For other help see http://www.cmiss.org/cmgui
For examples see http://cmiss.bioeng.auckland.ac.nz/development/examples/a
Wed May 16 06:02:09 2012
General notes:
assert blocks closed set attach DEVICE_NAME detach DEVICE_NAME gfx open quit list_memory read set system
echo debug directory
<on> <off> <prompt PROMPT_STRING>
<on> <off>
<example> <NAME>
change_identifier convert create data_tool define destroy draw edit element_creator element_point_tool element_tool evaluate export list minimise modify node_tool print read select set # mesh smooth timekeeper transform_toolERROR: execute_command_gfx_transform_tool. Invalid argument(s) unselect update write
<data_offset #[NOT SET]> <element_offset #[NOT SET]> <face_offset #[NOT SET]> <group PATH_TO_REGION[/]> <line_offset #[NOT SET]> <node_offset #[NOT SET]> <sort_by FIELD_NAME> <time #[0]>
elements graphics
Convert element fields to specified bases on a new mesh in destination_region. Modes 'convert_trilinear' and 'convert_triquadratic' ONLY: converts element fields on 3-D elements to specified basis. The first field specified must be a 3-component coordinate field; nodes with values of this field within the specified tolerance are merged on the resulting mesh. Note: field value versions of non-coordinate fields are not handled - the first processed element's versions are assumed. Mode 'convert_hermite_2D_product_elements' ONLY: converts element fields on 2-D elements into bicubic hermite basis WITHOUT merging nearby nodes.
<destination_region PATH_TO_REGION>
<fields NAME[""]>
<number_of_fields #[1]{>0,integer}>
<convert_hermite_2D_product_elements|convert_trilinear|convert_triquadratic>
<refinement #*#*#[1*1*1]{integer*integer*integer}>
<source_region PATH_TO_REGION[/]>
<tolerance #[1e-06]{>=0}>
<coordinate FIELD_NAME>
<render_linear_product_elements[render_linear_product_elements]|render_surface_node_cloud>
<region REGION_PATH/GROUP>
<scene SCENE_NAME[/REGION_PATH][.GRAPHIC_NAME]{default}>
axesWARNING: The 'gfx create axes' command has been removed. These are now drawn as colour_bar data_viewer dgroup NAME egroup NAME element_creator element_point_viewer emoter flow_particles graphical_material_editor gauss_points light lmodel material more_flow_particles ngroup NAME node_viewer region snake spectrum texture window
<as NAME[colour_bar]>
<axis # # #[0 1 0]>
<centre # # #[-0.9 0 0.5]>
<divisions #[10]{>=0,integer}>
<extend_length #[0.06]{>=0}>
<fontNAME>
<label_material MATERIAL_NAME|none[default]>
<length #[1.6]{>0}>
<number_format NAME[%+.4e]>
<material MATERIAL_NAME|none[default]>
<radius #[0.06]{>0}>
<spectrum SPECTRUM_NAME|none[default]>
<tick_direction # # #[1 0 0]>
<tick_length #[0.04]{>=0}>
<add_ranges #|#..#[,#|#..#[,etc.]]> <from GROUP_NAME> <manage_subobjects[manage_subobjects]|no_manage_subobjects> <region PATH_TO_REGION[/]>
<add_ranges #|#..#[,#|#..#[,etc.]]> <from GROUP_NAME> <manage_subobjects[manage_subobjects]|no_manage_subobjects> <region PATH_TO_REGION[/]>
<basis BASIS_FILE_NAME> <minimum_nodeset> <region PATH_TO_REGION[/]> <transform_graphics|transform_nodes[transform_nodes]>
<as NAME[particles]>
<coordinate FIELD_NAME>
<element #[0]{>=0,integer}>
<from PATH_TO_REGION[/]>
<initial_xi # # #[0.5 0.5 0.5]>
<material MATERIAL_NAME|none[default]>
<spectrum SPECTRUM_NAME|none[default]>
<time #[0]>
<vector FIELD_NAME>
Creates points at Gauss point locations in the elements of the mesh. Nodes are created in the gauss_point_nodeset starting from first_identifier, and setting the element_xi gauss_location and real gauss_weight fields. Supports all main element shapes, with polynomial order up to 4. Order gives the number of Gauss points per element dimension for line/square/cube shapes.
<first_identifier #[1]{>=0,integer}>
<gauss_location_field FIELD_NAME>
<gauss_point_nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data|none>
<gauss_weight_field FIELD_NAME>
<mesh ELEMENT_GROUP_FIELD_NAME|[GROUP_REGION_NAME.]cmiss_mesh_1d|cmiss_mesh_2d|cmiss_mesh_3d>
<order #[4]{>0,integer}>
<region PATH_TO_REGION[/]>
<colour RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<constant_attenuation #[1]{>=0}>
<cut_off #[90]>
<direction # # #[0 -0.5 -1]>
<exponent #[0]{>=0}>
<infinite[infinite]|point|spot>
<linear_attenuation #[0]{>=0}>
<position # # #[0 0 0]>
<quadratic_attenuation #[0]{>=0}>
gfx create lmodel LIGHT_MODEL_NAME
<ambient_colour RED#[0.2]{>=0,<=1} GREEN#[0.2]{>=0,<=1} BLUE#[0.2]{>=0,<=1}>
<disable|enable>
<infinite_viewer|local_viewer>
<one_sided|two_sided>
gfx create material MATERIAL_NAME
The material controls how pixels will be rendered on the screen. The initial mode of operation reflects the standard gouraud shading model usual within OpenGL, this is called <normal_mode>. This has rgb colour values for <diffuse>, <ambient> <emission> and <specular> colours. The <ambient> colour is the unlit colour, the <diffuse> colour interacts with the light and is the lit surface, the <specular> colour is used for the glossy highlights, the spread of which is specified by the<shininess>. The <alpha> controls the transparency of the material. See a/a1.If a <texture> is specified then this is combined with the calculated gouraud colour according to the textures rendering mode and the texture coordinates. Additional support is provided for more accurate rendering using phong shading calculated at every pixel, called <per_pixel_lighting>. This is implemented using the ARB_vertex_program and ARB_fragment_program OpenGL extensions. The program only implements a single point light so you should set the default light to a point light at the position you want. See a/per_pixel_lighting. <bump_mapping> uses a <secondary_texture> to specify a perturbation to the normal, giving a smooth model a much more detailed surface appearance. Also demonstrated in a/per_pixel_lighting. A <colour_lookup_spectrum> takes the calculated colour values and further modifies them by using the specified subset of colour values specified by <colour_lookup_red>, <colour_lookup_green>, <colour_lookup_blue> and <colour_lookup_alpha>, as inputs to a 1, 2 or 3 component spectrum. Depending on the spectrum this will override either the rgb colour, the alpha value or both rgb and alpha. If the number of input components used in the spectrum matches the number of components specified then a texture of this dimension will be used and evaluated for each tensor product combination. If only a 1 component spectrum is specified then it will be applied independently to each input component specified. This spectrum can be modified to quickly change the appearance of a large volume dataset, see example a/indexed_volume. A lit volume uses a per voxel normal to calculate the phong lighting model at each pixel. The normal can be specified by encoding it into the blue, green and alpha channels of an input texture (the red channel being the intensity) <lit_volume_intensity_normal_texture>.Alternatively it can be estimated on the fly by applying a finite difference operator to the pixel intensities. <lit_volume_finite_difference_normal>.A <lit_volume_normal_scaling> can be applied, modifying the estimated normal by scaling it. The normal is used as if it is a coordinate normal and so the texture coordinates must line up with the geometrical coordinates. The <lit_volume_normal_scaling> can be used to account for when the texture coordinates are not equally matched to the geometrical coordinates. The magnitude of the <lit_volume_normal_scaling> will only affect the optional following parameter, <lit_volume_scale_alpha>, scaling the alpha attenuation. Optionally with either normal, the magnitude of that normalcan multiply the calculated alpha value, <lit_volume_scale_alpha> making those pixels with small gradients more transparent. See a/volume_render. <secondary_texture>, <third_texture> and <fourth_texture> will be blended with the first <texture> according to the multitexture rules controlled by each textures combine mode (such as modulate or add). Specifying a <vertex_program_string> and <fragment_program_string> allows any arbitrary program to be loaded, overriding the one that is generated automatically, no checks for consistency with textures or inputs are made. Both must be specified together. Optional <geometry_program_string> is also available, which is only available on relatively newer hardware, it must be used with <vertex_program_string> and <fragment_program_string> and only works with surface at the moment. Specifying a <uniform_name> and <uniform_value> allows any uniform qualified variables inany arbitrary program to be set. At the moment only float type is supported.
