Sequoia_constants.json¶
- This configuration file defines the statup defaults and related metadata for the customizable SEQUOIA settings.
- The file is in JSON format.
- It is normally write-protected. Modify at your own risk!
- If the file is corrupted or missing, the hard-coded factory defaults from the executable will be used and SEQUOIA will still function normally.
Cache Category¶
SPRTRamPortion¶
- Default portion of RAM space to use for SPRT construction.
- If the expected space required is more than this, the SPRT will be built Out-Of-Core.
CacheRamPortion¶
- Default portion of RAM to use for Sequoia history cache.
- When this cache is full, the least used cache records will be purged to make room for new cache data.
Camera Category¶
CameraAnimationFrameRate¶
- Defines the target frame rate of the Camera Animation playback.
- Default is 60 FPS.
- When the actual viewport frame rate is lower than the target frame rate, frames will be dropped as needed.
UseUniversalCamera¶
- If set to 1, all documents use the same global camera.
- If set to 0, global cameras are per-document.
CameraAbsoluteMinClipDistance¶
- Smallest near camera clip distance allowed
CameraAbsoluteMaxClipDistance¶
- Largest far camera clip distance allowed
CameraSuggestedMinClipDistance¶
- Suggested smallest near camera clip distance (affects sliders for camera clipping and texture projection)
CameraSuggestedMaxClipDistance¶
- Suggested largest far camea clip distance (affects sliders for camera clipping and texture projection)
CameraAutomaticSuggestedMinClipDistance¶
- Smallest near clip distance allowed when using automatic camera clip calculations (when Camera Clip is disabled)
Deadline Category¶
DeadlineSubmitTries¶
- Determines how many times to attempt a Deadline Submission before giving up and failing.
DeadlineMonitorWait¶
- Time in milliseconds between polling the Deadline Repository for a Task Status update.
Degradation Category¶
InteractiveModeTime¶
- Determines how long viewports are put in interactive mode (applies mesh degradation to improve performance) in milliseconds when user interacts with it.
- Once interactive mode is finished, the viewport is re-rendered with full meshes and mesh degradation is reset.
InteractiveModeFrameRate¶
- Target frame rate when in interactive mode
WaitForRenderToFinish¶
- Set to 1 to force the FPS timer calculation to wait for the render to actually finish.
DegradationTargetFrameRate¶
- Defines the desired minimum frame rate of the SEQUOIA viewports.
- When the viewport frame rate falls below this value, SEQUOIA will attempt to degrade any point clouds in the viewport during user actions to achieve this frame rate.
DegradationUndegradeWeight¶
- During degradation when frame rate rises, this determines how much weight to put on keeping the previous level of detail.
- 0.0 means immediately use new calculated LOD to display.
- 1.0 means never restore degraded meshes while the viewport navigation is in progress (default).
DegradationDegradeWeight¶
- During degradation when frame rate drops, this determines how much weight to put on keeping the previous level of detail.
- 0.0 means immediately use new calculated LOD to display (default)
- 1.0 means never degrade.
Home Grid Category¶
HomeGridDefaultSegmentSize¶
- The Size of a Home Grid segment in World Units.
HomeGridDefaultSegmentCount¶
- The number of Home Grid Segments in a quadrant.nTotal Home Grid Size will be 2 x Segment Count x Segment Size.
Lighting Category¶
RigLightWeight¶
- When both the Light Rig and Headlight are enabled, this multiplier is applied to the Rig Lights’ intensity.
- When only the Rig Lights are enabled, this value will be ignored and the two lights in the Rig will have their normal intensity.
- See also the color values “RigColorDiffuse” and “RigColorSpecular” in the “Sequoia_colors.json” file documented later.
HeadLightWeight¶
- When both the Light Rig and the Headlight are enabled, this multiplier is applied to the Headlight’s intensity.
- When only the Headlight is enabled, this value will be ignored and the light will have normal intensity.
- See also the color values “HeadlightColorDiffuse” and “HeadlightColorSpecular” in the file “Sequoia_colors.json” documented later.
Mesh Loader Category¶
MeshLoaderPointsBlockSize¶
- Determines how many particles are to be stored in a viewport mesh representation of a mesh file (used during degradation).
- See PRTLoaderMeshBlockSize for the point representation equivalent.
MeshLoaderPointsPercentage¶
- Proportion of vertices in mesh file to be displayed during degradation
MeshLoaderPointsShuffle¶
- Set to 1 to shuffle the vertices used for degradation.
- Set to 0 to load every nth vertex.
MeshLoaderLODMeshThreshold¶
- Threshold (as percentage of frames per second given in DegradationTargetFrameRate) at which to render the Mesh Loader mesh without degradation
MeshLoaderLODBoundingBoxThreshold¶
- Threshold (as percentage of frames per second given in DegradationTargetFrameRate) at which to render the Mesh Loader mesh as a bounding box.
