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Back to SCNSceneMBS class.
SCNSceneMBS.background as SCNMaterialPropertyMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
If the material property’s contents object is nil, SceneKit does not draw any background before drawing the rest of the scene. (If the scene is presented in an SCNView instance, the view’s background color is visible behind the contents of the scene.)
If you specify a cube map texture for the material property (see the discussion of the contents property), SceneKit renders the background as a skybox.
(Read only property)
Some examples using this property:
SCNSceneMBS.fogColor as NSColorMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
The default fog color is white.
You can animate changes to this property’s value.
(Read and Write property)
Some examples using this property:
SCNSceneMBS.fogDensityExponent as Double
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
A fog effect fades out the contents of the scene with increasing distance from the pointOfView location, replacing them with increasing intensities of the fogColor color. The fogDensityExponent property determines the smoothness or abruptness of this transition.
A value of 0.0 (the default) specifies no attenuation—the fog’s intensity is the same at all distances . A value of 1.0 specifies a linear transition, and a value of 2.0 specifies a quadratic transition curve. Higher values have little visible effect.
You can animate changes to this property’s value.
(Read and Write property)
SCNSceneMBS.fogEndDistance as Double
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
A fog effect causes scene contents to become less visible the farther they are from the pointOfView node currently used for rendering. At distances less than the value of the fogStartDistance property, scene contents are fully visible. At greater distances, SceneKit blends the rendered scene contents with a constant color (specified by the fogColor property). At distances greater than the fogEndDistance property, the scene contents fade away completely and only the fog color is visible. Use fog to add atmospheric effects to your app or game, or to improve rendering performance by hiding parts of the scene that are far away from the current point of view.
The default end distance of 0.0 disables the fog effect. Change this property’s value to enable fog.
You can animate changes to this property’s value.
(Read and Write property)
Some examples using this property:
SCNSceneMBS.fogStartDistance as Double
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
A fog effect causes scene contents to become less visible the farther they are from the pointOfView node currently used for rendering. At distances less than the value of the fogStartDistance property, scene contents are fully visible. At greater distances, SceneKit blends the rendered scene contents with a constant color (specified by the fogColor property). At distances greater than the fogEndDistance property, the scene contents fade away completely and only the fog color is visible. Use fog to add atmospheric effects to your app or game, or to improve rendering performance by hiding parts of the scene that are far away from the current point of view.
The default start distance is 0.0.
You can animate changes to this property’s value.
(Read and Write property)
Some examples using this property:
SCNSceneMBS.lightingEnvironment as SCNMaterialPropertyMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 19.1 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
When rendering materials with the physicallyBased lighting model, SceneKit illuminates surfaces differently according to the environment that surrounds them. For example, with physically based shading, even a diffuse surface takes on some color from the sky above it and the ground below it.
Tip: For realistic results, reuse the same contents for both the lighting environment and the background property.
For information about defining cube maps, see the discussion of the contents property.
(Read only property)
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
If false (the default), SceneKit continuously updates and renders the contents of the scene. Pausing a scene pauses any running animations or actions attached to the scene graph, and suspends updates of the scene’s physics simulation and any particle systems in the scene.
(Read and Write property)
SCNSceneMBS.physicsWorld as SCNPhysicsWorldMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 20.2 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
Every scene automatically creates a physics world object to simulate physics on nodes in the scene. You use this property to access the scene’s global physics properties, such as gravity, and to manage physics interactions between nodes. To make a node in the scene participate in the physics simulation, use either or both of its physicsBodyMBS and physicsFieldMBS properties.
(Read only property)
SCNSceneMBS.rootNode as SCNNodeMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
property | SceneKit | MBS Mac64bit Plugin | 18.4 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
All scene content—nodes, geometries and their materials, lights, cameras, and related objects—is organized in a node hierarchy with a single common root node.
Some scene files created using external tools may describe node hierarchies containing multiple root nodes. When SceneKit imports such files, their separate root nodes will be made children of a new, unique root node.
Each child node’s coordinate system is defined relative to the transformation of its parent node. You should not modify the transform property of the root node.
(Read only property)
The items on this page are in the following plugins: MBS Mac64bit Plugin.