<alpha #[1]{>=0,<=1}>
<ambient RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<bump_mapping>
<colour_lookup_alpha>
<colour_lookup_blue>
<colour_lookup_green>
<colour_lookup_red>
<colour_lookup_spectrum SPECTRUM_NAME|none[none]>
<diffuse RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<emission RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<fourth_texture IMAGE_NAME|none[none]>
<fragment_program_stringNAME>
<lit_volume_intensity_normal_texture>
<lit_volume_finite_difference_normal>
<lit_volume_normal_scaling # # #[1 1 1]>
<lit_volume_scale_alpha>
<normal_mode|per_pixel_mode>
<secondary_texture IMAGE_NAME|none[none]>
<shininess #[0]{>=0,<=1}>
<specular RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<texture IMAGE_NAME|none[none]>
<third_texture IMAGE_NAME|none[none]>
<vertex_program_stringNAME>
<geometry_program_stringNAME>
<uniform_nameNAME>
<uniform_values #..#>
gfx create more_flow_particles
<as NAME[particles]>
<coordinate FIELD_NAME>
<element #[0]{>=0,integer}>
<from PATH_TO_REGION[/]>
<initial_xi # # #[0.5 0.5 0.5]>
<material MATERIAL_NAME|none[default]>
<spectrum SPECTRUM_NAME|none[default]>
<time #[0]>
<vector FIELD_NAME>
<add_ranges #|#..#[,#|#..#[,etc.]]> <from GROUP_NAME> <manage_subobjects[manage_subobjects]|no_manage_subobjects> <region PATH_TO_REGION[/]>
Create a region at the supplied path, with names in the path separated by slash '/' characters. Use the 'no_error_if_exists' option to avoid errors if region exists already.
<error_if_exists[error_if_exists]|no_error_if_exists> <PATH_TO_REGION>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<density_factor #[0]{>=0,<=1}>
<source_group PATH_TO_REGION>
<destination_group REGION_PATH/GROUP>
<fitting_fields FIELD_NAME[.COMPONENT_NAME]|none[none]>
<number_of_fitting_fields #[1]{>0,integer}>
<number_of_elements #[1]{>0,integer}>
<stiffness #[0]{>=0}>
<weight_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx create spectrum SPECTRUM_NAME
<autorange> <blue_to_red> <blue_white_red> <clear> <field <lg_red_to_blue> <maximum MAXIMUM_VALUE#[0]> <minimum MINIMUM_VALUE#[0]> <overlay_colour> <overwrite_colour> <scene_for_autorange SCENE_NAME|none[default]> <red_to_blue>
gfx create texture TEXTURE_NAME
<alpha #[0]{>=0,<=1}>
<blend|decal[decal]|modulate|add|signed_add|scale_4_modulate|scale_4_blend|subtract|scale_4_add|scale_4_subtract|invert_scale_4_add|invert_scale_4_subtract>
<clamp_wrap|repeat_wrap[repeat_wrap]|edge_clamp_wrap|border_clamp_wrap|mirrored_repeat_wrap>
<colour RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<uncompressed[uncompressed]|compressed_unspecified>
<depth #[0]{>=0}>
<distortion DISTORTION_CENTRE_X DISTORTION_CENTRE_Y DISTORTION_FACTOR_K1>
<height #[0]{>=0}>
<image <crop LEFT_MARGIN#[0] BOTTOM_MARGIN#[0] WIDTH#[0] HEIGHT#[0]>
<nearest_filter[nearest_filter]|linear_filter|filter_nearest_mipmap_nearest|filter_linear_mipmap_nearest|filter_linear_mipmap_linear>
<mipmap_level_of_detail_bias #[0]>
<number_pattern NAME>
<number_series START STOP INCREMENT>
<raw_interleaved_rgb|raw_planar_rgb[raw_planar_rgb]>
<resize_linear_filter|resize_nearest_filter[resize_nearest_filter]>
<specify_depth #[0]{>=0,integer}>
<specify_format i|ia|rgb[rgb]|rgba|abgr>
<specify_height #[0]{>=0,integer}>
<specify_number_of_bytes_per_component #[0]{>=0,integer}>
<specify_width #[0]{>=0,integer}>
<texture_tiling>
<no_texture_tiling>
<width #[0]{>=0}>
<evaluate_image
<accumulation_buffer_depth #[8]{>=0,integer}>
<any_buffer_mode|double_buffer|single_buffer>
<any_stereo_mode|mono_buffer|stereo_buffer>
<colour_buffer_depth #[8]{>=0,integer}>
<depth_buffer_depth #[8]{>=0,integer}>
<name NAME[1]>
<NAME[1]>
<coordinate_fieldNAME> <constrain_to_surfaces|no_constrain_to_surfaces[no_constrain_to_surfaces]> <create|no_create[no_create]> <define|no_define[no_define]> <edit|no_edit[no_edit]> <element_xi_fieldNAME> <group REGION_PATH/GROUP> <motion_update|no_motion_update[no_motion_update]> <select[select]|no_select> <streaming_create|no_streaming_create[no_streaming_create]> <command_fieldNAME>
curve faces field font FONT_NAME FONT_STRING scene graphics_filter tessellation
gfx define curve CURVE_NAME <c.Hermite|c.Lagrange|l.Lagrange|q.Lagrange>
gfx define faces <egroup REGION_PATH/GROUP>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME]
2d_strain abs acos add alias and asin atan atan2 basis_derivative binary_dilate_filter binary_erode_filter binary_threshold_filter canny_edge_detection_filter clamp_maximum clamp_minimum cmiss_number component compose composite connected_threshold_filter constant coordinate_transformation cos cross_product cubic_texture_coordinates curl curvature_anisotropic_diffusion_filter curve_lookup derivative derivative_filter determinant discrete_gaussian_filter divergence divide_components dot_product edit_mask eigenvalues eigenvectors embedded equal_to exp fast_marching_filter fibre_axes find_mesh_location finite_element format_output function gradient gradient_magnitude_recursive_gaussian_filter greater_than histogram_filter if image image_resample integration is_defined less_than log magnitude matrix_invert matrix_multiply matrix_to_quaternion mean_filter multiply_components nodal_lookup node_value nodeset_mean nodeset_mean_squares nodeset_sum nodeset_sum_squares normalise not offset or power projection quaternion_SLERP quaternion_to_matrix rescale_intensity_filter sample_texture scale sigmoid_filter sin sqrt string_constant sum_components tan threshold_filter time_lookup time_value transpose vector_coordinate_transformation window_projection xi_coordinates xi_texture_coordinates xor
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] 2d_strain
<deformed_coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <undeformed_coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <fibre_angle FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] add
<fields FIELD_NAME[.COMPONENT_NAME]|none[none] FIELD_NAME[.COMPONENT_NAME]|none[none]> <scale_factors # #[1 1]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] basis_derivative
The basis_derivative calculates a monomial derivative on element based fields. It is not defined for nodes. It allows you to calculate an arbitrary derivative by specifying an <order> and a list of <xi_indices> of length order. This derivative then becomes the "value" for the field.
<fe_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<order #[1]{>0,integer}>
<xi_indices #[1]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] binary_dilate_filter
The binary_dilate_filter field uses the itk::BinaryDilateImageFilter code to produce an output field which is a dilation of a binary image (an image where each pixel has 1 of 2 values). The region identified by the pixels with intensity <dilate_value> is dilate (enlarged), by replacing each pixel with a ball. The size of the ball is set by specifying the <radius>. The <field> it operates on is usually a thresholded or segmented field. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<radius #[1]{>=0,integer}>
<dilate_value #[1]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] binary_erode_filter
The binary_erode_filter field uses the itk::BinaryErodeImageFilter code to produce an output field which is a erosion of a binary image (an image where each pixel has 1 of 2 values). The region identified by the pixels with intensity <erode_value> is eroded (decreased). The erosion effect can be increase by inreasing the <radius> value. The <field> it operates on is usually a thresholded or segmented field. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<radius #[1]{>=0,integer}>
<erode_value #[1]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] binary_threshold_filter
The binary_threshold_filter field uses the itk::BinaryThresholdImageFilter code to produce an output field where each pixel has one of two values (either 0 or 1). It is useful for separating out regions of interest. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). Pixels with an intensity range between <lower_threshold> and the <upper_threshold> are set to 1, the rest are set to 0. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <lower_threshold #[0]> <upper_threshold #[1]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] canny_edge_detection_filter
The canny_edge_detection field uses the itk::CannyEdgeDetectionImageFilter code to detect edges in a field. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). Increasing the <variance> smooths the input image more, which reduces sensitivity to image noise at the expense of losing some detail. Decreasing the <maximum_error> also reduces edges detected as the result of noise. The <upper_threshold> sets the level which a point must be above to use it as the start of the edge. The edge will then grow from that point until the level drops below the <lower_threshold>. Increasing the <upper_threshold> will decrease the number of edges detected. Increasing the <lower_threshold> will reduce the length of edges. See a/testing/image_processing_2D for an example of using this field.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <variance #[0]> <maximum_error #[0.01]> <upper_threshold #[0]> <lower_threshold #[0]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] clamp_maximum
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <maximums VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] clamp_minimum
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <minimums VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] compose
The value of a compose field is found by evaluating the <texture_coordinates_field>, then searching for matching values of the <find_element_xi_field> in the elements of the <mesh> (alternatively specified by <group> and <element_dimension>) and then finally evaluating the <calculate_values_field> at this found location. You can specify the outcome if the matching values cannot be found in the mesh with <use_point_five_when_out_of_bounds> or <fail_when_out_of_bounds>. See examples a/resample_texture or a/create_slices where the compose field is used to find the equivalent coordinate in another element to evaluate a texture.
