This section describes the different ways in which you can navigate in the render tree workspace, rearrange nodes, snap nodes
to a grid, frame nodes, and update or clear the workspace.
TipYou can access many common render tree commands by right-clicking in the render tree workspace.
Navigating in the Render Tree
The render tree uses the same navigation controls as other views in Softimage:
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Use the Z or S key to pan and zoom.
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Use Shift+Z for rectangle-zoom.
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Scroll the mouse wheel to zoom, if it is enabled in your preferences.
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Press F to frame selected nodes, or A to frame all.
You can also use the Bird's Eye View to quickly move to a specific part of the tree.
Panning and Zooming
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Press the Z key to activate the Pan and Zoom tool.
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Press the S key to activate the Navigation tool:
These tools are also available from the Tools menu in the render tree toolbar.
Using Rectangular Zoom
Press Shift+Z to activate the Rectangular Zoom tool. This tool is also available from the Tools menu.
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To zoom in, click and drag along a diagonal to define a rectangle. The selected area becomes framed in the view.
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To zoom out, right-click and drag along a diagonal. The view zooms so that the current view fits in the selected area.
Zooming with the Mouse Wheel
By default, you can zoom using the mouse wheel:
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Scroll forward to zoom in and backward to zoom out.
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Press Ctrl to zoom quickly, Shift to zoom slowly, and Ctrl+Shift to zoom even more slowly.
If you like, you can disable the mouse wheel zoom or restrict it to the Navigation tool so that you can use the mouse wheel
with other tools. See Mouse Wheel in Camera Preferences [Preference Reference].
Using the Bird's Eye View
The bird's-eye view is a miniature "map" of your ICE tree in the upper-right corner of the render tree workspace. You can
use it to quickly move to parts of a render tree that are too large to display in the available work area.
To toggle this view on or off, choose .
Use the bird's eye view to quickly move about your tree. The extent of the current display is shown as a white outline. Small
gray rectangles correspond to the shader nodes in the render tree.
Framing Nodes in the Render Tree
You can frame the entire render tree, a selected node, or a selected branch.
To frame the entire render tree
To frame part of a render tree
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Select some nodes or branches.
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Do one of the following:
or
or
Rearranging Nodes in the Workspace
As you work with a render tree and move nodes around, you'll probably want to clean up the workspace from time to time. You
can position each node individually, or you can simply use the rearrange command. Rearrange places every node in an orderly
and logical manner without any overlapping.
To automatically arrange nodes
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Select the nodes to rearrange, or deselect all nodes if you want to arrange the entire tree.
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Press Ctrl+R, or choose .
Alternatively, you can right-click an empty area of the render tree workspace and choose from the menu.
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If nothing was selected, all of the nodes in the render tree workspace are rearranged.
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If a branch of the render tree was selected, only that branch is rearranged.
Snapping Nodes to a Grid
When working with a large and complex render tree, it may not take too long for nodes to start overlapping and cluttering
the workspace. You can rearrange the nodes by having them snap to the grid that covers the render tree work area.
To snap selected nodes to the grid
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Select the nodes to snap.
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Choose .
To snap all nodes to the grid
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Right-click an empty area of the render tree workspace to open a contextual menu, or click in the render tree command bar to open the Tools menu.
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From either menu, choose one of the following:
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causes the nodes to align themselves with the grid that covers the whole render tree workspace.
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causes nodes to snap to the grid whenever you move them. When this option is off, you can move the nodes however and wherever
you like.
NoteIf you have edited or moved nodes in the render tree, their positions may not necessarily be the same when re-opening the
render tree view.
Deleting Unconnected Nodes
By default, all unconnected shader nodes are always left in the render tree for an object. This is often useful for keeping
shaders around when you're trying out different shader connections.
However, if you want to clean up the render tree workspace, you can delete all shader nodes that are not currently connected
to the Material node.
To remove all unconnected nodes in the render tree