about
  Displays information about Kray version and modules. If optional modules argument is provided, detailed information about given module is displayed.
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about[;] <string> moduleName;
anim
  Animation subsystem commnads
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anim  lockFrameFileMode, <int> mode;
mtLoader, <int> mode;
renderFrame[;] <int> frame[;] <bool> singleFrame=1;
renderFrames;
reset;
setFps, <double> fps;
setFrameRange, <int> firstFrame, <int> lastFrame[;] <int> step;
setFrameRangeString, <string> ranges[;] <int> step;
setupFrame[;] <int> frame[;] <bool> singleFrame=1;
sharedGi, <bool> state;
sharedGiInterpolatedReset;
animOb
  Modifies attributes of animated object
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animOb  <stringable> s1, addAxesKey, <double> time, <hpb> axes;
addChannelKey, <double> time, <int> channel, <double> value;
normalFixedRotate, <xyz> direction;
normalRandomRotate;
normalRotate;
patternAxes;
randomSeed, <int> seed;
randRotate, <xy> randMinMax, <xyz> rotatePlaneVector;
randScale, <xy> randMinMax;
randScaleX, <xy> randMinMax;
randScaleY, <xy> randMinMax;
randScaleZ, <xy> randMinMax;
addKey, <double> time, <coordSys> axes;
addPositionKey, <double> time, <xyz> position;
clearInstanceTransformers;
clearKeys;
invalidateGeometry;
invalidateSurfaces;
remove;
rename, <string> name;
setActive, <bool> state;
setMeshHandnessAutoFlip, <bool> state;
setParent[;] <stringable> s3;
setStatic, <coordSys> axes;
showInfo;
showKeys;
typeBackground, <shaderNode> s3[;] <int> flags=0;
typeCameraMove;
typeCopy, <stringable> s3;
typeCopyTree, <stringable> s3;
typeInstance, <string> objectNodeName;
typeMesh, <mesh> m3[;] <int> flags;
typeMeshInstance, <mesh> m3[;] <int> flags=32768;
typeNull;
typePhysky, <miscSharedObject> m3[;] <int> sunModel=0[;] <int> shaderFlags=0, <int> animFlags=0[;] <double> sunPowerMultiplier=1, <double> sunDistance=0[;] <double> alphaChannelValue=1;
animObLink
  Creates animation subsystem object and links it with script symbol.
When animObName is specified, existing anim object can be attached to new script handle
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array
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array  #symbolName#;
axes
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axes  #symbolName#[;] <axes> a2;
background
  Changes scene background
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background  color[;] <rgba> color;
directionsMap;
fishEyeMap, <bitmap> b2[;] <hpb> axes[;] <rgba> colorFilter;
light, <shaderNode> s2[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
shader, <shaderNode> s2;
sky[;] <xyz> zenithDirection[;] <rgba> horizon, <rgba> zenith, <rgba> nadir[;] <rgba> horizonNadir[;] <double> skyGamma=1, <double> groundGamma=1;
sphereMap, <bitmap> b2[;] <hpb> axes[;] <rgba> colorFilter;
bitmap
  Creates bitmap object.
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bitmap  #symbolName#[;] alphaMap, <bitmap> b3[;] <double> alphaRangeStart=0, <double> alphaRangeStop=1;
bitPlane[;] <xy> bmpSize;
bumpMap, <bitmap> b3[;] <bool> initViewNow=1;
charGray[;] <xy> bmpSize;
charRgba[;] <xy> bmpSize;
compress, <bitmap> b3[;] <int> hdr, <int> color, <int> alpha, <int> halfSizeSteps;
constant, <rgba> value[;] <xy> size;
copy, <bitmap> b3;
copyView[;] alph;
caus;
dire;
indi;
lumi;
norm;
obid;
othr;
posi;
preview;
refl;
refr;
rgb;
rgba;
sfid;
shdn;
txtr;
zbuf;
displaceBitmap[;] <xy> size;
floatGray[;] <xy> bmpSize;
floatRgb[;] <xy> bmpSize;
floatRgba[;] <xy> bmpSize;
load, <string> filename[;] <double> time[;] <int> flags;
sharpPixelMap, <bitmap> b3;
virtual, bakeNormal, <mesh> m4, <string> imageUv[;] <xy> size[;] <string> pixelUv[;] <bool> reversed=1;
bakePosition, <mesh> m4, <string> imageUv[;] <xy> size[;] <string> pixelUv;
bitmapData
  Sets multiple pixels (in line-by-line order) on bitmap.
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bitmapData  <bitmap> b1, <xy> startPoint, {<vector> v3,...};
bitmapOp
  Various operations on bitmaps
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bitmapOp  <bitmap> b1, blit, <bitmap> source[;] <xy> location[;] <xy> sourceLocation[;] <xy> size;
circle, <xy> center, <double> radius, <rgba> v5;
clear[;] <rgba> c;
copy, <bitmap> source;
copyView[;] alph;
caus;
dire;
indi;
lumi;
norm;
obid;
othr;
posi;
preview;
refl;
refr;
rgb;
rgba;
sfid;
shdn;
txtr;
zbuf;
fill, <xy> p, <rgba> v4[;] <double> tolerance=0;
flush;
line, <xy> p1, <xy> p2, <rgba> v5;
load, <string> name;
loadRaw, <string> filename, <int> flags;
plot, <xy> point, <rgba> v4;
process, <shaderNode> s3;
resize, <xy> newSize;
save, <string> filename[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
saveRaw, <string> filename, <int> flags;
saveScript, <string> filename[;] <string> bmpVariableName="bmp";
show;
showAlpha[;] <int> mode=1;
showDirections;
showHit[;] <int> mode=0;
showNormalized;
showZ;
unload;
blend
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blend  #symbolName#, default;
fromShader, <shaderNode> s3;
none;
partial, <rgb> v3[;] <int> surfaceUsesMapsFlags=0;
superficial, <texture> t3[;] <int> surfaceUsesMapsFlags=0;
total;
camera
  Controls current view camera
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camera  castMaps, <xy> imageSize, <coordSys> c3, <bitmap> directionsMap[;] <bitmap> positionsMap[;] <bitmap> weightsMap;
fishEye[;] <xy> imageSize[;] <coordSys> c3;
lens1, <xy> imageSize, <double> focalDistance, <double> dofDistance, <double> dofStrength[;] <coordSys> c6;
mesh, <mesh> m2, <string> bakerUvName[;] <xy> imageSize[;] <coordSys> c5[;] <int> flags=0[;] <double> borderSize=10;
move, <coordSys> c2;
parallel[;] <xy> imageSize[;] <double> planeSize[;] <coordSys> c4[;] <xyz> axisX, <xyz> axisY, <xyz> axisZ;
perspective[;] <xy> imageSize[;] <double> focalDistance[;] <coordSys> c4;
perspectiveBokehDof, <xy> imageSize, <double> focalDistance, <double> dofDistance, <double> dofStrength, <bitmap> bokehImage[;] <coordSys> c7;
perspectiveDof, <xy> imageSize, <double> focalDistance, <double> dofDistance, <double> dofStrength[;] <coordSys> c6;
picture[;] <xy> imageSize[;] <double> focalDistance[;] <coordSys> c4;
rotate, <hpb> ori;
shader, <shaderNode> s2[;] <xy> imageSize[;] <coordSys> c4;
shift, <xyz> pos;
sphere[;] <xy> imageSize[;] <coordSys> c3;
class
  Creates class definition.
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class  #symbolName#  (arguments)  {code};
classObject
  Creates a reference to custom class object.
example:
classObject myObject=myClass(parameter);
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classObject  #symbolName#;
clear
  Clears given object. Exact behaviour depends on object type.
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clear  <clearable> c1;
color
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color  #symbolName#[;] <vector> v2;
commandsProtos
  Displays command prototypes on screen or saves to file.
Available modes:
0 plain text
1 html
2 C++ prototypes

Flags bits:
0 list keywords only
1 extended mode

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commandsProtos[;] <int> mode=0[;] <int> flags=0[;] <string> filename;
coordSys
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coordSys  #symbolName#[;] <coordSys> c2;
delete
  Deletes given script object (variable or symbol).
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delete  <symbol> s1;
double
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double  #symbolName#[;] <double> d2;
echo
  Evaluates expression and displays its value
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echo[;] <stringable> s1;
end
  Ends parsing current script file (also exits interactive mode)
see:
stop
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end;
environment
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environment  colorFade, <rgb> exponentialFilter;
shader, <shaderNode> s2;
exit
  Ends parsing current script file (also exits interactive mode)
see:
stop
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exit;
expr
  Evaluates expression. Useful when expression variable name is shadowed by build-in function name.
