disk.This should be turned on since it leads a very interactive user feeling

NOTE: Be careful when you want to use the same SoGVRVolumeRenderer with incremental updates in multiple viewers at the same point in time. This requires an individual SoGVRIncrementalUpdater for each of the Inventor scenes.

LUT

The SoGVRVolumeRenderer has an internal lookup table that is typically overwriten with a more advanced LUT module that is placed in front of the renderer module in the scene graph.

The internal LUT represents a simple grey and alpha ramp that can be multiplied by a color and an alpha factor. A typical LUT module that is placed in front of a SoGVRVolumeRenderer is the SoLUTEditor, which allows to interactively design a LUT.

Illumination

The Illumination settings are use when the Render Mode is set to “Illuminated”. They are described in detail in the SoGVRIlluminationSettings. The Illumination settings require that the GVR calculates gradients. The gradients and the gradient strenght are calculated by a Sobel3D gradient estimator. Alternatively the gradients are calulated on-the-fly using central difference (when gradient quality is set to Highest or in some render modes, e.g. the Ray Caster). The gradients can also be supplied by the user using a SoGVRGradientVolume. The following settings affect the gradient quality and more importantly their memory consumption:

ROI/SubVolume

The subvolume that the renderer shows can be selected by three interval sliders. The rendered temporal position can be selected. When a ROI is selected, the renderer will automatically calculate the possible render resolution according to the quality settings depending on the size of the ROI. This means that even on a very large volume the renderer can render small ROIs in full resolution. When the data is stored in a cache file, the renderer can interactively load the required full resolution from disk whenever the ROI changes.

Select/Picking

The renderer supports selection aka picking via an Inventor Scene. The picking will only be active if there is a picking node in the scene, e.g. a SoSelection group.

  • Selection active - enable picking
  • Alpha threshold defines the alpha threshold that should be used for picking, this means that for Direct rendering with Blending the renderer will cast a ray and report the first hit of a voxel whose opacity/alpha (according to the LUT) is above the given threshold For the MIP rendering, the maximum hit voxel on the ray is returned.
  • Voxel Position gives the voxel coordinate of the hit voxel in sub-voxel precision (in voxel coordinates, from (0,0,0) to (volumeSizeX, Y,Z))
  • World Position gives the voxel coordinate of the hit voxel in sub-voxel precision (in world coordinates)

For advanced picking, have a look at the SoGVRPickResult, which provides complete picking profile curves of all involved volumes, including the mask, secondary, tag and transformed volumes.

Advanced

The advanced section contains features that are rarely used and have good default settings (this means, don’t change them when you do not need to!):

  • Filter Volume - switch between nearest neighbor (disabled) and trilinear volume filtering (enabled, strongly recommended)
  • Filter LUT - switch between nearest neighbor (disabled) and trilinear LUT filtering (enabled, recommended)
  • Use world coordinates - the renderer draws the volume at the correct postion given by the world matrix of the original image. If turned off, it will draw in voxel coordinates, from (0,0,0) to (volumeSizeX, Y,Z).
  • Adapt quality to window size - the renderer calculates the footprint of the current bounding box on the rendered window and selects a low-res octree level if the projection results in heavy oversampling
  • Enable Z buffer - leaves the Z buffer turned on, if disabled the renderer ignores the contents in the depth buffer
  • Permit clipping - allows the Open Inventor clipping planes to clip the volume. If turned off, the clip planes do not affect the renderer

Octree settings

The octree settings are only applied to volumes that are generated by the image input of the module, for details on the settings see the GVRVolumeSave module. The defaults are the best settings on current hardware.

Input Fields

image

name: image, type: Image

input volume from ML image

inVolume

name: inVolume, type: GVRVolume(MLBase)

input volume from a GVRVolume, e.g. loaded by a GVRVolumeLoad or created via GVRImageToVolume.

