Scene tools
These processes work on native scenes from Asset Loader, PBR Mesh and other scene producers. Except for the inspector and flattened filter, they take scenes and emit scenes; place them before Scene Preprocessor.
Scene Inspector
Connect Scene In to inspect an asset without modifying it. Mode selects Paths, Names, Tree or Summary. Rows emits a list of strings; Readable emits a formatted report. Additional outlets report node, mesh, light and camera counts, material count, total triangles and total vertices. Show components, Show stats, Include hidden and Max depth control the report (-1 means unlimited depth).
Use Paths mode to obtain canonical paths such as /Root/Body/Wheels, then copy those paths into the selectors below. Connect Readable to a value display when debugging a patch.
Scene Graph Filter
Scene In → Scene Out, with Mode selecting Pass through, Visible only, By path, By name, By component, By material tag, Set visibility, By alpha mode, By shadow caster, By reflection caster, By purpose, By node property or By material property.
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Paths, Names and Material tags are editable lists, one entry per row. Paths support
*within a segment,**across segments and?for one character. - Invert reverses inclusion: matching nodes are excluded instead of retained.
- Component selects Mesh, Light, Camera, Instance or Skeleton.
- Alpha mode selects Opaque, Mask or Blend; Purpose selects Default, Render, Proxy or Guide; Caster flag supplies the desired shadow/reflection flag.
- Property modes use Property key, Property op and Property value. Operations are equal, not equal, less than, greater than and contains (string). A missing key does not match.
Only the controls relevant to the selected mode are used. Start with Inspector output rather than guessing imported node names.
Scene Filter
This smaller filter exposes only pass through and keep visible only. It is not a script editor and does not have the path/material selection controls of Scene Graph Filter. Its ports are Scene In and Scene Out.
Flattened Scene Filter
Place this process after Scene Preprocessor. It accepts Geometry In and emits Geometry Out, selecting flattened draws by equality or inequality of tag, material index, blend, depth-write, cull mode or topology. Set the integer Match for those modes. The format-ID modes instead compare the Format ID string. Use two branches to separate render passes without re-importing an asset.
Scene Selector
Select a subtree By path, By name or By index, using Path / Name or Index. Index addresses the root list, starting at zero. Rebase is either Preserve transform or Zero out. Preserve retains the selected node’s local transform, not the transforms of removed ancestors; Zero out removes its own transform for later placement with Transform 3D or Scene Group.
Scene Switch
Select one of Scene 0–3 using Index (0–3) and forward it to Scene Out. This switches entire scene contributions; it does not blend them. Use Camera Switch for weighted camera transitions.
Scene Group
Combine Scene 0–3 under a named group and apply Position, Rotation and Scale to it. Name makes the group addressable by path. Nest groups for larger compositions. This is useful for moving a model and its associated lights together.
Scene Duplicator
Duplicate a hierarchy with Pattern Grid, Ring or Line. Set Count, Spacing, Radius and, for grids, Grid cols (0 selects an approximately square grid). Copies receive indexed names for later path selection.
This duplicates scene nodes on the CPU while sharing material, animation and skeleton resources. Use it for individually addressable groups of objects. Use Instancer for large GPU-instanced populations, not thousands of duplicated hierarchies; see Instancing and materials.
Configure Primitive
Change active/visible flags on nodes selected by the Paths list. Mode offers Set active, Set inactive, Set visible, Set invisible, Active + visible and Inactive + invisible. Invisible leaves remain composed but are not drawn. Inactive subtrees are skipped during flattening. The process preserves the nodes so flags can be changed again without reloading the asset.
Create Collection
Attach a named collection to Scene In and emit Scene Out. Set Name, a list of Paths, and optional Tags. A collection records membership and tags; it is not the same operation as moving nodes under a Scene Group or merging their mesh buffers.
Tag As Format
Set Format ID on the incoming scene for downstream format-based routing. An empty value leaves the incoming designation alone. This labels the representation; it does not convert arbitrary mesh bytes into a splat format. Use with Flattened Scene Filter’s format-ID modes when different representations require different rendering branches.
See Environments and cubemaps for Scene Resource Route, Geometry and buffer utilities for resource injection/extraction, and 3D scene pipeline for the overall workflow.