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expr[;] <stringable> s1;
fg
  Final gathering options
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fg  gradients, <double> gradientMaxDistance, <double> irr_spatial_dens;
gradients2, <double> gradientMinDistance, <double> irr_brightdens;
gradients3, <double> irr_min_weight, <double> irr_angle_dens;
gradients4, <double> gradientBackgroundHitDistance, <double> irr_normal_dist;
gradientsFlags, <int> d2;
gradientsNeighbour, <double> d2;
gradReload, <bool> d2;
gradSidethreshold, <double> d2;
irradianceBlur, <double> online[;] <double> offline;
irradianceBlurGamma, <double> d2;
irrMissingBlur, <double> d2;
load, <string> file;
pixels, <double> pixel_multiplier, <double> aa_multiplier, <int> aa_multiplies, <double> box_pixels_scale, <double> max_aniso;
pmShortRay, <double> pmCornerDistance[;] <double> finalGatherCornerRays;
prerender, <double> d2[;] <int> d3, <double> d4;
presample[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
rays[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
raysNMultiplier, <int> globalRayAvgN;
raysPresampled[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
render[;] <bool> fgOnly=0;
reset;
save, <string> file[;] <int> flags=65535;
scale[;] <double> scaleFactor;
scaleRelativeToGlobalPm[;] <double> scaleFactor;
scaleRelativeToPrecachedPm[;] <double> scaleFactor;
showCornerSamples, <bool> showFinalGatherCornerSamples[;] <rgb> finalGatherSampleColor;
showSamples, <bool> showFinalGatherSamples[;] <rgb> finalGatherSampleColor;
timeGradients, <double> ca0[;] {<vector> cab1,...};
fiberPack
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fiberPack  #symbolName#;
fiberPackOp
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fiberPackOp  <fiberPack> f1, addFiber, <xy> v3, <double> d4, <double> d5, <xy> v6, <double> d7, <double> d8[;] <xy> v9, <double> d10;
bBoxSize, <double> d3;
for
  For loop. Classic syntax
example:
for (var a=0; a<10 ; a++) echo 'a='+a;
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for  (arguments)  {code};
fs
  File system operations
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fs  appendString, <string> fileName, <string> text;
cat, <string> fileName;
copy, <string> source, <string> destination;
hexCat, <string> fileName[;] <uint> rowSize;
list[;] <string> dir="";
openUrl, <string> url;
pathAdd, <string> path;
pathRemove, <string> path;
pathShow;
pathSkipCurrentDir, <bool> state;
pathSlashCut, <bool> state;
function
  Defines a function.
example:
function fntest(string text,var num){
   echo 'Function args are '+text+' and '+num;
}
fntest('abc',123) // displays 'Function args are abc and 123'
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function  #symbolName#  (arguments)  {code};
gpGpu
  General Purpose computing GPU configuration
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gpGpu  addDebug, <stringable> engineId;
addInternal, <stringable> engineId[;] <int> cpuThreads=-1[;] <int> complementaryThreads=-1;
addOpenCl, <stringable> engineId, <int> openClPlatformIndex[;] <int> openClDeviceIndex=0[;] <int> flags=0;
clear;
listAvailable;
listUsed;
oct, <stringable> engineId, aniso, <double> maxAniso, <double> anisoBalance;
build, <double> separationThreshold, <xyz> dontSplitRatios, <xyz> forceSplitRatios;
explorer[;] <vector[4]> v4;
flags[;] <int> bitFlags[;] <int> mask=-1;
invalidate, <vector[4]> v4, <vector[4]> v5;
limits, <int> recurseMax, <double> minLeafWeight;
show[;] <int> flags[;] <int> color_level;
stats[;] <int> flags;
remove, <stringable> engineId;
useGpus;
useInternal;
group
  Object group operations
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group  add;
addInstance[;] <string> subGroupOfNode;
attachSet, function, <string> expression, <coordSys> axes, <double> sx, <double> sy, <int> dx, <int> dy, <surface> s9;
mesh, <mesh> m3[;] <coordSys> axes[;] <int> flags=0;
clear;
remove[;] <stringable> s2;
removeAll;
removeUnused[;] <int> flags=3;
select[;] <stringable> s2;
selectInstance, <stringable> s2[;] <stringable> subGroupOfNode;
updateMaterials[;] <int> flags=0;
groupLink
  Creates link to object group. Hard linked groups are deleted when group link symbol is deleted.
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help
  Displays command syntax information
see:
commandsProtos
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help[;] about;
anim;
animOb;
animObLink;
array;
axes;
background;
bitmap;
bitmapData;
bitmapOp;
blend;
camera;
class;
classObject;
clear;
color;
commandsProtos;
coordSys;
delete;
double;
echo;
end;
environment;
exit;
expr;
fg;
fiberPack;
fiberPackOp;
for;
fs;
function;
gpGpu;
group;
groupLink;
help;
if;
include;
instanceAdd;
instanceLinkAdd;
interactive;
k2;
kray;
light;
lightAdd;
lightOp;
lopt;
lw;
mapping;
material;
materialSet;
mesh;
meshAddPoly;
meshesOptions;
meshOp;
metaSurface;
metaTexture;
metaTextureSet;
method;
net;
objectAdd;
oct;
openCl;
parse;
parseMode;
pause;
platform;
pm;
postProcess;
pv;
rayCast;
reference;
rem;
render;
reset;
return;
sett;
shaderNode;
shadowMap;
shape;
shapeSelection;
shapeSelectionOp;
shOb;
shObOp;
showInfo;
stop;
string;
stringId;
surface;
surfaceOp;
symbolsDelete;
tds;
texture;
threads;
var;
variable;
vector;
vertex2d;
vertex3d;
vertexData;
vertexMap;
vertexMapOp;
view;
while;
if
  Executes code if condition is true. Optional else and else if blocks can follow if block.
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if  <bool> condition  {code};
include
  Executes Kray script file given by filename
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include  <string> filename;
instanceAdd
  Adds object instance to current object group.
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instanceAdd  <stringable> name, <coordSys> axes[;] clipMap, <texture> t4[;] fromVertexMap, <vertexMap> v6[;] <miscSharedObject> m7;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
timeShift, <xy> timeShift[;] fromVertexMap, <vertexMap> v8[;] <miscSharedObject> m9;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
fromVertexMap, <vertexMap> v4[;] <miscSharedObject> m5;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
timeShift, <xy> timeShift[;] fromVertexMap, <vertexMap> v6[;] <miscSharedObject> m7;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
instanceLinkAdd
  Adds object instance specified by group link to current object group.
This is faster version then instanceAdd. Preferred when lots of instances are added
see:
instanceAdd
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instanceLinkAdd  <group> name, <coordSys> axes[;] clipMap, <texture> t4[;] fromVertexMap, <vertexMap> v6[;] <miscSharedObject> m7;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
timeShift, <xy> timeShift[;] fromVertexMap, <vertexMap> v8[;] <miscSharedObject> m9;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
fromVertexMap, <vertexMap> v4[;] <miscSharedObject> m5;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
timeShift, <xy> timeShift[;] fromVertexMap, <vertexMap> v6[;] <miscSharedObject> m7;
light[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
interactive
  Starts Kray console interactive mode
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interactive;
k2
  Executes Kray 2.x script block
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k2  {code};
kray
  Executes another instance of Kray with given command line parameters.