Output Fields

outHistogram

name: outHistogram, type: CurveData(MLBase)

the histogram of the internally loaded volume to be used e.g. in a SoLUTEditor or SoDiagram2D

For accessing this object via scripting see the Scripting Reference: MLCurveDataWrapper.

self

name: self, type: SoNode

the renderer node that should be placed into an Open Inventor scene e.g. into a SoExaminerViewer

Parameter Fields

Field Index

Adapt Quality To Window Size: Bool Enabled (boundaryEnhancement): Bool renderCulling: Enum
Add Original Alpha: Float Enabled (silhouetteEnhancement): Bool Reset Subvolume: Trigger
Alpha: Float Enabled (toneShading): Bool Sampling Rate (interactiveSamplingRate): Float
Alpha threshold: Float Enabled (light1Enabled): Bool Sampling Rate (staticSamplingRate): Float
Altitude (light1PolarRho): Float Enabled (light2Enabled): Bool Selection Active: Bool
Altitude (light2PolarRho): Float Enabled (light3Enabled): Bool sizeOutputX: Integer
Altitude (light3PolarRho): Float Exponent (boundaryEnhancementExponent): Float sizeOutputY: Integer
Ambient: Float Exponent (silhouetteEnhancementExponent): Float sizeOutputZ: Integer
Angle: Float Filter Lut: Bool Specular: Float
Auto Load: Bool Filter Volume Data: Enum Specular Intensity (light1SpecularIntensity): Float
Azimuth (light1PolarPhi): Float Force 8 bit: Bool Specular Intensity (light2SpecularIntensity): Float
Azimuth (light2PolarPhi): Float Gradient Quality: Enum Specular Intensity (light3SpecularIntensity): Float
Azimuth (light3PolarPhi): Float has3DTextureSupport: Bool Specularity: Float
Bias: Float hasGLSLSupport: Bool staticRenderingAfterInteractionOnly: Bool
Blend Mode: Enum highQualityStaticUpdate: Bool Temporal position: Integer
boundingBoxCaching: Enum Incremental Update: Bool Use world coordinates: Bool
Center (greyCenter): Float Invert (greyInvert): Bool Voxel Position: Vector3
Center (alphaCenter): Float Invert (alphaInvert): Bool Warm Color: Color
Cold Color: Color Load Volume: Trigger Warm Diffuse: Float
Cold Diffuse: Float localLutOn: Bool Weight (boundaryEnhancementFactor): Float
Color (colorFactor): Color lutInfo: String Weight (silhouetteEnhancementFactor): Float
Color (light1Color): Color maxTimePoint: Integer Width (greyWidth): Float
Color (light2Color): Color Octree Node Size: Enum Width (alphaWidth): Float
Color (light3Color): Color On: Bool World Position: Vector3
Diffuse: Float Permit Clipping: Bool X (subVolumeStartX): Integer
Diffuse Intensity (light1DiffuseIntensity): Float pickCulling: Enum X (subVolumeEndX): Integer
Diffuse Intensity (light2DiffuseIntensity): Float Quality (interactiveQuality): Float Y (subVolumeStartY): Integer
Diffuse Intensity (light3DiffuseIntensity): Float Quality (staticQuality): Float Y (subVolumeEndY): Integer
Downsampling Method: Enum rayCastTextureStorage: Enum Z (subVolumeStartZ): Integer
Downsampling Rank: Integer Reduce Lighting On Low Gradient Magnitude: Bool Z (subVolumeEndZ): Integer
drawOnPlanes: Bool Render Mode: Enum  
Enable Z buffer: Bool renderCaching: Enum  

Visible Fields

On

name: on, type: Bool, default: TRUE, deprecated name: onOff

Enables the renderer.

Auto Load

name: autoLoad, type: Bool, default: TRUE

defines if the renderer automatically loads its input volume when it changes

Load Volume

name: loadVolume, type: Trigger

Triggers loading of the volume if Auto Load is disabled.

Quality (interactiveQuality)

name: interactiveQuality, type: Float, default: 0.1, minimum: 0.01, maximum: 1

Defines the quality the renderer uses for interactive rendering.

Quality (staticQuality)

name: staticQuality, type: Float, default: 1, minimum: 0.01, maximum: 1

Defines the quality the renderer uses for static rendering.

Sampling Rate (interactiveSamplingRate)

name: interactiveSamplingRate, type: Float, default: 1, minimum: 0.01, maximum: 10

Defines the sampling rate for interactive rendering. A sampling rate of 1.0 means an internal sampling rate of 2.0 to fulfill the nyquist theorem.

Sampling Rate (staticSamplingRate)

name: staticSamplingRate, type: Float, default: 1, minimum: 0.01, maximum: 10

Defines the sampling rate for static rendering. A sampling rate of 1.0 means an internal sampling rate of 2.0 to fulfill the nyquist theorem.