<calculate_values_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<element_dimension #[0]{>0,integer}>
<find_element_xi_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<find_nearest|find_exact>
<group GROUP_NAME>
<mesh ELEMENT_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_mesh_1d|cmiss_mesh_2d|cmiss_mesh_3d[none]>
<texture_coordinates_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<use_point_five_when_out_of_bounds|fail_when_out_of_bounds>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] connected_threshold_filter
The connected_threshold_filter field uses the itk::ConnectedThresholdImageFilter code to segment a field. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The segmentation is based on a region growing algorithm which requires at least one seed point. To specify the seed points first set the <num_seed_points> and the <dimension> of the image. The <seed_points> are a list of the coordinates for the first and any subsequent seed points. Starting from the seed points any neighbouring pixels with an intensity between <lower_threshold> and the <upper_threshold> are added to the region. Pixels within the region have their pixel intensity set to <replace_value> while the remaining pixels are set to 0. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<lower_threshold #[0]>
<upper_threshold #[1]>
<replace_value #[1]>
<num_seed_points #[0]{>0,integer}>
<dimension #[2]{>0,integer}>
<seed_points VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] constant < VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] cross_product
<dimension #[3]{>0,integer}>
<fields FIELD_NAME[.COMPONENT_NAME]|none[none] FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] curl
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <vector FIELD_NAME[.COMPONENT_NAME]|none[none]>
The curvature_anisotropic_filter field uses the itk::CurvatureAnisotropicImageFilter code to smooth a field to reduce noise (or unwanted detail) while preserving edges. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The smoothing is accomplished by numerically solving a modified curvature diffusion equation. The accuracy of the numerical solution can be adjusted by varying the <time_step> and <num_iterations> used. The <conductance> is a parameter used by the diffusion equation. A high value of conductance causes the image to diffuse (smooth) more, while a low value puts more emphasis on preserving features. Typical conductance values are often in the range 0.5 to 2. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<time_step #[0.125]>
<conductance #[3]>
<num_iterations #[5]{>=0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] curve_lookup
<curve CURVE_NAME|none[none]> <source FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] derivative
The derivative field has two modes of operation. For normal finite element fields it simply promotes the derivative values corresponding to <xi_index> calculated by the input <field> to be the field values. These derivatives are with respect to xi. If the input <field> cannot cannot calculate element based derivatives then if the input field has a native resolution then this field uses the ITK DerivativeImageFilter to calculate a pixel based derivative at that same resolution. The derivative filter will use the image pixel physical spacing if that is defined for ITK. Note that as the derivative is a signed value you may want to offset and scale the resultant values if you intend to store them in an unsigned pixel format.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<xi_index #[1]{>0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] derivative_filter
The derivative_filter field uses the itk::DerivativeImageFilter code to calculate the derivative of a field in a particular direction. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The <order> paramater sets the order of the derivative and the <direction> parameter is an integer value that specifies the direction to evaluate the derivative in. 0 corresponds to the x direction. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<order #[1]{>=0,integer}>
<direction #[1]{>=0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] discrete_gaussian_filter
The discrete_gaussian_filter field uses the itk::DiscreteGaussianImageFilter code to smooth a field. It is useful for removing noise or unwanted detail. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The effect of applying a discrete gaussian image filter is that a pixel value is based on a weighted average of surrounding pixel values, where the closer the pixel the more weight its value is given. Increasing the <variance> increases the width of the gaussian distribution used and hence the number of pixels used to calculate the weighted average. This smooths the image more. A limit is set on the <max_kernel_width> used to approximate the guassian to ensure the calculation completes. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<variance #[1]>
<max_kernel_width #[4]{>0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] divergence
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <vector FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] edit_mask
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <edit_mask VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] embedded
An embedded field returns the value of a source field at the location given by the element_xi field - a field whose value is a location in a mesh.
<element_xi FIELD_NAME[.COMPONENT_NAME]|none[none]> <field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] fast_marching_filter
The fast_marching_filter field uses the itk::FastMarchingImageFilter code to segment a field. The segmentation is based on a level set algorithm. The <field> it operates on is used as a speed term, to govern where the level set curve grows quickly. The speed term is usually some function (eg a sigmoid) of an image gradient field. The output field is a time crossing map, where the value at is each pixel is the time take to reach that location from the specified seed points. Values typically range from 0 through to extremely large (10 to the 38). To convert the time cross map into a segmented region use a binary threshold filter. To specify the seed points first set the <num_seed_points> and the <dimension> of the image. The <seed_points> are a list of the coordinates for the first and any subsequent seed points. It is also possible to specify non-zero initial <seed_values> if desired and to set the <output_size> of the time crossing map. See a/segmentation for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<stopping_value #[100]>
<num_seed_points #[1]{>0,integer}>
<dimension #[2]{>0,integer}>
<seed_points # #[0.5 0.5]>
<seed_values #[0]>
<output_size # #[128 128]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] fibre_axes
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <fibre FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] find_mesh_location
A find_mesh_location field calculates the source_field then finds and returns the location in the mesh where the mesh_field has the same value. Use an embedded field to evaluate other fields on the mesh at the found location. Option find_nearest returns the location with the nearest value of the mesh_field if no exact match is found.
<find_nearest|find_exact[find_exact]> <mesh ELEMENT_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_mesh_1d|cmiss_mesh_2d|cmiss_mesh_3d[none]> <mesh_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <source_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] finite_element
<anatomical|coordinate|field[field]>
<component_names NAME[1]>
<double|element_xi|real[real]|float|integer|short|string|unsigned|url>
<number_of_components #[1]{>0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] format_output
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <format_stringC style formatting string>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] function
The value of a function field is found by evaluating the <source_field> values, and then evaluating the <result_field> with respect to the <reference_field> using the values from the source field. The sequence of operations <reference_field> to <result_field> become a function operating on the input <source_field> values. Either the number of components in the <source_field> and <reference_field> should be the same, and then the number of components of this <field> will be the same as the number of components in the <result_field>, or if the <reference_field> and <result_field> are scalar then the function operation will be applied as many times as required for each component in the <source_field> and then this <field> will have as many components as the <source_field>.
<reference_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <result_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <source_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] gradient
The gradient field calculates the partial derivatives of each of the source field components with respect to each of the coordinate field components. The first values are each of the source field components with respect to the first coordinate component and then each of the source field components wrt to the second coordinate component and so on. This field can now be used at both element_xi and nodal locations. At element_xi locations the basis function supplied xi derivative is multiplied by the basis function coordinate field jacobian. For nodal locations a finite difference approximation is calculated by perturbing each of the coordinate field values and reevaluating the source field. See a/graph_axes for an example of using the gradient field to calculate the number of pixels per ndc coordinate.
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <field FIELD_NAME[.COMPONENT_NAME]|none[none]>
The gradient_magnitude_recursive_filter field uses the itk::GradientMagnitudeRecursiveImageFilter code to compute the magnitude of the image gradient at each location in the field. It is useful for identifying regions where the pixel intensities change rapidly. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The filter first smooths the image using a discrete gaussian image subfilter before calculating the gradient and magnitudes. Increasing <sigma> increases the width of the gaussian distribution used during the smoothing and hence the number of pixels used to calculate the weighted average. This smooths the image more. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <sigma #[2]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] histogram_filter
The histogram_filter field uses the itk::ImageToHistogramGenerator code to generate binned values representing the relative frequency of the various pixel intensities. There should be a number_of_bins for each component direction, and so the total number of bins will be a product of these, so that for a 3 component image you would get a volume histogram. If you wanted a histogram for a single component then set the number_of_bins for the other components to 1. If you do not set the optional histogram_minimums or histogram_maximums (which is a vector of values, 1 for each source component) then the histogram will automatically range the values to the minimum and maximum values in the source image.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<histogram_minimums #[0]>
<histogram_maximums #[1]>
<number_of_bins #[64]{>0,integer}>
<marginal_scale #[10]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] image
The image field allows you to look up the values of a <texture>. This sample_texture interface wraps an existing texture in a image field. The resulting field will have the same number of components as the texture it was created from. If <field> is specified, it will be used as the source and the image field will create a texture using the field values either when <coordinates> is provided or source field has a texture coordinates defined already; the format of texture it creates depends on the number of components of the provided field. 1 component field creates a LUMINANCE texture, 2 component field creates a LUMINANCE_ALPHA texture, 3 component field creates a RGB texture, 4 component field creates a RGBA texture. The native_texture, maximum and minimum setting does not affect image field generated from another field. The <number_of_bytes_per_pixel> values only works with image field based on a field, it will affect the number of bytes of the generated image. The <coordinates> field is used as the texel location, with values from 0..texture_width, 0..texture_height and 0..texture_depth valid coordinates within the image. Normally the resulting colour values are real values for 0 to 1. The <minimum> and <maximum> values can be used to rerange the colour values. The <native_texture> or <not_native_texture> flag indicates whether this sample texture computed field will supply this textures dimensions as the default resolution to a modify texture evaluate_image command that is using this field. This is normally what you want but the flag gives you the ability to discriminate which texture should be used in a pipeline of fields. See examples a/reimage, a/create_slices and a/image_sampling.
<coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<number_of_bytes_per_component #[1]{>=0,integer}>
<maximum #[1]>
<minimum #[0]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] image_resample
The image_resample field resamples the field to a new user specified size. It is especially useful for resizing image based fields. The new size of the field is specified by using the <sizes> option with a list of values for the new size in each dimension. See a/testing/image_processing_2D for an example of using this field.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <sizes VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] integration
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<integrand FIELD_NAME[.COMPONENT_NAME]|none[constant_1.0]>
<magnitude_coordinates|no_magnitude_coordinates[no_magnitude_coordinates]>
<mesh ELEMENT_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_mesh_1d|cmiss_mesh_2d|cmiss_mesh_3d[none]>
<region GROUP_NAME(DEPRECATED)>
<seed_element #[0]{>=0,integer}>
<update_time_integration #[0]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] matrix_multiply
A matrix_mutliply field calculates the product of two matrices, giving a new m by n matrix. The product is represented as a field with a list of (m * n) components. The components of the matrix are listed row by row. The <number_of_rows> m is used to infer the dimensions of the source matrices. The two source <fields> are multiplied, with the components of the first interpreted as a matrix with dimensions m by s and the second as a matrix with dimensions s by n. If the matrix dimensions are not consistent then an error is returned. See a/curvature for an example of using the matrix_multiply field.
<number_of_rows #[1]{>0,integer}>
<fields FIELD_NAME[.COMPONENT_NAME]|none[none] FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] mean_filter
The mean_filter field uses the itk::MeanImageFilter code to replace each pixel with the mean intensity of the pixel and its surrounding neighbours. It is useful for reducing the level of noise. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). The size of the neighbourhood of pixels used to calculate the mean is determined be a list of <radius_sizes>, one value for each dimension. Each radius size sets how many pixels to include either side of the central pixel for the corresponding dimension. If radius values are increased, more neighbouring pixels are included and the image becomes smoother. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <radius_sizes VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] nodal_lookup
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <node #[NOT SET]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data[cmiss_nodes][cmiss_nodes]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] node_value
<fe_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<value[value]|d/ds1|d/ds2|d/ds3|d2/ds1ds2|d2/ds1ds3|d2/ds2ds3|d3/ds1ds2ds3>
<version #[1]{>0,integer}>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] nodeset_mean
A nodeset_mean field calculates the means of each of the supplied field's component values over all nodes in the nodeset over which it is defined.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] nodeset_mean_squares
A nodeset_mean_squares field calculates the means of the squares of each of the supplied field's component values over all nodes in the nodeset over which it is defined. This field supplies individual terms to least-squares optimisation methods. See 'gfx minimise' command.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] nodeset_sum
A nodeset_sum field calculates the sums of each of the supplied field's component values over all nodes in the nodeset over which it is defined.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] nodeset_sum_squares
A nodeset_sum_squares field calculates the sums of the squares of each of the supplied field's component values over all nodes in the nodeset over which it is defined. This field supplies individual terms to least-squares optimisation methods. See 'gfx minimise' command.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] offset
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <offsets VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] projection
Creates a projection field returning the result of a matrix multiplication with perspective division on the source field vector. The source_field vector is expanded to a homogeneous coordinate by appending a component of value 1, which is multiplied by the projection_matrix field, and the extra calculated value resulting from the unit component is used to divide through each of the other components to give a perspective projection in the resulting field. The projection_matrix field must have have a multiple of (source_field->number_of_components + 1) components forming a matrix with that many columns and the resulting (number_of_components + 1) rows. The first values in the projection_matrix are across the first row, followed by the next row and so on. Hence a 4x4 matrix transforms a 3-component vector to a 3-component vector.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <projection_matrix FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] quaternion_SLERP
A 4 components quaternion field. The components of the quaternion field are expected to be the w, x, y, z componentsof a quaternion (4 components in total). The quaternion field isevaluated and interpolated using SLERP at a normalised time between twoquaternions (read in from the exnode generally). This quaternion fieldcan be convert to a matrix with quaternion_to_matrix field, the resultingmatrix can be used to create a smooth time dependent rotation for an objectusing the quaternion_to_matrix field. This field must be define directly fromexnode file or from a matrix_to_quaternion field
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <node #[NOT SET]> <nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data[cmiss_nodes][cmiss_nodes]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] rescale_intensity_filter
The rescale_intensity_filter field uses the itk::RescaleIntensityImageFilter code to linearly scale the pixel intensity to vary between the specified minimum and maximum intensity values. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). Set the <output_min> and <output_max> values to define the new range to scale to. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <output_min #[0]> <output_max #[255]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] sample_texture
The image field allows you to look up the values of a <texture>. This sample_texture interface wraps an existing texture in a image field. The resulting field will have the same number of components as the texture it was created from. If <field> is specified, it will be used as the source and the image field will create a texture using the field values either when <coordinates> is provided or source field has a texture coordinates defined already; the format of texture it creates depends on the number of components of the provided field. 1 component field creates a LUMINANCE texture, 2 component field creates a LUMINANCE_ALPHA texture, 3 component field creates a RGB texture, 4 component field creates a RGBA texture. The native_texture, maximum and minimum setting does not affect image field generated from another field. The <number_of_bytes_per_pixel> values only works with image field based on a field, it will affect the number of bytes of the generated image. The <coordinates> field is used as the texel location, with values from 0..texture_width, 0..texture_height and 0..texture_depth valid coordinates within the image. Normally the resulting colour values are real values for 0 to 1. The <minimum> and <maximum> values can be used to rerange the colour values. The <native_texture> or <not_native_texture> flag indicates whether this sample texture computed field will supply this textures dimensions as the default resolution to a modify texture evaluate_image command that is using this field. This is normally what you want but the flag gives you the ability to discriminate which texture should be used in a pipeline of fields. See examples a/reimage, a/create_slices and a/image_sampling.
<coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<number_of_bytes_per_component #[1]{>=0,integer}>
<maximum #[1]>
<minimum #[0]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] scale
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <scale_factors VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] sigmoid_filter
The sigmoid_filter field uses the itk::SigmoidImageFilter code to nonlinearly scale the pixel intensity to vary between the specified minimum and maximum intensity values according to a sigmoid curve. It is useful for focusing attention on a particular set of values while providing a smooth transition at the borders of the range. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). Intensity values are rescaled to vary from the <minimum> to the <maximum> value using a sigmoid curve which has a width and centre defined by <alpha> and <beta>. Increasing the <alpha> parameter widens the curve while increasing the <beta> parameter moves the centre of the curve to the right. See a/testing/image_processing_2D for an example of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <minimum #[0]> <maximum #[1]> <alpha #[0.25]> <beta #[0.5]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] string_constant <STRING>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] sum_components
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <weights VALUES>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] threshold_filter
The threshold_filter field uses the itk::ThresholdImageFilter code to change or identify pixels based on whether they are above or below a particular intensity value. The <field> it operates on is usually a sample_texture field, based on a texture that has been created from image file(s). To specify an intensity range to change use one of the three threshold modes: <below>, <above> or <outside>. Pixels within the specified range are changed to the <outside_value> intensity, the other pixels are left unchanged. For the <below> mode all pixels are changed that are below the <below_value>. For the <above> mode all pixels are changed that are above the <above_value>. For the <outside> mode all pixels are changed that are oustide the range <below_value> to <above_value> . See a/testing/image_processing_2D for examples of using this field. For more information see the itk software guide.
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <below[below]|above|outside> <outside_value #[0]> <below_value #[0.5]> <above_value #[0.5]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] time_lookup
<field FIELD_NAME[.COMPONENT_NAME]|none[none]> <time_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] transpose
A transpose field returns the transpose of a source matrix field. If the source <field> has (m * n) components where m is specified by <source_number_of_rows> (with the first n components being the first row), the result is its (n * m) transpose. See a/current_density for an example of using the matrix_invert field.
<source_number_of_rows #[1]{>0,integer}>
<field FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] vector_coordinate_transformation
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <vector FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] window_projection
A 16 component computed field which continuously update the transformation between 'from' and 'to' graphics_coordinate systems in the give pane of window.
<pane_number #[1]{>0,integer}>
<window WINDOW_NUMBER>
<from_coordinate_system LOCAL|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<to_coordinate_system LOCAL|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
gfx define field [REGION_PATH/]FIELD_NAME [coordinate_system NAME] xi_texture_coordinates
<mesh ELEMENT_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_mesh_1d|cmiss_mesh_2d|cmiss_mesh_3d[none]>
<region GROUP_NAME(OBSOLETE)>
<seed_element #[0]{>=0,integer}>
<add_light LIGHT_NAME|none[none]> <region PATH_TO_REGION[/]> <remove_light LIGHT_NAME|none[none]> <filter GRAPHICS_FILTER_NAME|none[none]>
gfx define graphics_filter GRAPHICS_FILTER_NAME
Filter to set up what will be and what will not be included in a scene. The optional inverse_match flag will invert the filter's match criterion. The behaviour is to show matching graphic with the matching criteria. <match_graphic_name> filters graphic with the matching name. <match_visibility_flags> filters graphic with the setting on the visibility flag. <match_region_path> filters graphic in the specified region or its subregion. <operator_or> filters the scene using the logical operation 'or' on a collective of filters. <operator_and> filters the scene using the logical operation 'and' on a collective of filters. Filters created earlier can be added or removed from the <operator_or> and <operator_and> filter.