Mode 0 restart current instance
Mode 1 create new instance on the same thread (default)
Mode 2 create new instance and thread
Mode 3 parse command line inside current instance
Flag +0x100 restart platform abstraction layer

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kray[;] <string> parameters[;] <int> mode;
light
  Creates new light object
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light  #symbolName#, ambient, <rgb> color;
ambientTextured, <texture> lightTexture;
dirPoint, {<vector> position,...}, {<vector> orientation,...}, <rgb> color;
dirPointTextured, {<vector> position,...}, {<vector> orientation,...}, <texture> lightTexture;
distantSphere, <shaderNode> s3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
fade, <light> l3[;] <double> multiplier=1;
fadeDirPoint, {<vector> position,...}, {<vector> orientation,...}, <rgb> color;
fadeDirPointTextured, {<vector> position,...}, {<vector> orientation,...}, <texture> lightTexture;
fadePoint, {<vector> position,...}, <rgb> color;
fadePointTextured, {<vector> position,...}, <texture> lightTexture;
fakePhotonEmitter, <light> l3[;] <double> power=1;
far, <light> l3;
group, {<light> l3,...}[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
groupImportance, {<light> l3,...}[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
groupTree, {<light> l3,...}, <double> rejectionThreshold[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
ies, <miscSharedObject> m3, {<coordSys> axes,...}[;] <rgb> colorFilter=(1,1,1)[;] <int> flags=0;
light, <light> l3;
line, {<vector> position,...}, {<vector> direction,...}, <rgb> color[;] <int> minRecursionLevel=1[;] <int> maxRecursionLevel=6[;] <double> errorTolerance=0.01;
linear, <xyz> position, <xyz> direction, <texture> lightTexture;
lineTextured, {<vector> position,...}, {<vector> direction,...}, <texture> lightTexture[;] <int> minRecursionLevel=1[;] <int> maxRecursionLevel=6[;] <double> errorTolerance=0.01;
parallel, {<vector> direction,...}, <rgb> color;
parallelTextured, {<vector> direction,...}, <texture> lightTexture;
photonMultiplier, <light> l3, <double> numberMultiplier=1[;] <double> powerMultiplier=1;
point, {<vector> position,...}, <rgb> color;
pointTextured, {<vector> position,...}, <texture> lightTexture;
portal, <light> l3, <shapeSelection> s4;
rangeLimiter, <light> l3, <double> rangeMax[;] <double> clip=0;
rectangle, {<coordSys> axes,...}, <xy> size, <rgb> color[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleDS, {<coordSys> axes,...}, <xy> size, <rgb> color[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpot, {<coordSys> axes,...}, <xy> size, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotDS, {<coordSys> axes,...}, <xy> size, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotTextured, {<coordSys> axes,...}, <xy> size, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotTexturedDS, {<coordSys> axes,...}, <xy> size, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleTextured, {<coordSys> axes,...}, <xy> size, <texture> lightTexture[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleTexturedDS, {<coordSys> axes,...}, <xy> size, <texture> lightTexture[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shadowCache, <light> l3, <int> cacheSize, <double> distanceTolerance;
shadowMapPoint, <shadowMap> shadowMap, <rgb> color;
shadowMapPointTextured, <shadowMap> shadowMap, <texture> lightTexture;
shape, {<rgb> color,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shapeSurfaced, {<surface> s3,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shapeTextured, {<texture> t3,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sphere, {<vector> position,...}, <double> radius, <rgb> color[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sphereTextured, {<vector> position,...}, <double> radius, <texture> lightTexture[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
spot, {<vector> v3,...}, {<vector> v4,...}, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd;
spotTextured, {<vector> v3,...}, {<vector> v4,...}, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd;
lightAdd
  Adds light to scene
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lightAdd  ambient, <rgb> color;
ambientTextured, <texture> lightTexture;
dirPoint, {<vector> position,...}, {<vector> orientation,...}, <rgb> color;
dirPointTextured, {<vector> position,...}, {<vector> orientation,...}, <texture> lightTexture;
distantSphere, <shaderNode> s2[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
fade, <light> l2[;] <double> multiplier=1;
fadeDirPoint, {<vector> position,...}, {<vector> orientation,...}, <rgb> color;
fadeDirPointTextured, {<vector> position,...}, {<vector> orientation,...}, <texture> lightTexture;
fadePoint, {<vector> position,...}, <rgb> color;
fadePointTextured, {<vector> position,...}, <texture> lightTexture;
fakePhotonEmitter, <light> l2[;] <double> power=1;
far, <light> l2;
group, {<light> l2,...}[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
groupImportance, {<light> l2,...}[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
groupTree, {<light> l2,...}, <double> rejectionThreshold[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
ies, <miscSharedObject> m2, {<coordSys> axes,...}[;] <rgb> colorFilter=(1,1,1)[;] <int> flags=0;
light, <light> l2;
line, {<vector> position,...}, {<vector> direction,...}, <rgb> color[;] <int> minRecursionLevel=1[;] <int> maxRecursionLevel=6[;] <double> errorTolerance=0.01;
linear, <xyz> position, <xyz> direction, <texture> lightTexture;
lineTextured, {<vector> position,...}, {<vector> direction,...}, <texture> lightTexture[;] <int> minRecursionLevel=1[;] <int> maxRecursionLevel=6[;] <double> errorTolerance=0.01;
objectPortal, <light> l2, <shapeSelection> s3;
parallel, {<vector> direction,...}, <rgb> color;
parallelTextured, {<vector> direction,...}, <texture> lightTexture;
photonMultiplier, <light> l2, <double> numberMultiplier=1[;] <double> powerMultiplier=1;
point, {<vector> position,...}, <rgb> color;
pointTextured, {<vector> position,...}, <texture> lightTexture;
portal, <light> l2, <shapeSelection> s3;
rangeLimiter, <light> l2, <double> rangeMax[;] <double> clip=0;
rectangle, {<coordSys> axes,...}, <xy> size, <rgb> color[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleDS, {<coordSys> axes,...}, <xy> size, <rgb> color[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpot, {<coordSys> axes,...}, <xy> size, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotDS, {<coordSys> axes,...}, <xy> size, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotTextured, {<coordSys> axes,...}, <xy> size, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleSpotTexturedDS, {<coordSys> axes,...}, <xy> size, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd[;] <xyz> spotDirection[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleTextured, {<coordSys> axes,...}, <xy> size, <texture> lightTexture[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleTexturedDS, {<coordSys> axes,...}, <xy> size, <texture> lightTexture[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shadowCache, <light> l2, <int> cacheSize, <double> distanceTolerance;
shadowMapPoint, <shadowMap> shadowMap, <rgb> color;
shadowMapPointTextured, <shadowMap> shadowMap, <texture> lightTexture;
shape, {<rgb> color,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shapeSurfaced, {<surface> s2,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
shapeTextured, {<texture> t2,...}[;] <int> flags=0[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sphere, {<vector> position,...}, <double> radius, <rgb> color[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sphereTextured, {<vector> position,...}, <double> radius, <texture> lightTexture[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
spot, {<vector> v2,...}, {<vector> v3,...}, <rgb> color, <double> spotAngle[;] <double> spotAngleSoftEnd;
spotTextured, {<vector> v2,...}, {<vector> v3,...}, <texture> lightTexture, <double> spotAngle[;] <double> spotAngleSoftEnd;
lightOp
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lightOp  <light> l1, shadow, <bool> onOff;
lopt
  Light quality options
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lopt  backgroundPresample[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
backgroundQuality[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
lemPresample[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
lemQuality[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
lineQuality[;] <int> minRecursionLevel=1[;] <int> maxRecursionLevel=6[;] <double> errorTolerance=0.01;
rectangleQuality[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4;
lw
  LightWave importer module commands
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lw  areaLights, <int> showAreaLights, <bool> doubleSided, <bool> computeWithLumi;
backgroundInputTone[;] <shaderNode> s2;
bitmapLoad, <bitmap> b2, <string> name[;] <double> time=0[;] <int> bitmapFlags=0;
camBokeh[;] <bitmap> bokeh;
camCastMaps[;] <bitmap> positionMap, <bitmap> directionMap;
camDofTargetObject, <string> dofTarget;
camMeshAndUv, <string> meshAnimObName, <string> uvName, <int> flags, <int> border[;] <string> uvPixelShiftName[;] <mesh> m7;
camMode[;] castMaps;
fishEye;
lens1;
mesh;
move;
parallel;
perspective;
perspectiveBokehDof;
perspectiveDof;
picture;
rotate;
shader;
shift;
sphere;
commRingEvent, <int> dest, <int> value, <double> param=0[;] <string> stringParam;
coneToArea, <bool> state;
controlAmbient, <bool> state;
controlBackground, <bool> state;
controlEnvironment, <bool> state;
directLoader, <bool> d2;
environmentFlags, <int> flags=0;
ignoreItemId, <id> id;
ignoreItemName, <string> name;
ignoreMeshUpdateMode, <int> mode;
inputTone[;] <shaderNode> s2;
instanceTemplateItem, <id> id1[;] <id> id2=0[;] <int> flags=0;
invalidateScene;
invalidateType[;] <int> type;
itemReload, <id> itemId[;] <bool> reset=0;
lightInputTone[;] <shaderNode> s2;
lightTreeInstance, <double> rejectionLevel;
meshesOptions, airPolys, <bool> needAirPolysFlag, <bool> backSidePureTransmission;
baseNormalGrab, <bool> d3;
blurDoubleSide, <bool> d3;
blurPmThreshold, <double> blurPmAproxModeThreshold;
raysLimit, <int> d3, <double> d4;
reflectBlurModel, <int> reflectionBlurModel;
reflectionBlur[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
refractionBlur[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sssBlur[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
textureSystem, <bool> d3;
unseenByRaysAffectsGi, <bool> unseenByRaysAffectsRadiosity;
nonPhyLightsCastsPhotons, <bool> state;
onlySendLastFrameBufferOnLwRender;
outputTo, <bool> lwOutput;
pathMode, <bool> state;
physky[;] <miscSharedObject> m2, <id> lightItemId;
raySamples, <int> samples;
replaceLight, <uint> d2, <light> l3;
sceneLoad, <string> filename[;] <int> flags=1;
sceneParse, <string> cmd;
sceneReLoad[;] <bool> force=0;
selfInstance, <int> d2;
setGlobalHandlers, <int> mask;
shaderNodeBackground, #symbolName#;
shaderNodeEnvironment, #symbolName#;
textureInputTone[;] <shaderNode> s2;
mapping
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mapping  #symbolName#, rect, <xyz> dx, <xyz> dy, <xyz> pos;
sphere, <coordSys> axes;
triangleUvMap, <vertexMap> v3;
tube, <coordSys> axes, <double> len;
material
  Creates new material object (which is subclass of shaderNode).