Blend Mode

name: blendMode, type: Enum, default: Blend, deprecated name: gvrBlendMode

selects the blend mode that is used

Values:

Title Name Description
Blend Blend Blending (c = (1-alpha)*c1 + (alpha)*c2)
Add Add Add (c = c1 + c2)
Mip MIP MIP (maximum intensity projection)
Min IP MinIP MinIP (minimum intensity projection) Keep in mind that you will need a white background to correctly render in this blend mode!
Reverse Subtract ReverseSubtract ReverseSubtract
Subtract Subtract Substract

Octree Node Size

name: octreeNodeSize, type: Enum, default: NODE_SIZE_32, deprecated name: gvrNodeSize

Defines the node size of the Octree.

Values:

Title Name Description
16 NODE_SIZE_16 16
32 NODE_SIZE_32 32
64 NODE_SIZE_64 64

Downsampling Method

name: octreeParentComputationMethod, type: Enum, default: Rank, deprecated name: gvrParentComputationMethod

Defines which filter the renderer uses for octree generation.

Values:

Title Name Description
Average Average Averages 8 neighbor voxels.
Rank Rank Ranks 8 neighbor voxels.

Downsampling Rank

name: octreeParentComputationRank, type: Integer, default: 4, minimum: 0, maximum: 7, deprecated name: gvrParentComputationRank

Defines the rank of the Downsampling Method.

Temporal position

name: currentTimePoint, type: Integer, default: 0, minimum: 0, maximum: :field:`maxTimePoint`

Defines the temporal position that is rendered.

Force 8 bit

name: force8bit, type: Bool, default: FALSE

Forces the renderer to load the data as 8-bit textures.

Filter Volume Data

name: filterVolumeData, type: Enum, default: FilterLinear

Defines how the main volume is filtered.

Values:

Title Name Deprecated Name Description
Nearest FilterNearest FALSE Use nearest neighbor filtering.
Linear FilterLinear TRUE Use linear filtering.
Linear Pre Class FilterLinearPreClass   Use pre-classified filtering, this is useful for rendering LUTs that contain trace colors that should not be interpolated. (It is an expensive rendermode, since it requires 16 texture fetches per voxel).
Cubic FilterCubic   Use cubic filtering for smoother volume rendering. Although the smoothing is done in the shader, this is an expensive filter mode.
Linear Pre Class Premultiplied Alpha FilterLinearPreClassPremultipliedAlpha    

Filter Lut

name: filterLut, type: Bool, default: TRUE

Enables linear filtering of the LUT texture

Reset Subvolume

name: resetSubVolume, type: Trigger

Resets the sub volume to the complete volume.

X (subVolumeStartX)

name: subVolumeStartX, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputX`, deprecated name: subVolOriginX

Subvolume definition.

Y (subVolumeStartY)

name: subVolumeStartY, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputY`, deprecated name: subVolOriginY

Subvolume definition.

Z (subVolumeStartZ)

name: subVolumeStartZ, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputZ`, deprecated name: subVolOriginZ

Subvolume definition.

X (subVolumeEndX)

name: subVolumeEndX, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputX`

Subvolume definition.

Y (subVolumeEndY)

name: subVolumeEndY, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputY`

Subvolume definition.

Z (subVolumeEndZ)

name: subVolumeEndZ, type: Integer, default: 0, minimum: 0, maximum: :field:`sizeOutputZ`

Subvolume definition.

Enable Z buffer

name: zbuffer, type: Bool, default: TRUE

Enables the Z-buffer while rendering

Permit Clipping

name: permitClipping, type: Bool, default: TRUE

Enables clipping with the OpenGL clip planes.

Incremental Update

name: incrementalUpdate, type: Bool, default: TRUE

Enables incremental updating of the renderer by triggering a repaint via a timer. Make sure to add a SoGVRIncrementalUpdater to each viewer that shares the same renderer.

Adapt Quality To Window Size

name: adaptQualityToWindowSize, type: Bool, default: TRUE

if enabled, the renderer chooses an octree resolution that matches the projected screen size

Render Mode

name: renderMode, type: Enum, default: Direct, deprecated name: gvrRenderMode

Sets the used render mode.

Values:

Title Name Deprecated Name Description
Direct Direct   Direct Volume Rendering
Illuminated Illuminated Surface Illuminated/Shaded Volume Rendering (see Illumination tab).

Center (greyCenter)

name: greyCenter, type: Float, default: 0.5, minimum: 0, maximum: 1

center of grey LUT

Width (greyWidth)

name: greyWidth, type: Float, default: 0.5, minimum: 0, maximum: 1

Defines the grey ramp width (internal LUT).

