disguise developers

Designer Plugins

Plugins for Disguise Designer software.

Stage

Base class: Object

Properties

Adaptive_Tone_map : int

Area_lighting : int

Chicago_renderer : int

Export_Frame_Of_Reference : AnimationAxisSettings

Category: Animation
UserName: Export frame of reference

Floor_normal_map : DxTexture

Normal map for the floor

UserName: Floor normal map

Glow : int

Local_Frame_Of_Reference : AnimationAxisSettings

Category: Animation
UserName: Local frame of reference

Reflections : int

ambientColour : Colour

The colour of the ambient light.
It is recommended to select a ‘full brightness’ version of colours chosen, by changing Luminance in the colour picker to 1.

Category: Scene
UserName: Ambient colour

ambientLight : float

Brightness in lux that uniformly illuminates the scene. Sunlight at midday can be 111000 lux, while moonlight could be 0.25 lux

Category: Scene
UserName: Ambient brightness

areaLightingBrightness : float

UserName: Area lighting Brightness

autoSoftEdge : int

Toggle dynamic blend on outputs

Options: {0: ‘Off’, 1: ‘On’}
Category: Projectors
UserName: Dynamic blend

blurPasses : int

UserName: Blur Passes

blurSigma : float

UserName: Blur Sigma

cameras : List[Camera]

List of cameras viewing the stage

Category: Cameras
UserName: Cameras

debugObject : DbgObject

depthFogDistance : float

Depth fog distance

UserName: Depth-fog distance

dmxLights : List[FixtureGroup]

List of lighting fixture grids driven via DMX

Category: DMX Lights
UserName: DMX Lights

dmxScreens : List[DmxScreen]

List of emissive LED screens driven via DMX

Category: DMX Screens
UserName: DMX Screens

exportOptions : List[ExportOptionsResource]

extraSerialisedObjects : List[Object]

floorAlpha : float

Floor alpha

UserName: Floor alpha

floorLuminosity : float

Floor luminosity

UserName: Floor luminosity

floorNormalMapScalar : Vec2

Floor normal map UV scalar

UserName: Floor normal Map Scale

floor_plan : DxTexture

Bitmap to display on the floor. Useful when working to a plan view diagram

Category: Scene
UserName: Floor plan

floor_pos : Vec

Floor position, in meters

Category: Scene
UserName: Floor position

floor_size : Vec2

Floor size, in meters

Category: Scene
UserName: Floor size

footprintsQuality : float

Resolution multiplier for projector shadow buffers. 0 disables footprints

Category: Scene
UserName: Footprints Quality

glowThreshold : float

UserName: Glow threshold

greenScreens : List[GreenScreen]

Surfaces used for background removal

Category: MR Sets
UserName: Green screens

heatMapMaxLux : float

heatMapMinLux : float

ledScreens : List[LedScreen]

List of emissive LED screens

Category: LED Screens
UserName: LED Screens

lightBleedReduction : float

UserName: Light Bleed Reduction

lights : List[Light]

Lights which affect Lux rendering

Category: Scene
UserName: Scene lights

measurementsObject : MeasurementSet

minVariance : float

UserName: Min Variance

mixedRealitySets : List[MixedRealitySet]

List of mixed reality sets present

Category: MR Sets
UserName: MR Sets

people : int

Number of people to display

Category: Scene
UserName: People

projectors : List[Projector]

List of active projectors

Category: Projectors
UserName: Projectors

projfrustummultiplier : float

Set this to multiply the far distance of the projector

UserName: Projection Frustum Multiplier

pucks : List[Puck]

scatterDensity : float

UserName: Scattering Density

sceneAmbientColour : Col

UserName: Scene ambient colour

scrollScalar : float

UserName: Normal map scroll scale

shadowBias : float

UserName: Shadow Bias

skeletons : List[Skeleton]

Category: Skeletons
UserName: Skeletons

softEdgeProfile : AutoSoftEdgeProfile

Configuration for dynamic blend profile

Category: Projectors
UserName: Blend Profile

stageReferencePoints : ReferencePointSet

Category: Skeletons

surfaces : List[Screen2]

List of passive screen surfaces hit by projectors

Category: Projection Surfaces
UserName: Projection Surfaces

twoPoint5DPlates : List[TwoPoint5DPlate]

venue : Venue

List of props and buildings to display

Category: Scene
UserName: Venue

Methods

addReferencePoint(self, pt: ReferencePoint)

display(self, i: int) -> Display

exportStage(self, path: Path)

importObjectsFromTable(self, table: Table)

luxTicks(self) -> List[float]

nDisplays(self) -> int

removeReferencePoint(self, pt: ReferencePoint)

removeReferencePoints(self, pts: List[ReferencePoint]) -> List[ReferencePoint]

simulatingStackedOutputs(self) -> bool

simulatingWarps(self) -> bool