<operator_or <match_visibility_flags> <match_region_path REGION_PATH> <inverse_match|normal_match[normal_match]>
gfx define tessellation TESSELLATION_NAME
Defines tessellation objects which control how finite elements are subdivided into graphics. The minimum_divisions option gives the minimum number of linear segments approximating geometry in each xi dimension of the element. If the coordinate field of a graphic uses non-linear basis functions the minimum_divisions is multiplied by the refinement_factors to give the refined number of segments. Both minimum_divisions and refinement_factors use the last supplied number for all higher dimensions, so "4" = "4*4" and so on.
<minimum_divisions "#*#*..."["1"]{>=0}>
<refinement_factors "#*#*..."["1"]{>=0}>
curve CURVE_NAME data dgroup REGION_PATH/GROUP egroup REGION_PATH/GROUP elements faces field [REGION_PATH/]FIELD_NAME graphics_object GRAPHICS_OBJECT_NAME lines material MATERIAL_NAME ngroup REGION_PATH/GROUP nodes region REGION_PATH scene SCENE_NAME spectrum SPECTRUM_NAME tessellation vtextures <NAME[all]>
<all> <conditional_field FIELD_NAME> <group REGION_PATH/GROUP> <selected> < #|#..#[,#|#..#[,etc.]]>
<all> <conditional_field FIELD_NAME> <group REGION_PATH/GROUP> <selected> < #|#..#[,#|#..#[,etc.]]>
<all> <conditional_field FIELD_NAME> <group REGION_PATH/GROUP> <selected> < #|#..#[,#|#..#[,etc.]]>
<all> <conditional_field FIELD_NAME> <group REGION_PATH/GROUP> <selected> < #|#..#[,#|#..#[,etc.]]>
<all> <conditional_field FIELD_NAME> <group REGION_PATH/GROUP> <selected> < #|#..#[,#|#..#[,etc.]]>
gfx destroy tessellation < TESSELLATION_NAME|none[none]>
<as NAME> <glyph GRAPHICS_OBJECT_NAME|none[none]> <group PATH_TO_REGION> <scene SCENE_NAME|none[default]> < GRAPHICS_OBJECT_NAME|none[none]>
graphics_object scene spectrum
<apply_transformation> <name NAME> <NAME>
<scene SCENE_NAME|none[default]> <close>
gfx edit spectrum < SPECTRUM_NAME|none[none]>
<open_dialog|close_dialog> <command_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<open_dialog|close_dialog> <select_elements[select_elements]|no_select_elements> <select_faces[select_faces]|no_select_faces> <select_lines[select_lines]|no_select_lines> <command_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<destination FIELD_NAME> <dgroup REGION_PATH/GROUP_NAME> <egroup REGION_PATH/GROUP_NAME> <ngroup REGION_PATH/GROUP_NAME> <selected> <source FIELD_NAME>
alias cm iges stl vrml wavefront
gfx export alias <scene SCENE_NAME|none[default]>
<field FIELD_NAME|none[none]> <ipcoor_filenameNAME> <ipbase_filenameNAME> <ipmap_filenameNAME> <ipnode_filenameNAME> <ipelem_filenameNAME> <region PATH_TO_REGION>
<coordinate_field NAME> <group PATH_TO_REGION[/]> <FILE_NAME>
<file NAME> <scene SCENE_NAME|none[default]>
<file NAME> <scene SCENE_NAME|none[default]>
<file NAME>
<frame_number #[0]{>=0,integer}>
<full_comments>
<number_of_frames #[100]{>0,integer}>
<scene SCENE_NAME|none[default]>
<version #[3]{>0,integer}>
all_commands [ALL] btree_statistics curve data elements environment_map ENVIRONMENT_MAP_NAME faces field g_element glyph OBJECT_NAME[ALL] graphics_filter grid_points group PATH_TO_REGION[/] light LIGHT_NAME lines lmodel LIGHT_MODEL_NAME material nodes region REGION_PATH scene spectrum tessellation texture transformation window
gfx list btree_statistics <region PATH_TO_REGION[/]>
gfx list curve < CURVE_NAME|none[none]>
<all> <region PATH_TO_REGION[/]> <selected> <conditional FIELD_NAME> <verbose> < #|#..#[,#|#..#[,etc.]]>
<all> <region PATH_TO_REGION[/]> <selected> <conditional FIELD_NAME> <verbose> < #|#..#[,#|#..#[,etc.]]>
<all> <region PATH_TO_REGION[/]> <selected> <conditional FIELD_NAME> <verbose> < #|#..#[,#|#..#[,etc.]]>
<commands> < REGION_PATH|REGION_PATH/FIELD_NAME|FIELD_NAME>
<commands[commands]|description> <recursive[recursive]|non_recursive> < PATH_TO_REGION[/]>
gfx list graphics_filter <GRAPHICS_FILTER_NAME[all]>
<all> <grid_field FIELD_NAME|none[none]> <selected> < #|#..#[,#|#..#[,etc.]]>
<all> <region PATH_TO_REGION[/]> <selected> <conditional FIELD_NAME> <verbose> < #|#..#[,#|#..#[,etc.]]>
<commands> <name MATERIAL_NAME|none[none]> < MATERIAL_NAME|none[none]>
<all> <region PATH_TO_REGION[/]> <selected> <conditional FIELD_NAME> <verbose> < #|#..#[,#|#..#[,etc.]]>
gfx list scene < SCENE_NAME|none[none]>
<commands> < SPECTRUM_NAME|none[none]>
gfx list tessellation < TESSELLATION_NAME|none[none]>
<region NAME> <commands> <field NAME>
<commands> <region NAME>
<commands> <name WINDOW_NUMBER> < WINDOW_NUMBER>
<independent_fields FIELD_NAME [& FIELD_NAME [& ...]]>
<maximum_iterations #[100]{>0,integer}>
<QUASI_NEWTON[QUASI_NEWTON]|LEAST_SQUARES_QUASI_NEWTON>
<objective_fields FIELD_NAME [& FIELD_NAME [& ...]]>
<region PATH_TO_REGION[/]>
<show_output[show_output]|hide_output>
data dgroup REGION_PATH/GROUP egroup REGION_PATH/GROUP emoter environment_map field flow_particles g_element glyph GRAPHICS_OBJECT_NAME graphics_objectERROR: gfx_modify_graphics_object. This function is no longer supported, please use gfx modify glyph instead light lmodel material ngroup REGION_PATH/GROUP nodes scene spectrum texture
<all>
<conditional_field FIELD_NAME>
<define FIELD_NAME>
<derivatives DERIVATIVE_NAMES(D_DS1 D2_DS1DS2 etc.)|none[none]>
<group REGION_PATH/GROUP>
<selected>
<undefine FIELD_NAME>
<versions #[1]{>0,integer}>
< #|#..#[,#|#..#[,etc.]]>
gfx modify dgroup REGION_PATH/GROUP
<add> <all> <conditional_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <group GROUP_NAME> <remove> <selected> < #|#..#[,#|#..#[,etc.]]>
gfx modify egroup REGION_PATH/GROUP
<add> <all> <conditional_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <elements[elements]|faces|lines> <group GROUP_NAME> <manage_subobjects[manage_subobjects]|no_manage_subobjects> <remove> <selected> < #|#..#[,#|#..#[,etc.]]>
<activate>
<convert_data>
<create_movie NAME>
<export_nodes NAME>
<input_sequence NAME>
<keyframe>
<load NAME>
<new>
<no_rigid_body_motion>
<number_of_modes #[1]{>0,integer}>
<play>
<rigid_body_motion>
<save NAME>
<set_maximum_time #[0]>
<set_minimum_time #[0]>
<set_time #[0]>
<set_value #[1]>
<slider NAME>
<stop>
gfx modify field [REGION_PATH/]FIELD_NAME rename NEW_FIELD_NAME
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]> <stepsize #[1]> <time #[0]> <vector FIELD_NAME[.COMPONENT_NAME]|none[none]>
gfx modify g_element REGION_PATH
cylinders data_points element_points general iso_surfaces lines node_points point streamlines surfaces
gfx modify g_element REGION_PATH cylinders
<as NAME>
<circle_discretization #[6]{integer}>
<constant_radius #[0]>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<exterior>
<face <xi1_0|xi1_1|xi2_0|xi2_1|xi3_0|xi3_1>>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<position #[-1]{>=0,integer}>
<radius_scalar FIELD_NAME[.COMPONENT_NAME]|none[none]>
<render_shaded[render_shaded]|render_wireframe>
<scale_factor #[1]>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[default]>
<texture_coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH data_points
<as NAME>
<centre # # #[0 0 0]>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<fontNAME>
<glyph GRAPHICS_OBJECT_NAME|none[point]>
<constant|scalar|vector|axes|general[general]>
<label FIELD_NAME[.COMPONENT_NAME]|none[none]>
<ldensity FIELD_NAME[.COMPONENT_NAME]|none[none]>
<material MATERIAL_NAME|none[default]>
<orientation FIELD_NAME[.COMPONENT_NAME]|none[none]>
<position #[-1]{>=0,integer}>
<scale_factors #*#*#[1*1*1]{float[*float[*float]]}>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<size #*#*#[1*1*1]{float[*float[*float]]}>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<variable_scale FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH element_points
<as NAME>
<cell_centres[cell_centres]|cell_corners|cell_density|cell_poisson|cell_random|exact_xi>
<centre # # #[0 0 0]>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<density FIELD_NAME[.COMPONENT_NAME]|none[none]>
<discretization #*#*#[1*1*1]{integer*integer*integer}>
<exterior>
<face <xi1_0|xi1_1|xi2_0|xi2_1|xi3_0|xi3_1>>
<fontNAME>
<glyph GRAPHICS_OBJECT_NAME|none[point]>
<constant|scalar|vector|axes|general[general]>
<label FIELD_NAME[.COMPONENT_NAME]|none[none]>
<ldensity FIELD_NAME[.COMPONENT_NAME]|none[none]>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<orientation FIELD_NAME[.COMPONENT_NAME]|none[none]>
<position #[-1]{>=0,integer}>
<scale_factors #*#*#[1*1*1]{float[*float[*float]]}>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<size #*#*#[1*1*1]{float[*float[*float]]}>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[none]>
<use_elements[use_elements]|use_faces|use_lines>
<variable_scale FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
<xi # # #[0.5 0.5 0.5]>
gfx modify g_element REGION_PATH general
The clear option removes all graphics from the rendition. Option 'circle_discretization' is deprecated: use circle_discretization option on cylinders instead. Option 'default_coordinate' is deprecated: use coordinate option on individual graphics instead. Option 'element_discretization' is deprecated: use tessellation option on individual graphics instead. Option 'native_discretization' is deprecated: use native_discretization option on individual graphics instead.