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material  #symbolName#[;] fromMeshTag, <mesh> m3, <uint> polygonTag;
fromMeshTagName, <mesh> m3, <stringable> polygonTagName;
materialSet
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materialSet  <material> m1, ambientOcclusionColor, <rgb> t;
ambientOcclusionDistance, <double> value;
backSideFlags, <double> value;
blurRays[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
blurringAproximateSwitchLevel, <double> value;
bumpDepth, <double> value;
clipMapLevel, <double> value;
color, <rgba> t;
diffuse, <double> value;
diffuseModel, <double> value;
edgeDetectSlot, <double> value;
flags, <double> value;
forceColor, <double> value;
fresnel, <double> value;
glossiness, <double> value;
ior, <double> value;
light, <double> value;
lightGroup, <double> value;
lightRays[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
priority, diffuse, <int> pri;
reflection, <int> pri;
shader, <shaderNode> s4, <int> pri;
specularity, <int> pri;
sss, <int> pri;
translucency, <int> pri;
transparency, <int> pri;
reflection, <double> value;
reflectionBlur, <double> value;
reflectionBlurLights, <double> value;
refractionBlur, <double> value;
shader, <shaderNode> s3[;] <double> value=0;
specularity, <double> value;
sss, <double> sss, <rgb> scattering, <rgb> absorbtion;
sssGauss, <double> sss, {<vector> v4,...}, {<double> d5,...};
sssRays[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
texture, bump[;] <shaderNode> s4;
clipMap[;] <shaderNode> s4;
color[;] <shaderNode> s4;
diffuse[;] <shaderNode> s4;
light[;] <shaderNode> s4;
normal[;] <shaderNode> s4;
reflection[;] <shaderNode> s4;
reflectionBlur[;] <shaderNode> s4;
refractionBlur[;] <shaderNode> s4;
shader, <shaderNode> s4[;] <shaderNode> s5;
specularity[;] <shaderNode> s4;
sss[;] <shaderNode> s4;
translucency[;] <shaderNode> s4;
transparency[;] <shaderNode> s4;
translucency, <double> value;
transparency, <double> value;
transparencyAbsorption, <rgb> t;
transparencyAffects, <int> taFlags;
mesh
  Creates a mesh object.
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mesh  #symbolName#[;] fromAnimOb, <stringable> s3[;] <int> flags=0;
fromBitmap, <bitmap> b3[;] <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <xyz> v8[;] <xyz> v9[;] <xyz> v10, <xyz> v11;
fromVertexMap, <vertexMap> v3;
import, <string> filename[;] <int> layer[;] <string> meshname;
triple, <mesh> m3;
meshAddPoly
  Adds a polygon to a mesh.
Meaning of flags:
GeometricFlip 0x1 - Flip geometric normal
ShadingFlip 0x2 - Shading normal is flipped to geometric normal
DoubleSided 0x4 - Polygon is visible on both sides (front and back)
Invisible 0x40 - Polygon is invisible, light emitting is added, but not geometry
SingleSided 0x80 - Polygon is visible on front side only. This flag has priority over DoubleSided flag. When no DoubleSided nor SingleSided flag is set, sidenes depends on material and tags flags.
example:
meshAddPoly mymesh,5,{0,2,3}; // creates triangle of points 0,2,3 with polygonTag=5
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meshAddPoly  <mesh> m1, <uint> d2, {<int> polygon,...}[;] <int> groupId=0[;] <int> flags=0;
meshesOptions
  Mesh to objectSet transformation settings
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meshesOptions  ambientOcclusion, <rgb> ambientOcclusionColor, <double> ambientOcclusionDistance;
backSideSolid, <int> backSideSolidMode;
bitFlags, <int> bitFlags[;] <int> mask=-1;
bitmapFlags, <int> bitFlags[;] <int> mask=-1;
diffuseModel, <int> model;
overrideColor, <rgb> overrideColor;
overrideSurface, <int> bitFlags[;] <int> mask=-1;
overrideWire, <rgb> wire_color, <double> d3, <double> d4;
preprocessDuplicatePointTolerance, <double> preprocessDuplicatePointTolerance;
preprocessFlags, <int> bitFlags[;] <int> mask=-1;
meshOp
  Mesh operations
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meshOp  <mesh> m1, addPolyTagName, <stringable> polygonTagName, {<int> polygon,...}[;] <int> groupId=0[;] <int> flags=0;
align[;] <bool> checkFacingDirection=1[;] <bool> findSamePointsWithDifferentIndicesFirst=0[;] <bool> doubleSidedOnly=0;
autoGroup[;] <bool> edgeMode=0;
export, <string> filename, json[;] <int> flags=0;
sampleMesh, discretize, <double> density[;] <double> time=0.5;
planeCast, <double> density[;] <double> time=0.5[;] <hpb> plane;
surface, <double> density[;] <double> time=0.5[;] <int> accuracy=1;
videoScape;
findQuads;
flip;
geometricNormalFlip[;] <vertexMap> v3;
list;
metaShare, <string> name;
pointMeta, <string> name[;] <vertexMap> v4;
pointNormals[;] <vertexMap> v3;
points[;] <vertexMap> v3;
polyMeta, <string> name[;] <vertexMap> v4;
polyNormals[;] <vertexMap> v3;
removeDuplicatedPoints[;] <double> samePointsToleranceDistance=0;
removeDuplicatedPolygons[;] <double> samePointsTolerance=-1[;] <bool> ignoreBackSide=0[;] <bool> ignoreBackSideUv=0;
removeUnusedTags;
saveScript, <string> filename[;] <string> meshVariableName="msh";
setUvIndexShift, <uint> d3;
shadingNormalFlip;
tag, <uint> index, clipMap[;] <metaTexture> m5[;] <double> level=0.5;
displaceBitmapPointUv, <bitmap> b5, <vertexMap> v6[;] <int> loops=0[;] <int> bitFlags=0;
displaceBitmapPolyUv, <bitmap> b5, <vertexMap> v6[;] <int> loops=0[;] <int> bitFlags=0;
displaceDepth, <double> displaceDepth;
displaceDepthPointUv, <vertexMap> v5;
displaceDepthPolyUv, <vertexMap> v5;
displaceInstanceLinkPointUv, <group> g5, <vertexMap> v6[;] <int> loops=0;
displaceInstanceLinkPolyUv, <group> g5, <vertexMap> v6[;] <int> loops=0;
displaceInstancePointUv, <stringable> s5, <vertexMap> v6[;] <int> loops=0;
displaceInstancePolyUv, <stringable> s5, <vertexMap> v6[;] <int> loops=0;
displaceMap[;] <metaTexture> m5[;] <double> maxDistanceError=0.001, <double> marchMaxStep=1[;] <int> flags=0;
flags, <double> d5;
material, <shaderNode> s5;
name, <stringable> s5;
normalPointMap, <vertexMap> v5;
normalPolyMap, <vertexMap> v5;
shader, <shaderNode> s5;
smoothing, <int> smoothingGroup, <double> maxSmoothingAngle;
tagsMap[;] <vertexMap> v3;
metaSurface
  Creates new material object (which is subclass of shaderNode).
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metaSurface  #symbolName#[;] fromMeshTag, <mesh> m3, <uint> polygonTag;
fromMeshTagName, <mesh> m3, <stringable> polygonTagName;
metaTexture
  Declares new metaTexture object (which is subclass of shaderNode).
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metaTexture  #symbolName#;
metaTextureSet
  Sets properties of metaTexture object.