Invert (greyInvert)

name: greyInvert, type: Bool, default: FALSE

Invert the grey ramp of the builtin LUT.

Center (alphaCenter)

name: alphaCenter, type: Float, default: 0.5, minimum: 0, maximum: 1

center of alpha LUT

Width (alphaWidth)

name: alphaWidth, type: Float, default: 0.5, minimum: 0, maximum: 1

Defines the alpha ramp width (internal LUT).

Invert (alphaInvert)

name: alphaInvert, type: Bool, default: FALSE

Invert the alpha ramp of the builtin LUT.

Color (colorFactor)

name: colorFactor, type: Color, default: 1 1 1

factor that is applied to the color if the internal LUT

Alpha

name: alphaFactor, type: Float, default: 1, minimum: 0, maximum: 1

defines the alpha factor of the builtin LUT

Add Original Alpha

name: enhancementAlphaMix, type: Float, default: 0.25, minimum: 0, maximum: 1

defines how much of the original alpha is mixed to the enhancement

Enabled (boundaryEnhancement)

name: boundaryEnhancement, type: Bool, default: FALSE

Enables boundary enhancement

Weight (boundaryEnhancementFactor)

name: boundaryEnhancementFactor, type: Float, default: 1, minimum: 0, maximum: 50

Defines the weight for the boundary enhancement.

Exponent (boundaryEnhancementExponent)

name: boundaryEnhancementExponent, type: Float, default: 1, minimum: 0.1, maximum: 50

defines the boundary enhancement exponent

Bias

name: boundaryEnhancementGradientBias, type: Float, default: 0, minimum: -1, maximum: 1

defines the bias for boundary enhancement

Enabled (silhouetteEnhancement)

name: silhouetteEnhancement, type: Bool, default: FALSE

enables silhouetteEnhancement

Exponent (silhouetteEnhancementExponent)

name: silhouetteEnhancementExponent, type: Float, default: 1, minimum: 0.1, maximum: 50

defines the silhouetteEnhancementExponent

Weight (silhouetteEnhancementFactor)

name: silhouetteEnhancementFactor, type: Float, default: 1, minimum: 0, maximum: 20

Defines the weight for the silhouette enhancement.

Enabled (toneShading)

name: toneShading, type: Bool, default: FALSE

enables tone shading

Warm Color

name: toneShadingWarmColor, type: Color, default: 0.674509823322296 0.533333361148834 0.141176477074623

Defines the warm color of the tone shading.

Cold Color

name: toneShadingColdColor, type: Color, default: 0 0 0.400000005960464

cold color of tone shading

Warm Diffuse

name: toneShadingWarmDiffuse, type: Float, default: 0.60000002, minimum: 0, maximum: 1

Defines the warm diffuse factor of the tone shading

Cold Diffuse

name: toneShadingColdDiffuse, type: Float, default: 0.2, minimum: 0, maximum: 1

diffuse light of cold color

Angle

name: toneShadingAngle, type: Float, default: 45, minimum: -180, maximum: 180

Defines the angle of the tone shading.

Ambient

name: materialAmbient, type: Float, default: 0.60000002, minimum: 0, maximum: 1

defines the ambient light

Diffuse

name: materialDiffuse, type: Float, default: 1, minimum: 0, maximum: 1

overall diffuse factor for all lights

Specular

name: materialSpecular, type: Float, default: 1, minimum: 0, maximum: 1

Defines the overall specular intensity for all lights.

Specularity

name: materialSpecularity, type: Float, default: 32, minimum: 1, maximum: 128

Defines the specularity exponent of the lights.

Reduce Lighting On Low Gradient Magnitude

name: reduceLightingOnLowGradientMagnitude, type: Bool, default: FALSE

Reduces the lighting on low gradient magnitudes.

Enabled (light1Enabled)

name: light1Enabled, type: Bool, default: TRUE

enables light1

Diffuse Intensity (light1DiffuseIntensity)

name: light1DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

diffuse intensity of light1

Specular Intensity (light1SpecularIntensity)

name: light1SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

Defines the specular intensity for light1.

Color (light1Color)

name: light1Color, type: Color, default: 1 1 1

color of light1

Azimuth (light1PolarPhi)

name: light1PolarPhi, type: Float, default: 0, minimum: -180, maximum: 180

Defines the light angle.