<circle_discretization #[0]{integer}>
<clear>
<default_coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<element_discretization "#*#*..."{>=0}>
<native_discretization FIELD_NAME|none[none]>
gfx modify g_element REGION_PATH iso_surfaces
Create isosurfaces in volume elements <use_elements> or isolines in face or surface elements <use_faces>. The isosurface will be generated at the values in the elements where <iso_scalar> equals the iso values specified. The iso values can be specified either as a list with the <iso_values> option or by specifying <range_number_of_iso_values>, <first_iso_value> and <last_iso_value>. The <as> parameter allows a name to be specified for this setting. The <coordinate> parameter optionally overrides the groups default coordinate field. If a <data> field is specified then the <spectrum> is used to render the data values as colour on the generated isosurface. If a <decimation_threshold> is specified then the resulting iso_surface will be decimated according to the threshold. If <delete> is specified then if the graphic matches an existing setting (either by parameters or name) then it will be removed. If <exterior> is specified then only faces with one parent will be selected when <use_faces> is specified. If <face> is specified then only that face will be selected when <use_faces> is specified. The <material> is used to render the surface. You can specify the <position> the graphic has in the graphic list. You can specify the <line_width>, this option only applies when <use_faces> is specified. You can render a mesh as solid <render_shaded> or as a wireframe <render_wireframe>. If <select_on> is active then the element tool will select the elements the iso_surface was generated from. If <no_select> is active then the iso_surface cannot be selected. If <draw_selected> is active then iso_surfaces will only be generated in elements that are selected. Conversely, if <draw_unselected> is active then iso_surfaces will only be generated in elements that are not selected. The <texture_coordinates> are used to lay out a texture if the <material> contains a texture. A graphic can be made <visible> or <invisible>.
<as NAME>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<decimation_threshold #[0]>
<delete>
<exterior>
<face <xi1_0|xi1_1|xi2_0|xi2_1|xi3_0|xi3_1>>
<first_iso_value #[0]>
<iso_scalar FIELD_NAME[.COMPONENT_NAME]|none[none]>
<iso_values #..#>
<last_iso_value #[0]>
<line_width #[0]{>=0,integer}>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<position #[-1]{>=0,integer}>
<range_number_of_iso_values #[0]{>0,integer}>
<render_shaded[render_shaded]|render_wireframe>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[default]>
<texture_coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<use_elements[use_elements]|use_faces|use_lines>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH lines
<as NAME>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<exterior>
<face <xi1_0|xi1_1|xi2_0|xi2_1|xi3_0|xi3_1>>
<line_width #[0]{>=0,integer}>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<position #[-1]{>=0,integer}>
<secondary_material MATERIAL_NAME|none[none]>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[default]>
<texture_coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH node_points
<as NAME>
<centre # # #[0 0 0]>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<fontNAME>
<glyph GRAPHICS_OBJECT_NAME|none[point]>
<constant|scalar|vector|axes|general[general]>
<label FIELD_NAME[.COMPONENT_NAME]|none[none]>
<ldensity FIELD_NAME[.COMPONENT_NAME]|none[none]>
<material MATERIAL_NAME|none[default]>
<orientation FIELD_NAME[.COMPONENT_NAME]|none[none]>
<position #[-1]{>=0,integer}>
<scale_factors #*#*#[1*1*1]{float[*float[*float]]}>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<size #*#*#[1*1*1]{float[*float[*float]]}>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<variable_scale FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH point
<as NAME>
<centre # # #[0 0 0]>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<fontNAME>
<glyph GRAPHICS_OBJECT_NAME|none[point]>
<constant|scalar|vector|axes|general[general]>
<label FIELD_NAME[.COMPONENT_NAME]|none[none]>
<ldensity FIELD_NAME[.COMPONENT_NAME]|none[none]>
<material MATERIAL_NAME|none[default]>
<orientation FIELD_NAME[.COMPONENT_NAME]|none[none]>
<position #[-1]{>=0,integer}>
<scale_factors #*#*#[1*1*1]{float[*float[*float]]}>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<size #*#*#[1*1*1]{float[*float[*float]]}>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<variable_scale FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify g_element REGION_PATH streamlines
<as NAME>
<cell_centres[cell_centres]|cell_corners|cell_density|cell_poisson|cell_random|exact_xi>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<density FIELD_NAME[.COMPONENT_NAME]|none[none]>
<discretization #*#*#[1*1*1]{integer*integer*integer}>
<ellipse|line[line]|rectangle|ribbon|cylinder>
<length #[1]>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<no_data[no_data]|field_scalar|magnitude_scalar|travel_scalar>
<position #[-1]{>=0,integer}>
<reverse_track>
<seed_element ELEMENT_NUMBER>
<seed_node_mesh_location_field FIELD_NAME[.COMPONENT_NAME]|none[none]>
<seed_nodeset NODE_GROUP_FIELD_NAME|[GROUP_NAME.]cmiss_nodes|cmiss_data|none>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[none]>
<vector FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
<width #[1]>
<xi # # #[0.5 0.5 0.5]>
gfx modify g_element REGION_PATH surfaces
<as NAME>
<coordinate FIELD_NAME[.COMPONENT_NAME]|none[none]>
<LOCAL[LOCAL]|WORLD|NORMALISED_WINDOW_FILL|NORMALISED_WINDOW_FIT_CENTRE|NORMALISED_WINDOW_FIT_LEFT|NORMALISED_WINDOW_FIT_RIGHT|NORMALISED_WINDOW_FIT_BOTTOM|NORMALISED_WINDOW_FIT_TOP|WINDOW_PIXEL_BOTTOM_LEFT|WINDOW_PIXEL_TOP_LEFT>
<data FIELD_NAME[.COMPONENT_NAME]|none[none]>
<delete>
<exterior>
<face <xi1_0|xi1_1|xi2_0|xi2_1|xi3_0|xi3_1>>
<material MATERIAL_NAME|none[default]>
<native_discretization FIELD_NAME|none[none]>
<position #[-1]{>=0,integer}>
<render_shaded[render_shaded]|render_wireframe>
<select_on[select_on]|no_select|draw_selected|draw_unselected>
<selected_material MATERIAL_NAME|none[default_selected]>
<spectrum SPECTRUM_NAME|none[none]>
<subgroup FIELD_NAME[.COMPONENT_NAME]|none[none]>
<tessellation TESSELLATION_NAME|none[default]>
<texture_coordinates FIELD_NAME[.COMPONENT_NAME]|none[none]>
<visible[visible]|invisible>
gfx modify GRAPHICS_OBJECT_NAME
material MATERIAL_NAME|none[none] spectrum SPECTRUM_NAME|none[none]
<colour RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<constant_attenuation #[1]{>=0}>
<cut_off #[90]>
<direction # # #[0 -0.5 -1]>
<exponent #[0]{>=0}>
<infinite[infinite]|point|spot>
<linear_attenuation #[0]{>=0}>
<position # # #[0 0 0]>
<quadratic_attenuation #[0]{>=0}>
gfx modify lmodel LIGHT_MODEL_NAME
<ambient_colour RED#[0.2]{>=0,<=1} GREEN#[0.2]{>=0,<=1} BLUE#[0.2]{>=0,<=1}>
<disable|enable>
<infinite_viewer|local_viewer>
<one_sided|two_sided>
gfx modify material MATERIAL_NAME
The material controls how pixels will be rendered on the screen. The initial mode of operation reflects the standard gouraud shading model usual within OpenGL, this is called <normal_mode>. This has rgb colour values for <diffuse>, <ambient> <emission> and <specular> colours. The <ambient> colour is the unlit colour, the <diffuse> colour interacts with the light and is the lit surface, the <specular> colour is used for the glossy highlights, the spread of which is specified by the<shininess>. The <alpha> controls the transparency of the material. See a/a1.If a <texture> is specified then this is combined with the calculated gouraud colour according to the textures rendering mode and the texture coordinates. Additional support is provided for more accurate rendering using phong shading calculated at every pixel, called <per_pixel_lighting>. This is implemented using the ARB_vertex_program and ARB_fragment_program OpenGL extensions. The program only implements a single point light so you should set the default light to a point light at the position you want. See a/per_pixel_lighting. <bump_mapping> uses a <secondary_texture> to specify a perturbation to the normal, giving a smooth model a much more detailed surface appearance. Also demonstrated in a/per_pixel_lighting. A <colour_lookup_spectrum> takes the calculated colour values and further modifies them by using the specified subset of colour values specified by <colour_lookup_red>, <colour_lookup_green>, <colour_lookup_blue> and <colour_lookup_alpha>, as inputs to a 1, 2 or 3 component spectrum. Depending on the spectrum this will override either the rgb colour, the alpha value or both rgb and alpha. If the number of input components used in the spectrum matches the number of components specified then a texture of this dimension will be used and evaluated for each tensor product combination. If only a 1 component spectrum is specified then it will be applied independently to each input component specified. This spectrum can be modified to quickly change the appearance of a large volume dataset, see example a/indexed_volume. A lit volume uses a per voxel normal to calculate the phong lighting model at each pixel. The normal can be specified by encoding it into the blue, green and alpha channels of an input texture (the red channel being the intensity) <lit_volume_intensity_normal_texture>.Alternatively it can be estimated on the fly by applying a finite difference operator to the pixel intensities. <lit_volume_finite_difference_normal>.A <lit_volume_normal_scaling> can be applied, modifying the estimated normal by scaling it. The normal is used as if it is a coordinate normal and so the texture coordinates must line up with the geometrical coordinates. The <lit_volume_normal_scaling> can be used to account for when the texture coordinates are not equally matched to the geometrical coordinates. The magnitude of the <lit_volume_normal_scaling> will only affect the optional following parameter, <lit_volume_scale_alpha>, scaling the alpha attenuation. Optionally with either normal, the magnitude of that normalcan multiply the calculated alpha value, <lit_volume_scale_alpha> making those pixels with small gradients more transparent. See a/volume_render. <secondary_texture>, <third_texture> and <fourth_texture> will be blended with the first <texture> according to the multitexture rules controlled by each textures combine mode (such as modulate or add). Specifying a <vertex_program_string> and <fragment_program_string> allows any arbitrary program to be loaded, overriding the one that is generated automatically, no checks for consistency with textures or inputs are made. Both must be specified together. Optional <geometry_program_string> is also available, which is only available on relatively newer hardware, it must be used with <vertex_program_string> and <fragment_program_string> and only works with surface at the moment. Specifying a <uniform_name> and <uniform_value> allows any uniform qualified variables inany arbitrary program to be set. At the moment only float type is supported.