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metaTextureSet  <metaTexture> m1, bitmap[;] <bitmap> b3;
bitmapFilename, <string> fileName;
color, <rgba> v3;
colorFilter, <rgba> v3;
colorVmap, <string> s3;
inputTone[;] <shaderNode> s3;
lod, <bool> onOff;
mapping, external, <shaderNode> s4;
fishEye, <coordSys> axes;
fishEyeDirection, <hpb> axes;
none;
projection, <coordSys> ori, <xy> imageSize, <double> focalLength;
projectionDirection, <hpb> ori, <xy> imageSize, <double> focalLength;
rect, <xyz> dx, <xyz> dy, <xyz> pos;
sphere, <coordSys> axes;
sphereDirection, <hpb> axes;
tube, <coordSys> axes, <double> len;
uv, <stringable> s4;
sharpPixels, <bool> onOff;
worldCoords, <bool> onOff;
wraping, <int> wrapWidth, <int> wrapHeight;
method
  Defines a class method
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method  #symbolName#  (arguments)  {code};
net
  Networking tools
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net  ftp[;] <string> ftpRoot=""[;] <int> port=0[;] <int> flags=0;
server[;] <string> newInstanceCommandLine=""[;] <int> port=0[;] <int> flags=0;
objectAdd
  Creates shape and adds object to current object group (low level API for geometry handling)
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objectAdd  and2, <shape> s2, <shape> s3[;] <surface> s4[;] <blend> b5;
circle, <xyz> position, <xyz> direction, <double> radius[;] <surface> s5[;] <blend> b6;
clipMap, <shape> s2, <texture> t3[;] <surface> s4[;] <blend> b5;
cone, <coordSys> ori, <double> r1, <double> r2, <double> len[;] <surface> s6[;] <blend> b7;
displaceTriangleShape, <xyz> v2, <xyz> v3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <shape> s8, <xy> v9, <xy> v10, <xy> v11, <uint> bitFlags=0[;] <uint> uvIndex=0[;] <surface> s14[;] <blend> b15;
displaceTriangleTexture, <xyz> v2, <xyz> v3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <texture> t8, <uint> bitFlags=0[;] <uint> uvIndex=0, <double> maxDistanceError=0.001, <double> marchMaxStep=1[;] <surface> s13[;] <blend> b14;
distanceField, <string> expression[;] <surface> s3[;] <blend> b4;
elipCone, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l[;] <surface> s7[;] <blend> b8;
elipParaboloid, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l[;] <surface> s7[;] <blend> b8;
elipTube, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l[;] <surface> s7[;] <blend> b8;
ellipsoid, <coordSys> ori[;] <surface> s3[;] <blend> b4;
fibers, <fiberPack> f2, <xyz> v3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <xyz> v8, <xyz> v9, <xyz> v10[;] <surface> s11[;] <blend> b12;
instance, <stringable> groupName, <coordSys> axes[;] <surface> s4[;] <blend> b5;
instanceOrigin[;] <surface> s2[;] <blend> b3;
intTriangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0, <xyz> normal0, <xyz> normal1, <xyz> normal2[;] <surface> s9[;] <blend> b10;
intTriangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0, <xyz> normal0, <xyz> normal1, <xyz> normal2[;] <surface> s9[;] <blend> b10;
isoSurface, <string> expression[;] <surface> s3[;] <blend> b4;
mandelBulb, <coordSys> axes, <int> iterations=32, <double> escape_radius=100, <double> exponent=2, <int> max_ray_iterations=1000, <double> error=0, <double> maxstep=1, <double> minstep=0.001, <double> steppower=1.4[;] <surface> s11[;] <blend> b12;
marchRound, <shape> s2, <double> radius[;] <surface> s4[;] <blend> b5;
marchSwitch, <shape> s2, <double> maxZError=0.01, <uint> maxMarchSteps=100[;] <surface> s5[;] <blend> b6;
or2[;] <surface> s2[;] <blend> b3;
paraboloid, <coordSys> ori, <double> r1, <double> r2, <double> len[;] <surface> s6[;] <blend> b7;
polygon, {<vector> v2,...}[;] <surface> s3[;] <blend> b4;
qJulia, <coordSys> axes, <xyz> axisw=(0,0,0), <int> iterations=32, <double> escape_radius=100, <vector[4]> v6=(-1,0.2,0,0)[;] <surface> s7[;] <blend> b8;
rectangle, <xyz> cornerPosition, <xyz> deltaX, <xyz> deltaY[;] <uint> uvIndex=0[;] <surface> s6[;] <blend> b7;
shape, <shape> s2[;] <surface> s3[;] <blend> b4;
sphere, <xyz> v2, <double> d3[;] <surface> s4[;] <blend> b5;
sub2, <shape> s2, <shape> s3[;] <surface> s4[;] <blend> b5;
testShape[;] <surface> s2[;] <blend> b3;
triangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2[;] <surface> s5[;] <blend> b6;
triangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2[;] <surface> s5[;] <blend> b6;
tube, <coordSys> ori, <double> r, <double> len[;] <surface> s5[;] <blend> b6;
uvDisplaceMapBox, <uint> bitFlags=0, <bitmap> b3[;] <surface> s4[;] <blend> b5;
uvLoopShape, <shape> s2[;] <int> maxHops=100[;] <xyz> loopBounds=([1 1],[1 1],[1 1])[;] <surface> s5[;] <blend> b6;
uvTriangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2[;] <uint> uvIndex=0[;] <surface> s6[;] <blend> b7;
uvTriangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0[;] <surface> s6[;] <blend> b7;
wall, <xyz> v2, <xyz> v3[;] <surface> s4[;] <blend> b5;
oct
  Controls current object group octree.
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oct  aniso, <double> maxAniso, <double> anisoBalance;
build, <double> separationThreshold, <xyz> dontSplitRatios, <xyz> forceSplitRatios;
explorer[;] <vector[4]> v2;
flags[;] <int> bitFlags[;] <int> mask=-1;
invalidate, <vector[4]> v2, <vector[4]> v3;
limits, <int> recurseMax, <double> minLeafWeight;
show[;] <int> flags[;] <int> color_level;
stats[;] <int> flags;
openCl
  OpenCL utilities
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openCl  deviceInfo, <int> platformindex, <int> deviceindex;
devices[;] <int> d2[;] <int> d3[;] <int> d4;
load[;] <string> libPathAndName;
platformInfo, <int> platformindex;
platforms;
parse
  Executes script stored in commands string
Optional name is used to identify script section (error reporting)
Flag bits:
0 continue on error
1 supress text output
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parse  <string> commands[;] <string> name[;] <int> flags;
parseMode
  Sets parsing mode. Available modes:
0 advanced parser (default, supports expressions, functions, classes and variables)
1 quick parser (literal data only, fast and good for automatically generated scripts)
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parseMode  <int> mode;
pause
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pause[;] <double> seconds=0;
platform
  Host platform specific operations
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platform  mem, flush[;] <int> mask=-1;
markerSet, <int> marker;
markerStats;
show[;] <int> marker;
stats;
options, <string> option_string;
test[;] <int> testId=0[;] <int> param=0;
pm
  Photon maps options
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pm  auto, caustics, <int> samples[;] <double> minFilterBound[;] <double> maxFilterBound, <double> relativeStep[;] <double> reSize[;] <double> giveUpSearchIfZeroFound;
global, <int> samples[;] <double> minFilterBound[;] <double> maxFilterBound, <double> relativeStep[;] <double> reSize;
gScaleCaustics, <double> d3[;] <double> causticsFromAutoGlobalScale;
gScalePrecached, <double> d3[;] <double> precachedFromAutoGlobalScale;
causticsBuild, <double> photons[;] <double> photonSamples;
causticsFlags, <int> bitFlags[;] <int> mask=-1;
causticsMultiplier, <double> d2;
causticsRrValue, <double> rr;
causticsSearch, <int> minPhotons[;] <double> minFilterSize[;] <double> maxFilterSize[;] <double> steps[;] <double> giveUpSearchIfZeroFound;
directLightImportance, <double> lightMapDirectLightImportance;
globalBuild, <double> photons[;] <double> photonSamples;
globalBuildLightMap, <double> photons[;] <double> photonSamples;
globalBuildLightMapWithCaustics, <double> photons[;] <double> photonSamples;
globalFlags, <int> bitFlags[;] <int> mask=-1;
globalMultiplier, <double> d2;