Altitude (light1PolarRho)

name: light1PolarRho, type: Float, default: 0, minimum: -180, maximum: 180

Defines the light angle.

Enabled (light2Enabled)

name: light2Enabled, type: Bool, default: FALSE

enables light2

Diffuse Intensity (light2DiffuseIntensity)

name: light2DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

diffuse intensity of light2

Specular Intensity (light2SpecularIntensity)

name: light2SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

Defines the specular intensity for light2.

Color (light2Color)

name: light2Color, type: Color, default: 1 1 1

color of light2

Azimuth (light2PolarPhi)

name: light2PolarPhi, type: Float, default: 45, minimum: -180, maximum: 180

Defines the light angle.

Altitude (light2PolarRho)

name: light2PolarRho, type: Float, default: 45, minimum: -180, maximum: 180

Defines the light angle.

Enabled (light3Enabled)

name: light3Enabled, type: Bool, default: FALSE

enables light3

Diffuse Intensity (light3DiffuseIntensity)

name: light3DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

diffuse intensity of light3

Specular Intensity (light3SpecularIntensity)

name: light3SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

Defines the specular intensity for light3.

Color (light3Color)

name: light3Color, type: Color, default: 1 1 1

color of light3

Azimuth (light3PolarPhi)

name: light3PolarPhi, type: Float, default: -45, minimum: -180, maximum: 180

Defines the light angle.

Altitude (light3PolarRho)

name: light3PolarRho, type: Float, default: 0, minimum: -180, maximum: 180

Defines the light angle.

Gradient Quality

name: gradientQuality, type: Enum, default: GradientQualityAutomatic

Defines the gradient quality.

Values:

Title Name Description
Automatic GradientQualityAutomatic Automatic gradient quality chooses the best tradeoff between speed and memory efficiency, depening on the render mode and the graphics card.
Lowest GradientQualityLowest  
Low GradientQualityLow  
Medium GradientQualityMedium  
High GradientQualityHigh  
Highest GradientQualityHighest  

Alpha threshold

name: selectionAlphaThreshold, type: Float, default: 0.2, minimum: 0, maximum: 1, deprecated name: alphaThreshold

defines the alpha value for picking (if blending is used)

Voxel Position

name: selectedPoint1, type: Vector3, persistent: no

Gives the picked point in voxel coordinates.

World Position

name: selectedWorldPoint1, type: Vector3, persistent: no, deprecated name: selectedWPoint1

Defines the picked position in world coordinates.

Selection Active

name: selectionActive, type: Bool, default: FALSE

Enables picking.

Use world coordinates

name: useWorldCoords, type: Bool, default: TRUE

Enables rendering in world coordinates. Otherwise the rendering is done in voxel coordinates.

Hidden Fields

renderCaching

name: renderCaching, type: Enum, default: AUTO

Values:

Title Name
On ON
Off OFF
Auto AUTO

boundingBoxCaching

name: boundingBoxCaching, type: Enum, default: AUTO

Values:

Title Name
On ON
Off OFF
Auto AUTO

renderCulling

name: renderCulling, type: Enum, default: AUTO

Values:

Title Name
On ON
Off OFF
Auto AUTO

pickCulling

name: pickCulling, type: Enum, default: AUTO

Values:

Title Name
On ON
Off OFF
Auto AUTO

maxTimePoint

name: maxTimePoint, type: Integer, default: 0

has3DTextureSupport

name: has3DTextureSupport, type: Bool, persistent: no

hasGLSLSupport

name: hasGLSLSupport, type: Bool, persistent: no

drawOnPlanes

name: drawOnPlanes, type: Bool, default: TRUE

sizeOutputX

name: sizeOutputX, type: Integer, default: 0

sizeOutputY

name: sizeOutputY, type: Integer, default: 0

sizeOutputZ

name: sizeOutputZ, type: Integer, default: 0

highQualityStaticUpdate

name: highQualityStaticUpdate, type: Bool, default: FALSE

staticRenderingAfterInteractionOnly

name: staticRenderingAfterInteractionOnly, type: Bool, default: FALSE

rayCastTextureStorage

name: rayCastTextureStorage, type: Enum, default: RayCastTextureStorage_Auto

Values:

Title Name
Auto RayCastTextureStorage_Auto
Whole Volume RayCastTextureStorage_WholeVolume
Bricked RayCastTextureStorage_Bricked

lutInfo

name: lutInfo, type: String, persistent: no

localLutOn

name: localLutOn, type: Bool, persistent: no