Table of Contents

This page provides information about the V-Ray Sampler Info texture in Cinema 4D.


Overview


The Sampler Info 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.

Sampler Info 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.



Point Object Output


Properties



Output – Controls the output produced by the Sampler Info texture:

Default – The default option is the Facing Ratio output option.
Point – Specifies the shading point in reference space.
Point Reference – 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.
Gnormal – Specifies the geometric normal in world space.
Flipped Normal – Zero if the face is front facing, and one, if it is back facing the camera.
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 Reference – Specifies the bump normal in relative space.
Normal CameraThe 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.
Bump Normal – Specifies the bump normal in world space.
Bump Normal Camera The X, Y, and Z coordinates of the normals are converted to RGB data according to Camera space.
Bump Normal ObjectThe X, Y, and Z coordinates of the normals are converted to RGB data according to Object space.
Bump Normal RelativeX, 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 ObjectThe X, Y, and Z coordinates of the reflections are converted to RGB data according to Object space.
Reflection CameraThe X, Y, and Z coordinates of the reflections are converted to RGB data according to Camera space.
Reflection RelativeX, 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 ObjectThe X, Y, and Z coordinates of the refractions are converted to RGB data according to Object space.
Refraction CameraThe 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 Dir – 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 LevelOutputs how many transparency intersections have occurred at the point of intersecting the first surface along the ray path.
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.
Tangent UCamera – Controls the U axis of the currently shaded point's UVW space, transformed in camera space.
Tangent VCamera – Controls the V axis of the currently shaded point's UVW space, transformed in camera space.
Tangent UObject – Controls the U axis of the currently shaded point's UVW space, transformed in object space.
Tangent VObject – Controls the V axis of the currently shaded point's UVW space, transformed in object space.
Ray Direction – Specifies the viewing direction in camera space.
Pixel Center – Specifies the current sample image coordinates.
Cam to World – Specifies the transformation from camera to world space.
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.
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 – Specifies the material ID if the surface supports it. 
Object Id – Specifies the object ID of the hit object.
Parent Object Id – Specifies the object ID of the parent object.
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 Coords – Displays the Barycentric coordinates of the rendered objects.

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

Uv Index – Selects the UVW mapping channel of the connected Bitmap. 

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

Transform . Off / V1 / V2 / V3 – When a Relative output type is selected, these vectors define the relative transformation matrix's rows.





Example Outputs



Refraction Object

Reflection Object

Point Relative

Normal World

Bump Normal




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