MeshLoaderPointsFirst¶
- Set to 1 to load the degraded (vertex cloud) mesh for each partition in Mesh Loaders first.
- Set to 0 to load each partition fully one at a time.
Mesher Category¶
“MesherSuggestedRadiusLODCount” : 2¶
- Maximum number of LODs to load when calculating the suggested meshing radius.
- The suggested radius is scaled depending on how many levels were skipped.
- Set to 0 to read all levels (can be slow with large files).
“MesherSuggestedRadiusCustomScale” : 1.0¶
- Multiplier to the calculated suggested meshing radius.
Object Display Category¶
BookmarkNodeUseViewportDependentSize¶
- When set to 1 (true, default), the Bookmark nodes will have constant size in the viewports based on the “BookmarkNodeViewportDependentSize” value.
- When set to 0 (false), the Bookmark nodes will be drawn in real world size and will grow and shrink as the viewport is zoomed in and out.
BookmarkNodeViewportDependentSize¶
- Defines the constant size in pixels of the Bookmark nodes when “BookmarkNodesUseViewportDependentSize” is set to true.
GizmoViewportDependentSize¶
- Defines the constant size in pixels of the Transform Gizmos (Move, Rotate, Scale).
- Default is 64 pixels.
TextureNodeUseViewportDependentSize¶
- When set to 1 (true, default), the Image Projection nodes will have constant size in the viewports based on the “TextureNodeViewportDependentSize” value.
- When set to 0 (false), the Image Projection nodes will be drawn in real world size and will grow and shrink as the viewport is zoomed in and out.
TextureNodeViewportDependentSize¶
- Defines the constant size in pixels of the Image Projection nodes when “TextureNodeUseViewportDependentSize” is set to true.
MarkerNodeUseViewportDependentSize¶
- When set to 1 (true, default), the Marker nodes will have constant size in the viewports based on the “MarkerNodeViewportDependentSize” value.
- When set to 0 (false), the Marker nodes will be drawn in real world size and will grow and shrink as the viewport is zoomed in and out.
MarkerNodeViewportDependentSize¶
- Defines the constant size in pixels of Marker nodes when “MarkerNodeUseViewportDependentSize” is set to true.
MeasureGizmoEndpointViewportDependentSize¶
- Defines the constant size in pixels of the Measure Gizmo Start and End Points.
- Default is 16 pixels.
ROIHandleViewportDependentSize¶
- Defines the constant size in pixels of Point Region Of Interest manipulator handles.
- There is no boolean switch to disable view dependent size for this gizmo, it is always view dependent.
Point Display Category¶
PRTDefaultSize¶
- Defines the default particle size to assign to newly created viewports
- The value can be adjusted further using the user interface slider in the “Viewport Display And Culling Toolbar”.
PRTDefaultOpacity¶
- Defines the default particle opacity to assign to newly created viewports
- The value can be adjusted further using the user interface slider in the “Viewport Display And Culling Toolbar”.
PRTMaxLevels¶
- Maximum level of details to load when rendering PRTLoaders.nSet to 0 to disable limit.
Point Loader Category¶
SPRTScreenResolution¶
- This multiplier affects how many voxels are loaded from SPRT files.
- A higher number means more voxels will be loaded.
- The value must be positive.
PRTLoaderReadBlockSize¶
- Defines the number of points to read/decompress at once when loading a point data file.
PRTLoaderMeshBlockSize¶
- Defines the number of points to be stored in a viewport mesh representation of the point data file.
- Larger values will result in fewer viewport meshes.
PRTLoaderMinimumBlockSize¶
- Voxels that contain fewer than this number of particles will be merged into one when performing Point Loader viewport updates.
- This can improve SEQUOIA’s update responsiveness for certain badly formed SPRT files.
SPRT Category¶
SPRTMaxChunkSize¶
SPRTCompressionScheme¶
SPRTRequestedPrecisionMode¶
SPRTOffsetModeRequestedPrecision¶
SPRTLeafSizeAlgorithm¶
- When set to 0, SPRT voxel size is calculated automatically based on the variance of the particle positions
- When set to 1, SEQUOIA will always use the voxel size specified by the “SPRTLeafManualSize” value.
- When set to 2 (default), SPRT voxel size will be based on the bounding box of the entire point cloud. The coarsest level will have one voxel that encompasses the entire bounding box unless “SPRTLeafAutoSizeScalar” is set to a value less than 1.
SPRTLeafManualSize¶
- Voxel size to use for the finest level of detail.