globalSearch, <int> minPhotons[;] <double> minFilterSize[;] <double> maxFilterSize[;] <double> steps;
kdBalance, <uint> kdBalanceMaxPhotons[;] <double> kdBalanceBadSplitTolerance;
kdOptimize, <bool> d2;
lmAnim, <bool> d2;
photonNormal, <double> photonNormalDist;
precachedBlur, <double> d2;
precachedBuild, <int> precacheEvery[;] <double> precacheMinDistToFilterSizeRatio;
precachedCorner, <double> d2;
precachedFlags, <int> bitFlags[;] <int> mask=-1;
precachedSearch, <double> minFilterSize;
precacheLimitdr, <double> d2;
rayWeightAproximateLevel, <double> weightAproximateLimit;
receivedMinHitRatio, <double> d2;
removeUnused, <bool> removePhotonMapsUsedForInitOnly;
render[;] <int> mapsMask=799;
reset[;] <int> mask=-1;
showPreview, <bool> showPhotonPreview;
smoothPrecacheScale, <double> d2;
stats;
timePrecached, <double> ca0[;] {<vector> cab1,...};
postProcess
  Sets render image postprocessing filter
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postProcess[;] add, <rgb> v2;
autoExp, <double> blend;
bitmapOverlay, <int> x, <int> y, <bitmap> b4;
ca, <double> strength, <double> pixel_aspect, <double> aberationGamma, <int> samples;
desaturate, <double> value;
dof, <double> distance, <double> depth, <int> maxsize, <bitmap> irisImage;
erode, <int> strength;
erodeAlpha, <double> level, <int> steps;
filter, {<double> mask,...};
gBlur, <double> size[;] <double> blend=1[;] <double> cutOff=5;
glow, <double> strength, <double> size, <bitmap> b4;
histogramFix, <double> low, <double> high;
mult, <rgb> filter;
openImageDenoise[;] <double> blend=1;
saveImage, <string> filename[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
saveNormal, <string> filename;
saveZ, <string> filename;
setDirectionsMapFormat, <bool> compress[;] <bool> d3;
shader, <shaderNode> s2;
stereogram, <bitmap> b2, <int> patternPositon[;] <int> randomSeed=0;
toneMap, <shaderNode> s2;
trimAlpha, <int> steps;
pv
  Controls previewer behaviour
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pv  flayer[;] <double> flySpeed=0[;] <double> mouseSensitivity=0[;] <int> flags=0;
iterativeWaitLevel, <int> level[;] <double> seconds=0;
none;
on;
orbiter[;] <double> flySpeed=0[;] <double> mouseSensitivity=0[;] <int> flags=0;
pause;
pauseSignal;
rasterize[;] <int> flags;
raycast[;] <int> flags;
raytrace[;] <int> flags, <int> maxPixelSize;
render;
restart;
setAnimMode, <bool> state;
setAutoRestart, <bool> state;
setDelay, <double> delay;
setWeight, <double> weight;
start;
stop;
waitLevel, <int> level[;] <double> seconds=0;
rayCast
  Low level raytracing
see:
render
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rayCast  camera, <xy> dofPosition, <bitmap> directionMap[;] <bitmap> positionMap[;] <bitmap> weightMap;
cameraHit[;] <bitmap> zBufferResult[;] <xy> v3;
cameraZ[;] <bitmap> zBufferResult[;] <xy> v3;
hitToNormalQuick, <bitmap> normalMapResult, <bitmap> hitMap;
init;
z, <bitmap> zBufferResult, <bitmap> directionMap, <bitmap> positionMap;
zToHit, <bitmap> hitMapResult, <bitmap> zBuffer, <bitmap> directionMap, <bitmap> positionMap;
reference
  Creates reference to symbol
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reference  #symbolName#, <symbol> s2;
rem
  Adds a comment to script. You can also use C++ style (// sometext) and C style (/* sometext */) comments inside scripts
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rem#comment#

render
  Renders current scene
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render;
reset
  Resets scene, symbols and settings
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reset;
return
  Ends function/method execution and retuns function value.
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return;
sett
  Various, global scene settings
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sett  bitmapPixelCompression, <int> hdr, <int> color, <int> alpha, <int> halfSizeSteps;
buffersMask, <int> bitFlags[;] <int> mask=-1;
debug, <int> bitFlags[;] <int> mask=-1;
debugExecute, <int> d2[;] <string> s3[;] <double> d4[;] <string> s5[;] <double> d6;
debugTestValue, <int> index, <double> value;
dither, floydSteinberg;
qRandom;
random;
simple;
ditherAmplitude, <double> d2;
edgeDetector, <double> absolutePixel[;] <double> relativePixel[;] <double> normal[;] <double> zBuffer[;] <int> enhancedAA[;] <double> maxPixelBrightness[;] <int> upsample;
edgeDetectorGlobals, <int> enhancedAA, <int> upsample;
edgeDetectorSlot, <int> index, <double> absolutePixel, <double> relativePixel, <double> normal, <double> zBuffer, <double> maxPixelBrightness;
energetic, <int> nrgIterations;
failBitmap[;] <bitmap> b2;
imageSampler, adaptive[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
none;
qmcAdaptive[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rotUniform, <double> minSamples;
totalMbRandom, <double> minSamples, <double> maxSamples;
totalQmc, <double> minSamples;
totalQmcAdaptive[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
totalRandom, <double> minSamples;
totalRotUniform, <double> minSamples;
totalUniform, <double> minSamples;
uniform, <double> minSamples;
imageSamplerMultiPass, <bool> d2;
importanceGamma, <double> gamma[;] <double> subSampleGamma;
instanceOctreeWeight, <double> d2;
instanceRecurse, <int> d2;
lightRaysShadowCheck, <bool> d2;
logFile, <string> logFile[;] <bool> logTime=1[;] <bool> logAppend=1;
maxRayColor, <rgba> rayMaxRecurseColor;
mipMap, <double> mipMapLevelShift, <int> maxSamples;
miscBufOrder, <int> d2;
outputFormat, bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
outputTo[;] <string> s2[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
pixelBufOrder, <int> d2;
pixelFilter, box, <double> d3;
catmull;
cone, <double> d3;
cubic, <double> d3;
lanczos, <double> d3;
mitchell;
quadric, <double> d3;
spline;
pixelFilterLoopMap[;] <bitmap> b2;
pixelFilterMap[;] <bitmap> b2[;] <double> tolerance=0.5;
pixelOrder, flood, <bitmap> b3[;] <int> flags[;] <double> jitter;
frost;
progressive;
random[;] <double> randomRange;
ripples[;] <xy> position;
scanColumn;
scanLine;
worm;
pixelScreenSplit, auto, flood, <int> splitsPerThread;
frost, <int> splitsPerThread;
progressive, <int> splitsPerThread;
random, <int> splitsPerThread;
ripples, <int> splitsPerThread;
scanColumn, <int> splitsPerThread;
scanLine, <int> splitsPerThread;
worm, <int> splitsPerThread;
betterAuto;
none;
parts, flood, <xy> size;
frost, <xy> size;
progressive, <xy> size;
random, <xy> size;
ripples, <xy> size;
scanColumn, <xy> size;
scanLine, <xy> size;
worm, <xy> size;
size, flood, <xy> size;
frost, <xy> size;
progressive, <xy> size;
random, <xy> size;
ripples, <xy> size;
scanColumn, <xy> size;
scanLine, <xy> size;
worm, <xy> size;
previewSize, <xy> maxSize;
rayMarch, <double> maxZError=0.01, <uint> maxMarchSteps=100;
rayWeightStochasticLimit, <double> weightStochasticLimit;
recurse, <int> d2;
renderInfo, <string> s2;
renderInfoSize, <double> renderInfoPercent, <int> renderInfoBorder;
renderMode, mlt[;] <uint> d3[;] <int> d4;
raytrace;
semaphoreFileTryDelete, <bool> d2;
sssDipole, <xy> v2;
sssOct, <int> sssSamplesPerLeaf, <int> sssMaxRecurseLevel;
sssTolerance, <double> d2[;] <double> d3;
subframeRecomputeFlags, <int> bitFlags[;] <int> mask=-1;
threadMinSplit, <int> d2;
toneMapping, edge[;] <shaderNode> s3;
ray[;] <shaderNode> s3;
z, inverse, <double> nearClip, <double> farClip, <double> nearValue, <double> farValue;
linear, <double> nearClip, <double> farClip, <double> nearValue, <double> farValue;
log, <double> nearClip, <double> farClip, <double> nearValue, <double> farValue;
underSample[;] <int> underSampleLevel, <double> threshold, <bool> edge;
undersamplePrerender, <bool> d2;
vrPrerender, <int> d2;
shaderNode
  Creates new shader node object.