<alpha #[1]{>=0,<=1}>
<ambient RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<bump_mapping>
<colour_lookup_alpha>
<colour_lookup_blue>
<colour_lookup_green>
<colour_lookup_red>
<colour_lookup_spectrum SPECTRUM_NAME|none[none]>
<diffuse RED#[1]{>=0,<=1} GREEN#[1]{>=0,<=1} BLUE#[1]{>=0,<=1}>
<emission RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<fourth_texture IMAGE_NAME|none[none]>
<fragment_program_stringNAME>
<lit_volume_intensity_normal_texture>
<lit_volume_finite_difference_normal>
<lit_volume_normal_scaling # # #[1 1 1]>
<lit_volume_scale_alpha>
<normal_mode|per_pixel_mode>
<secondary_texture IMAGE_NAME|none[none]>
<shininess #[0]{>=0,<=1}>
<specular RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<texture IMAGE_NAME|none[none]>
<third_texture IMAGE_NAME|none[none]>
<vertex_program_stringNAME>
<geometry_program_stringNAME>
<uniform_nameNAME>
<uniform_values #..#>
gfx modify ngroup REGION_PATH/GROUP
<add> <all> <conditional_field FIELD_NAME[.COMPONENT_NAME]|none[none]> <group GROUP_NAME> <remove> <selected> < #|#..#[,#|#..#[,etc.]]>
<all>
<conditional_field FIELD_NAME>
<define FIELD_NAME>
<derivatives DERIVATIVE_NAMES(D_DS1 D2_DS1DS2 etc.)|none[none]>
<group REGION_PATH/GROUP>
<selected>
<undefine FIELD_NAME>
<versions #[1]{>0,integer}>
< #|#..#[,#|#..#[,etc.]]>
<add_light LIGHT_NAME|none[none]> <region PATH_TO_REGION[/]> <remove_light LIGHT_NAME|none[none]> <filter GRAPHICS_FILTER_NAME|none[none]>
gfx modify spectrum SPECTRUM_NAME
<autorange> <blue_to_red> <blue_white_red> <clear> <field <lg_red_to_blue> <maximum MAXIMUM_VALUE#[0]> <minimum MINIMUM_VALUE#[0]> <overlay_colour> <overwrite_colour> <scene_for_autorange SCENE_NAME|none[default]> <red_to_blue>
TEXTURE_NAME GRAPHICS_WINDOW_NAME
gfx modify texture TEXTURE_NAME
<alpha #[0]{>=0,<=1}>
<blend|decal[decal]|modulate|add|signed_add|scale_4_modulate|scale_4_blend|subtract|scale_4_add|scale_4_subtract|invert_scale_4_add|invert_scale_4_subtract>
<clamp_wrap|repeat_wrap[repeat_wrap]|edge_clamp_wrap|border_clamp_wrap|mirrored_repeat_wrap>
<colour RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<uncompressed[uncompressed]|compressed_unspecified>
<depth #[0]{>=0}>
<distortion DISTORTION_CENTRE_X DISTORTION_CENTRE_Y DISTORTION_FACTOR_K1>
<height #[0]{>=0}>
<image <crop LEFT_MARGIN#[0] BOTTOM_MARGIN#[0] WIDTH#[0] HEIGHT#[0]>
<nearest_filter[nearest_filter]|linear_filter|filter_nearest_mipmap_nearest|filter_linear_mipmap_nearest|filter_linear_mipmap_linear>
<mipmap_level_of_detail_bias #[0]>
<number_pattern NAME>
<number_series START STOP INCREMENT>
<raw_interleaved_rgb|raw_planar_rgb[raw_planar_rgb]>
<resize_linear_filter|resize_nearest_filter[resize_nearest_filter]>
<specify_depth #[0]{>=0,integer}>
<specify_format i|ia|rgb[rgb]|rgba|abgr>
<specify_height #[0]{>=0,integer}>
<specify_number_of_bytes_per_component #[0]{>=0,integer}>
<specify_width #[0]{>=0,integer}>
<texture_tiling>
<no_texture_tiling>
<width #[0]{>=0}>
<evaluate_image
gfx modify texture GRAPHICS_WINDOW_NAME
background image layout node_tool overlayGraphics window overlay scene is no longer supported. Individual graphics are now drawn in overlay by choosing a window-relative coordinate system. set view
gfx modify texture GRAPHICS_WINDOW_NAME background
<all_panes>
<colour RED#[0]{>=0,<=1} GREEN#[0]{>=0,<=1} BLUE#[0]{>=0,<=1}>
<max_pixels_per_polygon #[0]>
<texture IMAGE_NAME|none[none]>
<tex_placement TEXTURE_LEFT TEXTURE_TOP TEXTURE_WIDTH TEXTURE_HEIGHT>
<undistort_texture|no_undistort_texture>
gfx modify texture GRAPHICS_WINDOW_NAME image
<add_light LIGHT_NAME|none[none]> <light_model LIGHT_MODEL_NAME[none]> <remove_light LIGHT_NAME|none[none]> <rotate AXIS_X AXIS_Y AXIS_Z ANGLE> <scene SCENE_NAME|none[none]> <update> <view_all>
gfx modify texture GRAPHICS_WINDOW_NAME layout
<2d|free_ortho|front_back|front_side|orthographic|pseudo_3d|simple[simple]|two_free>
<eye_spacing #[0]>
<height #[0]{>=0,integer}>
<ortho_axes ORTHO_UP{X/Y/Z/-X/-Y/-Z} ORTHO_FRONT{X/Y/Z/-X/-Y/-Z}>
<width #[0]{>=0,integer}>
gfx modify texture GRAPHICS_WINDOW_NAME node_tool
<coordinate_fieldNAME> <constrain_to_surfaces|no_constrain_to_surfaces[no_constrain_to_surfaces]> <create|no_create[no_create]> <define|no_define[no_define]> <edit|no_edit[no_edit]> <element_xi_fieldNAME> <group REGION_PATH/GROUP> <motion_update|no_motion_update[no_motion_update]> <select[select]|no_select> <streaming_create|no_streaming_create[no_streaming_create]> <command_fieldNAME>
gfx modify texture GRAPHICS_WINDOW_NAME set
<antialias #[0]{>0,integer}|no_antialias[CURRENT]>
<blend_normal[blend_normal]|blend_none|blend_true_alpha>
<current_pane #[1]{integer}>
<depth_of_field #[0]>
<focal_depth #[0]>
<perturb_lines|normal_lines[normal_lines]>
<std_view_angle #[40]>
<show_time_editor|hide_time_editor>
<fast_transparency|layered_transparency #[0]{>0,integer}|order_independent_transparency #[0]{>0,integer}|slow_transparency>
gfx modify texture GRAPHICS_WINDOW_NAME view
<allow_skew> <clip_plane_add A B C D> <clip_plane_remove A B C D> <eye_point # # #[0 0 0]> <far_clipping_plane #[0]> <interest_point # # #[0 0 0]> <modelview_matrix M11 M12 M13 M14 M21 M22 M23 M24 M31 M32 M33 M34 M41 M42 M43 M44> <ndc_placement NDC_LEFT NDC_TOP NDC_WIDTH NDC_HEIGHT> <near_clipping_plane #[0]> <photogrammetry_matrix T11 T12 T13 T21 T22 T23 T31 T32 T33 T41 T42 T43> <projection_matrix M11 M12 M13 M14 M21 M22 M23 M24 M31 M32 M33 M34 M41 M42 M43 M44> <custom|parallel|perspective> <up_vector # # #[0 0 0]> <viewport_coordinates VIEWPORT_LEFT VIEWPORT_TOP PIXELS_PER_UNIT_X PIXELS_PER_UNIT_Y> <view_angle #[0]> <absolute_viewport|relative_viewport|distorting_relative_viewport>
<coordinate_fieldNAME> <constrain_to_surfaces|no_constrain_to_surfaces[no_constrain_to_surfaces]> <create|no_create[no_create]> <define|no_define[no_define]> <edit|no_edit[no_edit]> <element_xi_fieldNAME> <group REGION_PATH/GROUP> <motion_update|no_motion_update[no_motion_update]> <select[select]|no_select> <streaming_create|no_streaming_create[no_streaming_create]> <command_fieldNAME>
<antialias #[-1]{>0,integer}>
<bmp|dcm|jpg|gif|postscript|png|raw|rgb|tiff|yuv>
<file NAME>
<force_onscreen>
<format i|ia|rgb|rgba[rgba]|abgr>
<height #[0]{>=0,integer}>
<transparency_layers #[0]{>0,integer}>
<width #[0]{>=0,integer}>
<window WINDOW_NUMBER>
curve data elements nodes objects region wavefront_obj
<example FILE_NAME> < FILE_NAME>