- Only used when “SPRTLeafSizeAlgorithm” is set to 1.
SPRTLeafAutoSizeScalar¶
- Multiplies the calculated voxel size by this value.
- Only used if “SPRTLeafSizeAlgorithm” is set to 0 or 2.
SPRTCountLODMultiplier¶
- Multiplier that determines how many more particles there should be in the next finer level of detail.
- For example, if this is set to 2 and SEQUOIA puts 100 particles in the coarsest level, there will be 200 particles in the next level, 400 in the next, and so on, until all particles are accounted for.
SPRTCountAtCoarseLOD¶
- Determines how many (attempted) particles should be in the coarsest level of detail.
- Both “SPRTCountAtCoarseLOD” and “SPRTCountLODMultiplier” affect how many levels of detail there are in the final SPRT file.
System Category¶
isZUp¶
- Controls the orientation of the world coordinate system axes.
- When set to 1 (true, default), the coordinate system used by SEQUOIA will be right-handed Z-up, matching the coordinate systems of the Autodesk 3ds Max and Autocad applications.
- When set to 0 (false), the coordinate system will be right-handed Y-up, matching the coordinate system of the Autodesk Maya application.
- Changing this value requires a restart and cannot be updated.
AutoUpdateDelay¶
- Defines the time in milliseconds to wait after a parameter change before triggering an Auto Update of the affected object(s).
- The default value of 1000 causes a delay of 1 second.
MeasureGizmoPerimeterMode¶
- Set to 1 so that measure gizmo start/end are swapped and the end is set to the mouse position on click.
- Set to 0 so that measure gizmo start/end are set to the mouse position on click and dragging causes the end point to be updated.
BoundingBoxMinimumSize¶
- Minimum bounding box size of loaded geometry objects.
OgreLogFile¶
- Defines the name of the Viewport Log File.
- Default is “Ogre.log”.
Tasks Category¶
MaxTasksIOHighPriority¶
- If no Fast priority tasks are running and the High priority queue is full, any pending High priority tasks will use up its slots
- Not used at the moment.
MaxTasksIOFastPriority¶
- If no Normal priority tasks are running and the Fast priority queue is full, any pending Fast priority tasks will use up its slots
- Includes: * Save render to image file * Load texture
MaxTasksIONormalPriority¶
- Maximum number of Normal priority IO tasks that can run at a time
- Includes:
- Convert point files from one format to another
MaxTasksCPUHighPriority¶
- Maximum number of High priority CPU tasks that can run at a time
- Includes:
- Camera/Point/Texture alignment
MaxTasksCPUFastPriority¶
- Maximum number of Fast priority CPU tasks that can run at a time.
- Includes:
- Point loading in viewport
- Mesh loading in viewport (not Mesher)
- Mesher Suggested Radius calculation
- Hacksaw Suggested Padding calculation
MaxTasksCPUNormalPriority¶
- Maximum number of Normal priority CPU tasks that can run at a time
- Includes:
- Export points to file
- Export Meshes to file (incl. Hacksaw)
- Mesher loading in viewport
UI Controls Category¶
DefaultSliderPrecision¶
- Defines the default decimal precision of Value Sliders.
- Default is 3.
UIWorldPrecision¶
- Defines the decimal precision of World Units UI Values.
- Default is 6.
UIMarkerPrecision¶
- Defines the decimal precision of UI Markers.
- Default is 6.
Viewport Category¶
BookmarkIconFromViewport¶
- Set to 1 to create bookmark/camera animation icons from the viewport buffer directly. Any current degradation / display settings will be respected.
- Set to 0 to render the bookmark internally.
CameraFocusOpacity¶
- Defines the opacity of the camera focus and orbit point marker when it is behind scene geometry.
CameraFocusViewportDependentSize¶
- Defines the Constant Size in pixels of the camera focus and orbit point marker.
UseFloatingOriginRender¶
- When set to true (default), the viewport is assumed to be the origin, and all scene content will be transformed into camera space to avoid the negative side effects (a.k.a. Spatial Jitter) of working with objects far away from the world 0,0,0 origin.
- When set to false, the scene content will be in world space, and viewport navigation will move the camera relative to the world origin.
Viewport Limits¶
MeshDefaultFaceLimit¶
- Default maximum Mesh Loader faces in Millions to attempt to render in newly created viewports.
- The default value of 100.0 thus represents 100,000,000 faces.
- The value can be adjusted further using the user interface slider in the “Viewport Display And Culling Toolbar”.
DefaultPointLimit¶
- Default maximum number of Points in Millions to attempt to render in newly created viewports.
- The default value of 100.0 thus represents 100,000,000 faces.
- The value can be adjusted further using the user interface slider in the “Viewport Display And Culling Toolbar”.