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shaderNode  #symbolName#, background, color[;] <rgba> color;
directionsMap;
fishEyeMap, <bitmap> b4[;] <hpb> axes[;] <rgba> colorFilter;
light, <shaderNode> s4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0[;] <double> powerMax=0.3[;] <double> dynamicMaxSqr=0.02[;] <int> minGridSize=7;
shader, <shaderNode> s4;
sky[;] <xyz> zenithDirection[;] <rgba> horizon, <rgba> zenith, <rgba> nadir[;] <rgba> horizonNadir[;] <double> skyGamma=1, <double> groundGamma=1;
sphereMap, <bitmap> b4[;] <hpb> axes[;] <rgba> colorFilter;
camera, fromView;
chain,
colorFilter, <shaderNode> s3, <rgb> color[;] <rgba> baseColor=(0,0,0);
dummy;
environment, colorFade, <rgb> exponentialFilter;
shader, <shaderNode> s4;
extractAlpha, <shaderNode> node[;] <double> rangeStart=0, <double> rangeStop=1[;] <double> alphaDefault=1;
fromMeshTag, <mesh> m, <uint> polygonTag;
fromMeshTagName, <mesh> m, <stringable> polygonTagName;
giDesaturate, <shaderNode> s3, <double> desaturate[;] <double> multiplier=1[;] <double> dynamicRangeLimit=0;
lowLevel, <symbol> s3[;] <symbol> s4;
mix, {<vector> v3,...};
portal, <shaderNode> s3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
postProcess, add, <rgb> v4;
autoExp, <double> blend;
bitmapOverlay, <int> x, <int> y, <bitmap> b6;
ca, <double> strength, <double> pixel_aspect, <double> aberationGamma, <int> samples;
desaturate, <double> value;
dof, <double> distance, <double> depth, <int> maxsize, <bitmap> irisImage;
erode, <int> strength;
erodeAlpha, <double> level, <int> steps;
filter, {<double> mask,...};
gBlur, <double> size[;] <double> blend=1[;] <double> cutOff=5;
glow, <double> strength, <double> size, <bitmap> b6;
histogramFix, <double> low, <double> high;
mult, <rgb> filter;
openImageDenoise[;] <double> blend=1;
saveImage, <string> filename[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
saveNormal, <string> filename;
saveZ, <string> filename;
setDirectionsMapFormat, <bool> compress[;] <bool> d5;
shader, <shaderNode> s4;
stereogram, <bitmap> b4, <int> patternPositon[;] <int> randomSeed=0;
toneMap, <shaderNode> s4;
trimAlpha, <int> steps;
shapeClipFilter, <shaderNode> s3, <shaderNode> s4;
textureFilter, <shaderNode> s3, <shaderNode> s4;
toneMap, desaturate, <double> d4;
exponential, <double> parameter[;] <double> exposure=1;
fnArctanh, <double> startRange, <double> stopRange[;] <double> exposure;
fnGamma, <double> gamma, <double> startRange, <double> stopRange[;] <double> exposure;
fnSin, <double> startRange, <double> stopRange[;] <double> exposure;
fnTanh, <double> startRange, <double> stopRange[;] <double> exposure;
fnVArctanh, <double> startRange, <double> stopRange[;] <double> exposure;
fnVGamma, <double> gamma, <double> startRange, <double> stopRange[;] <double> exposure;
fnVSin, <double> startRange, <double> stopRange[;] <double> exposure;
fnVTanh, <double> startRange, <double> stopRange[;] <double> exposure;
gamma, <double> parameter[;] <double> exposure=1;
limitDr, <double> limit;
linear;
reverse, <shaderNode> s4;
vExponential, <double> parameter[;] <double> exposure=1;
vGamma, <double> parameter[;] <double> exposure=1;
vLimitDr, <double> limit;
toneMapFilter, <shaderNode> node, <shaderNode> filter;
twoSided, <shaderNode> front, <shaderNode> back;
visibilityFlags, <shaderNode> s3, <int> flags;
wire;
shadowMap
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shadowMap  #symbolName#, <xyz> v2, <xy> size;
shape
wikipage
shape  #symbolName#, and2, <shape> s3, <shape> s4;
circle, <xyz> position, <xyz> direction, <double> radius;
clipMap, <shape> s3, <texture> t4;
cone, <coordSys> ori, <double> r1, <double> r2, <double> len;
displaceTriangleShape, <xyz> v3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <xyz> v8, <shape> s9, <xy> v10, <xy> v11, <xy> v12, <uint> bitFlags=0[;] <uint> uvIndex=0;
displaceTriangleTexture, <xyz> v3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <xyz> v8, <texture> t9, <uint> bitFlags=0[;] <uint> uvIndex=0, <double> maxDistanceError=0.001, <double> marchMaxStep=1;
distanceField, <string> expression;
elipCone, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l;
elipParaboloid, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l;
elipTube, <coordSys> ori, <double> rx, <double> ry, <double> rz, <double> l;
ellipsoid, <coordSys> ori;
fibers, <fiberPack> f3, <xyz> v4, <xyz> v5, <xyz> v6, <xyz> v7, <xyz> v8, <xyz> v9, <xyz> v10, <xyz> v11;
instance, <stringable> groupName, <coordSys> axes;
instanceOrigin;
intTriangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0, <xyz> normal0, <xyz> normal1, <xyz> normal2;
intTriangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0, <xyz> normal0, <xyz> normal1, <xyz> normal2;
isoSurface, <string> expression;
mandelBulb, <coordSys> axes, <int> iterations=32, <double> escape_radius=100, <double> exponent=2, <int> max_ray_iterations=1000, <double> error=0, <double> maxstep=1, <double> minstep=0.001, <double> steppower=1.4;
marchRound, <shape> s3, <double> radius;
marchSwitch, <shape> s3, <double> maxZError=0.01, <uint> maxMarchSteps=100;
or2;
paraboloid, <coordSys> ori, <double> r1, <double> r2, <double> len;
polygon, {<vector> v3,...};
qJulia, <coordSys> axes, <xyz> axisw=(0,0,0), <int> iterations=32, <double> escape_radius=100, <vector[4]> v7=(-1,0.2,0,0);
rectangle, <xyz> cornerPosition, <xyz> deltaX, <xyz> deltaY[;] <uint> uvIndex=0;
shape, <shape> s3;
sphere, <xyz> v3, <double> d4;
sub2, <shape> s3, <shape> s4;
testShape;
triangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2;
triangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2;
tube, <coordSys> ori, <double> r, <double> len;
uvDisplaceMapBox, <uint> bitFlags=0, <bitmap> b4;
uvLoopShape, <shape> s3[;] <int> maxHops=100[;] <xyz> loopBounds=([1 1],[1 1],[1 1]);
uvTriangle, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2[;] <uint> uvIndex=0;
uvTriangleSs, <xyz> vertex0, <xyz> vertex1, <xyz> vertex2, <uint> uvIndex=0;
wall, <xyz> v3, <xyz> v4;
shapeSelection
  Creates new shape selection object
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shapeSelection  #symbolName#;
shapeSelectionOp
  Shape selection operations
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shapeSelectionOp  <shapeSelection> s1, add, <shape> s3;
shOb
  Creates misc shared not-so-frequently used objects.
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shOb  #symbolName#, ies, <string> iesFileName;
instanceTransformation;
physky[;] <xyz> sunDirection=([0 0],[1 1],[-1 -1])[;] <double> turbidity=2[;] <double> exposure=1[;] <hpb> orientation;
physky0[;] <xyz> sunDirection=([0 0],[1 1],[-1 -1])[;] <rgb> sunColor=(1,1,1)[;] <hpb> orientation;
physky2[;] <xyz> sunDirection=([0 0],[1 1],[-1 -1])[;] <double> turbidity=2[;] <double> exposure=1[;] <hpb> orientation[;] <rgb> groundAlbedo=(0.8,0.8,0.8)[;] <double> sunDawnDuskAboveAngle=0, <double> sunDawnDuskUnderAngle=0;
water, <xy> size;
shObOp
  Operations on misc shared objects
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shObOp  <miscSharedObject> m1, addInstanceTransformer, normalFixedRotate, <xyz> direction;
normalRandomRotate;
normalRotate;
patternAxes;
randomSeed, <int> seed;
randRotate, <xy> randMinMax, <xyz> rotatePlaneVector;
randScale, <xy> randMinMax;
randScaleX, <xy> randMinMax;
randScaleY, <xy> randMinMax;
randScaleZ, <xy> randMinMax;
addToScene;
flags, <int> objectFlags;
phySkyAddToScene;
phySkySkyShader, <shaderNode> s3;
phySkySunModel, none[;] <double> sunIntensityMultiplier=1[;] <double> sunSolidAngleMultiplier=1[;] <double> sunDistance=0;
parallel[;] <double> sunIntensityMultiplier=1[;] <double> sunSolidAngleMultiplier=1[;] <double> sunDistance=0;
point[;] <double> sunIntensityMultiplier=1[;] <double> sunSolidAngleMultiplier=1[;] <double> sunDistance=0;
rectangle[;] <double> sunIntensityMultiplier=1[;] <double> sunSolidAngleMultiplier=1[;] <double> sunDistance=0[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
rectangleTextured[;] <double> sunIntensityMultiplier=1[;] <double> sunSolidAngleMultiplier=1[;] <double> sunDistance=0[;] <int> minRecursionLevel=0[;] <int> maxRecursionLevel=4, <double> errorTolerance=0.01[;] <int> borderTestRecursionLevel=4[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
phySkySunToneMapper, <shaderNode> s3;
phySkyToneMapper, <shaderNode> s3;
setValue, <int> i, <double> value;
waterDisturb, <bitmap> b3[;] <double> multiplier=1;
waterIterate, <bitmap> b3[;] <double> iterateStepFraction=1[;] <double> attentuation=0;
waterSetBounds[;] <bitmap> b3;
showInfo
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showInfo[;] all;
anim;
bitmaps;
bitmapsExt;
fg;
fiberPacks;
pm;
pmExt;
scene;
shared;
symbol, <symbol> s2[;] <int> mode=0[;] <uint> param;
symbols;
vertexMaps;
views;
stop