<example FILE_NAME> <data_offset #[NOT SET]> <region NAME> <time #[0]> < FILE_NAME>
<element_offset #[NOT SET]> <example FILE_NAME> <face_offset #[NOT SET]> <line_offset #[NOT SET]> <node_offset #[NOT SET]> <region NAME> < FILE_NAME>
<example FILE_NAME> <node_offset #[NOT SET]> <region NAME> <time #[0]> < FILE_NAME>
<example FILE_NAME> < FILE_NAME>
<fields FIELD_NAMES|all|none[all]> <region PATH_TO_REGION[/]> <FILE_NAME>
<example FILE_NAME> <as NAME> <render_shaded[render_shaded]|render_wireframe> <time #[0]> < FILE_NAME>
<all>
<conditional_field FIELD_NAME>
<data>
<elements>
<faces>
<grid_field FIELD_NAME|none[none]>
<grid_points>
<group PATH_TO_REGION[/]>
<lines>
<nodes>
<points element|face|line # {cell_centres|cell_corners #xi1 #xi2.. #xiN #,#..#,# etc. | exact_xi xi1 xi2...}>
<verbose>
< #|#..#[,#|#..#[,etc.]]>
node_value NODE_NUMBER FIELD_NAME.COMPONENT_NAME
order
point_size #[1]{>0}
transformation
time
visibility
gfx set node_value NODE_NUMBER FIELD_NAME.COMPONENT_NAME
value d/ds1 d/ds2 d/ds3 d2/ds1ds2 d2/ds1ds3 d2/ds2ds3 d3/ds1ds2ds3
Change the order of regions in the region hierarchy. The 'region' option specifies the current path of the region to be moved. The 'before' option gives the name of an existing sibling region which the region will be re-inserted before.
<before SIBLING_REGION_NAME> <region REGION_PATH/GROUP>
<name PATH_TO_REGION[/]> <field FIELD_NAME> <# # # # # # # # # # # # # # # # [1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1]>
<timekeeperNAME[default]> < #[0]>
Set the visibility of a whole region's rendition or individual graphics in it. Specify visibility as 'on', 'off' or omit both to toggle. If name option is specified, sets visibility for all graphics in region whose name contains the string.
<off> <on> <name PART_GRAPHIC_NAME> < REGION_PATH>
tetrahedral triangle
<region PATH_TO_REGION[/]>
<scene SCENE_NAME|none[default]>
<clear_region>
<mesh_global_size #[100000]>
<fineness #[0.5]>
<secondorder #[0]{integer}>
<meshsize_file FILENAME>
<scene SCENE_NAME|none[default]> <region PATH_TO_REGION[/]> <clear_region>
<egroup PATH_TO_REGION[/]> <field FIELD_NAME|none[none]> <time #[0]>
TIMEKEEPER_NAME <every_frame> <loop> <maximum #[0]> <minimum #[0]> <once> <play> <set_time #[0]> <skip_frames> <speed #[1]> <stop> <swing>
<all>
<conditional_field FIELD_NAME>
<data>
<elements>
<faces>
<grid_field FIELD_NAME|none[none]>
<grid_points>
<group PATH_TO_REGION[/]>
<lines>
<nodes>
<points element|face|line # {cell_centres|cell_corners #xi1 #xi2.. #xiN #,#..#,# etc. | exact_xi xi1 xi2...}>
<verbose>
< #|#..#[,#|#..#[,etc.]]>
gfx update <window WINDOW_NUMBER>
all curve data elements nodes region texture
<complete_group[complete_group]|with_all_listed_fields|with_any_listed_fields> <fields FIELD_NAME [& FIELD_NAME [& ...]]|all|none|[all]> <group RELATIVE_PATH_TO_REGION> <recursive[recursive]|recurse_subgroups|non_recursive> <root PATH_TO_REGION[/]> <time #[0]> <FILE_NAME>
<all> < CURVE_NAME|none[none]>
Write data nodes and data node fields in EX format to FILE_NAME. Output is restricted to the specified <root> region which forms the root region in the EX file, and optionally a region or sub-group specified by the relative path with the <group> option. Output can be restricted to just <fields> listed in required order, or 'none' to list just object identifiers. Recursion options control whether sub-regions are output with the chosen root region or group. Time option allow user to specify at which time of nodes and node fields to be output if there nodes/node fields are time dependent. If time is outof range then the nodal values at the nearest valid time will be output. Time is ignored if node is not time dependent.
<complete_group[complete_group]|with_all_listed_fields|with_any_listed_fields> <fields FIELD_NAME [& FIELD_NAME [& ...]]|all|none|[all]> <group RELATIVE_PATH_TO_REGION/GROUP> <recursive[recursive]|recurse_subgroups|non_recursive> <root PATH_TO_REGION[/]> <time #[0]> <FILE_NAME>
Write elements and element fields in EX format to FILE_NAME. Output is restricted to the specified <root> region which forms the root region in the EX file, and optionally a sub-group or region specified with the relative <group> path. Output can be restricted to just <fields> listed in required order, or 'none' to list just object identifiers. Recursion options control whether sub-groups and sub-regions are output with the chosen root region or group. Specify <nodes> to include nodes and node fields in the same file. with the chosen root region or group. Time option specifies nodes and node fields at time to be output if nodes or node fields are time dependent. If time is out of range then the nodal values at the nearest valid time will be output. Time is ignored if node is not time dependent.
<complete_group[complete_group]|with_all_listed_fields|with_any_listed_fields> <fields FIELD_NAME [& FIELD_NAME [& ...]]|all|none|[all]> <group RELATIVE_PATH_TO_REGION/GROUP> <nodes> <recursive[recursive]|recurse_subgroups|non_recursive> <root PATH_TO_REGION[/]> <time #[0]> <FILE_NAME>
Write nodes and node fields in EX format to FILE_NAME. Output is restricted to the specified <root> region which forms the root region in the EX file, and optionally a region or sub-group specified by the relative path with the <group> option. Output can be restricted to just <fields> listed in required order, or 'none' to list just object identifiers. Recursion options control whether sub-regions are output with the chosen root region or group. Time option allow user to specify at which time of nodes and node fields to be output if there nodes/node fields are time dependent. If time is outof range then the nodal values at the nearest valid time will be output. Time is ignored if node is not time dependent.
<complete_group[complete_group]|with_all_listed_fields|with_any_listed_fields> <fields FIELD_NAME [& FIELD_NAME [& ...]]|all|none|[all]> <group RELATIVE_PATH_TO_REGION/GROUP> <recursive[recursive]|recurse_subgroups|non_recursive> <root PATH_TO_REGION[/]> <time #[0]> <FILE_NAME>
<fields FIELD_NAMES|all|none[all]> <group PATH_TO_REGION[/]> <FILE_NAME>
comfile example
<example>
<execute <#>[1]{integer}>
<name NAME>
<NAME>
<example NAME> <execute> <NAME>
<increment_counter>
<suppress_pointers>
< #[0]{integer}>
<example>
<execute <#>[1]{integer}>
<name NAME>
<NAME>
echo debug directory
<on> <off> <prompt PROMPT_STRING>
<on> <off>
<example> <NAME>