Table of Contents

This page provides information about the Sampler Info utility texture in V-Ray for Blender.


Overview


The V-Ray Sampler Info utility texture is a color image that provides information about the scene, with the choice to show any of the aspects as color blocks. It provides information about various aspects of the shaded points, such as position, normal, bump normal, reflection/refraction vectors, and UVW coordinates, which previously were only available through the Extra Texture Render Element.

The Sampler texture can be used either for world position passes or normal passes. It extracts particular information about the scene, converting the gathered information into RGB data for use in compositing.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Texture Utilities V-Ray Sampler Info





Node


These are the different sample options. Once you select what you would like to sample, click the + button () to add an output socket for it. You can then use the - button () to remove the input socket of the currently selected Sampler. You can have only one output per sampler.

Samplers – Determines the data to be sampled from the scene:

Point – Specifies the shading point in reference space.
Point Object – The X, Y, and Z coordinates of the point are converted to RGB data according to Object space. This outputs a Position Pass for use in compositing.
Point Camera – The X, Y, and Z coordinates of the point are converted to RGB data according to Camera space. This outputs a Position Pass for use in compositing.
Point Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. This outputs a Position Pass for use in compositing.
Point Reference – Specifies the shading point in reference space.
Geometric Normal – Specifies the geometric normal in world space.
Flipped Normal – Outputs the direction of the normal vector, but flipped.

Normal – The direction of the normal at the particular shaded point according to which the Coordinate system is set (Object, World, Camera, or Relative space).
Normal Object – The surface normal for the sampled point in object space.
Normal Camera  The X, Y, and Z coordinates of the normals are converted to RGB data according to Camera space.
Normal Relative – This specifies the scene node relative to which the normal data is stored.
Normal Reference – Specifies the bump normal in relative space.
Bump Normal – Specifies the bump normal in world space.
Bump Normal Object – The X, Y, and Z coordinates of the normals are converted to RGB data according to Object space.

Bump Normal Camera   The X, Y, and Z coordinates of the normals are converted to RGB data according to Camera space.
Bump Normal Relative  X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data.
Reflection – Commonly used for adjusting reflections in the composite.
Reflection Object  The X, Y, and Z coordinates of the reflections are converted to RGB data according to Object space.
Reflection Camera  The X, Y, and Z coordinates of the reflections are converted to RGB data according to Camera space.
Reflection Relative  X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data.
Refraction – Commonly used for adjusting refractions in the composite.
Refraction Object – The X, Y, and Z coordinates of the refractions are converted to RGB data according to Object space.
Refraction Camera – The X, Y, and Z coordinates of the refractions are converted to RGB data according to Camera space.
Refraction Relative –  X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data.
View direction – Specifies the view direction.
Frame Time – Specifies the current frame (image) time.
Ray Time – The ray time within the motion blur interval.
Frame Index Offset – Outputs an offset from the current frame for motion blur intervals longer than one frame. For example, if you have a Motion Blur interval spanning three frames, the output will return -1, 0, or 1, depending on the ray time.
Facing Ratio – Specifies the direction of the normal vector relative to the camera.
Ray Depth – Specifies the ray length.
Path Length – Specifies the path length. 
Transparency Level  Outputs how many transparency intersections have occurred at the point of intersecting the first surface along the ray path.
Pixel Center – Specifies the current sample image coordinates.
Camera near Clip Plane – Controls the camera near the clipping plane, calculated from the scene bounding box, and the camera transform in scene units.
Camera Far Clip Plane – Controls the camera far clipping plane, calculated from the scene bounding box, and the camera transform in scene units.
Uv Coord – Specifies the UVW coordinates of the point being shaded.
Uv Coord Clamp – Specifies the clamped UVW coordinates of the point being shaded.
Uv Coord Tile – Specifies the tiled UVW coordinates of the point being shaded.
Tangent U Camera – Controls the U axis of the currently shaded point's UVW space, transformed in camera space.
Tangent V Camera – Controls the V axis of the currently shaded point's UVW space, transformed in camera space.
Tangent U Object – Controls the U axis of the currently shaded point's UVW space, transformed in object space.
Tangent V Object – Controls the V axis of the currently shaded point's UVW space, transformed in object space.
Tangent U World – Controls the U axis of the currently shaded point's UVW space, transformed in world space.
Tangent V World – Controls the V axis of the currently shaded point's UVW space, transformed in world space.
Random by Render ID – Assigns a random color/texture by each object's render ID.
Random by Poly Shell – Assigns a random color/texture based on the polygon shell the current face belongs to. 
Random by Scene Name – Assigns a random color/texture by each object's full scene path.
Random by Instance ID – Assigns a random color/texture by each instance ID.
Material ID – The material ID for the sampled point.
Object ID – Returns the object ID for the object at the sampled point.
Parent Object ID – Returns the object ID for the parent object of the sampled point.
Instance ID – Returns the instance ID of the object at the sampled point.
Velocity – Specifies the velocity at the intersection point in scene units per frame (in world space).
Speed – Specifies the speed at the intersection point in scene units per frame. 
Face Index – Correlates points between separate bakings of the same mesh.
Barycentric Coordinates – Displays the Barycentric coordinates of the rendered objects.

Transform – Allows a Transform or Matrix node to be connected to determine the sample's transformation(s).




Properties


UV Set Name – The default UVW mapping channel used when the Samplers is set to UV Coord. Specifies the UVW Channel to render by the name of the UV set. 

Refraction Ior – Sets the index of refraction when Refraction is set as the Output.



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