  Interrupts parsing of script. If used in included file, it will also stop caller script (opposite to exit command)
see:
exit
include
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stop;
string
  Creates a string variable
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string  #symbolName#[;] <string> s2;
stringId
  Creates a string variable with unique value
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stringId  #symbolName#;
surface
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surface  #symbolName#[;] ambientOcclusion, <texture> t3, <rgb> occlusionColor, <double> maxDistance[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
black;
blur2, <surface> s3, <double> d4, <bool> accurateReflection[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
btHybrid, <texture> t3, <surface> s4, <surface> s5;
bump, <surface> s3, <texture> t4, <double> d5;
cell, <rgb> upc, <double> upt, <rgb> midc, <double> lowt, <rgb> lowc, <rgb> shadc, <double> shadt, <rgb> bordc, <double> bordt, <double> hight;
color;
cShaded[;] <texture> t3;
default;
diffuse[;] <texture> t3[;] <int> d4;
dispGlass2, <double> d3, <double> d4, <int> d5;
dReflect, <double> exponent;
dSide, <surface> s3;
energetic, <texture> t3, <texture> t4, <double> d5;
envMap, <hpb> ori, <bitmap> b4;
fHybrid, <double> ior, {<double> d4,...};
filter, <surface> s3, <texture> t4[;] <bool> alpha=0;
filterMetalic, <texture> t3;
fresnel;
fromShader, <shaderNode> s3;
glass2, <double> d3;
glassTransparent2, <double> d3, <rgba> v4;
glassTransparentText2, <double> n, <double> f, <texture> t5, <double> spd;
gStat, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
hybrid, {<double> d3,...};
ids, <surface> s3, <rgb> surface_id, <rgb> object_id, <int> buffers_flags, <int> edge_flags, <int> alpha_mode, <double> alpha_value;
light, <texture> t3[;] <bool> doubleSided=0;
metalic;
mltHybrid, <int> d3;
noCC, <surface> s3;
normal;
nrgShaded, <texture> t3, <double> divisionSize;
nrgTest, <double> size[;] <int> flags=0[;] <double> value=0;
occlusionMap, <double> maxDistance[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmBaked[;] <texture> t3;
pmbcShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmbShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmcmcShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmcShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmDirect[;] <texture> t3;
pmLight[;] <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmmcShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmPrecached[;] <texture> t3;
pmShaded, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
pmUnfiltered[;] <texture> t3[;] <double> scale=1;
qStat, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
qStatD, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
qStatDReflect, <double> exponent[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
qStatReflect, <double> exponent[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
reflect, <double> d3;
reflectMap, <texture> t3, <bitmap> b4;
shaded[;] <texture> t3;
shadeMap, <texture> t3, <bitmap> b4;
shSdEnergetic, <texture> t3, <texture> t4, <double> d5;
shSdSmoothEnergetic, <texture> t3, <texture> t4, <double> d5;
sss, <rgb> s, <rgb> a, <double> n, <texture> t6, <surface> s7[;] <double> mfpRange=50[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sssCached, <rgb> s, <rgb> a, <double> n, <texture> t6, <surface> s7[;] <double> mfpRange=50[;] <double> cacheTraversError=0;
sst, <rgb> s, <rgb> a, <double> n, <int> smp, <int> pht, <double> pmr, <texture> t9;
stat, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
statd, <texture> t3[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
statReflect, <double> exponent[;] <double> minSamples=100[;] <double> maxSamples=100[;] <double> stdDeviation=0;
sTransparent, <texture> t3;
testSurface;
uvColors;
wireNormal;
zeroTransparent2;
surfaceOp
  Surface operations
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surfaceOp  <surface> s1, clearFlag, <int> flag;
setBlend, <blend> b3;
setFlag, <int> flag;
symbolsDelete
  Deletes all script symbols
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symbolsDelete;
tds
  3d studio object import
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tds  sceneLoad, <string> filename;
texture
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texture  #symbolName#, bitmap, <mapping> m3, <bitmap> b4;
color, <rgba> color;
fromShader, <shaderNode> s3;
lightPortal, <light> l3;
lodBitmap, <mapping> m3, <bitmap> b4;
octaveFractaler, <texture> t3, {<vector> v4,...}[;] {<vector> v5,...}[;] {<vector> v6,...};
surface, <surface> s3;
toneMap, <texture> t3, <shaderNode> s4;
voxelMap, <vector[3]> v3;
wire, <double> wireThickness, <rgba> wire, <double> alpha, <rgba> inside;
threads
  Sets number of threads used for rendering.
If threadsCount==0, Kray will set number of threads equal to system CPUs count
WARNING !!! This command clears current scene
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threads[;] <int> threadsCount=0;
var
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var  #symbolName#[;] <double> d2;
variable
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variable  #symbolName#[;] <double> d2;
vector
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vector  #symbolName#[;] <vector> v2;
vertex2d
  Changes data of 2-dimensional vertexMap
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vertex2d  <vertexMap> v1, <uint> index, <xy> data;
vertex3d
  Changes data of 3-dimensional vertexMap. Supports animated 3d vertex maps.
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vertex3d  <vertexMap> v1, <uint> index, {<vector> data,...};
vertexData
  Changes vertexMap data. This command can change multiple vertices starting from index when there is more data then for a single vertex.
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vertexData  <vertexMap> v1, <uint> index, {<double> data,...}[;] <int> rowOffset=0;
vertexMap
  Creates vertexMap object.
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vertexMap  #symbolName#, <int> dim[;] fixedSize, <uint> stop[;] <int> animSamples;
fromMesh, <mesh> m4[;] atlas[;] <double> gap=0.05[;] <int> flags=0;
sampleMesh, <mesh> m4, discretize, <double> density[;] <double> time=0.5;
planeCast, <double> density[;] <double> time=0.5[;] <hpb> plane;
surface, <double> density[;] <double> time=0.5[;] <int> accuracy=1;
vertexMapOp
  Vertex map operations
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vertexMapOp  <vertexMap> v1, flush;
list;
resize, <uint> size;
saveScript, <string> filename[;] <string> vertexMapVariableName="vtx";
setOffsetMeta, HPBOrientation[;] <int> offset;
instanceID[;] <int> offset;
normal[;] <int> offset;
position[;] <int> offset;
rbgColor[;] <int> offset;
rgbaColor[;] <int> offset;
scaling[;] <int> offset;
weight[;] <int> offset;
XYZScaling[;] <int> offset;
show[;] <double> time[;] <rgba> defaultColor=(1,1,1);
view
  Render view controls
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view  camAspect, <double> aspect;
camClip, <double> distance[;] <int> clipType=1;
close;
flags, <int> flags;
freeRenderedImage;
offset[;] <xy> offset;
postProcess, add, <rgb> v3;
autoExp, <double> blend;
bitmapOverlay, <int> x, <int> y, <bitmap> b5;
ca, <double> strength, <double> pixel_aspect, <double> aberationGamma, <int> samples;
desaturate, <double> value;
dof, <double> distance, <double> depth, <int> maxsize, <bitmap> irisImage;
erode, <int> strength;
erodeAlpha, <double> level, <int> steps;
filter, {<double> mask,...};
gBlur, <double> size[;] <double> blend=1[;] <double> cutOff=5;
glow, <double> strength, <double> size, <bitmap> b5;
histogramFix, <double> low, <double> high;
mult, <rgb> filter;
openImageDenoise[;] <double> blend=1;
saveImage, <string> filename[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
saveNormal, <string> filename;
saveZ, <string> filename;
setDirectionsMapFormat, <bool> compress[;] <bool> d4;
shader, <shaderNode> s3;
stereogram, <bitmap> b3, <int> patternPositon[;] <int> randomSeed=0;
toneMap, <shaderNode> s3;
trimAlpha, <int> steps;
rayDiff, <bool> rdf;
remove[;] <string> name;
removeAll;
render;
save, <string> filename[;] bmp[;] <int> flags=0;
exr[;] <int> flags=0;
hdr;
jpg[;] <double> quality=0.95;
png[;] <int> flags=0;
tga[;] <int> flags=0;
tif[;] <int> flags=0;
select[;] <stringable> s2;
selectActive[;] <stringable> s2;
setActive[;] <stringable> s2;
size, <xy> size;
stereo[;] <xyz> stereoEyeSeparation[;] <int> stereoStripes[;] <double> stereoFocalLength[;] <xyz> stereoRigGroundPlane;
toneMapping[;] <shaderNode> s2;
update[;] <bool> forceOpenPreview=0;
window[;] <xy> leftUp, <xy> rightBottom[;] <bool> border=1;
while
  Executes code as long as condition is true
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while  <bool> condition  {code};