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AVEVA™ XR Studio

Scene Layers

  • Last UpdatedMar 12, 2025
  • 2 minute read

Layer types

The following layer types can render a scene:

  • Default Renderer (type is sceneDefault)

  • DofHdrB Renderer (type is sceneDofHdrB)

  • FGI Renderer (type is sceneFGI)

Valid nodes

  • <sceneName>

  • <cameraName>

  • <defaultConfig> (only if type is sceneDefault)

  • <dofHdrB> (only if type is sceneDofHdrB)

  • <fgiConfig> (only if type is sceneFGI)

  • <postProcess>

  • <visualContextName>

Code example: Default Renderer

This is a code example for default renderer.

<Layer name="SomeName" type="sceneDefault">

<!-- type is the kind of renderer (default, dofhdrb, etc) -->

<sceneName value="_all_"/>

<!-- _all_ will render all the Scenes, but it must be the only <sceneName> node -->

<cameraName value="Camera001"/>

<!-- it's not mandatory, can be also specified by the code -->

</Layer>

Code example: Default Renderer with multiple scenes and with no scenes

This is a code example for default renderer with multiple scenes and no scenes.

<Layer name="SomeName" type="sceneDefault">

<sceneName value="scena01"/>

<sceneName value="scena02"/>

<sceneName value="scenaX"/>

</Layer>

<Layer name="SomeOtherName" type="sceneDefault">

<!-- it still works, will render a black screen -->

</Layer>

Code example: Default Renderer with PostProcess and Config file

This is a code example for default renderer with multiple scenes and no scenes.

<Layer name="SomeName" type="sceneDefault">

<defaultConfig file="./Gamedata/default_render.xml"/>

<!-- optional -->

<sceneName value="_all_"/>

<postProcess id="DefaultPP" file="post_process.xml"/>

<!-- id is the identifier used by the code to access the effects -->

</Layer>

Code example: DofHdrB Renderer with PostProcess

This is a code example for DoFHdrB renderer with postprocess.

<Layer name="SomeName" type="sceneDofHdrB">

<dofHdrB file="./Gamedata/dof_hdr_b.xml"/>

<!-- mandatory -->

<postProcess id="DefaultPP" file="post_process.xml"/>

<!-- post process not mandatory -->

<sceneName value="_all_"/>

</Layer>

Code example: FGI Renderer with PostProcess

This is a code example for FGI renderer with postprocess.

<Layer name="SomeName" type="sceneFGI">

<fgiConfig file="./Gamedata/hdr/fgi_default.xml"/>

<!-- mandatory -->

<postProcess id="DEFAULT_POSTPROCESS" file="./GameData/hdr/post_process_default.xml"/>

<!-- post process not mandatory -->

<sceneName value="_all_"/>

</Layer>

Code example: FGI Renderer with PostProcess and a Visual Context

This is a code example for FGI renderer with postprocess.

<Layer name="SomeName" type="sceneFGI">

<fgiConfig file="./Gamedata/hdr/fgi_default.xml"/>

<!-- mandatory -->

<postProcess id="DEFAULT_POSTPROCESS" file="./GameData/hdr/post_process_default.xml"/>

<!-- post process not mandatory -->

<sceneName value="_all_"/>

<visualContextName value="vc01" />

</Layer>

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