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This page gives information about the Sampler Info Render Element.

 

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Overview

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The Sampler Info Render Element is a color image that provides information about the scene, with the choice to show any of various aspects as color blocks. This render element 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. This render element 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.

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UI Path

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||Render Settings window|| > Render Elements tab > Sampler Info


Attributes

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Section

The parameters for this render element appear in the Attribute Editor under Extra V-Ray Attributes.

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Enabled – The render element is generated.

Deep output – Specifies whether to include this render element in deep images.

Filename suffix

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 – The text added to the end of the rendered file, when saved as a separate file (e.g. myrender.samplerInfo.vrimg).

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Type – Controls the type of render element produced by vrayRE_Sampler_Info:

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Point – The X, Y, and

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Z coordinates of the point are converted to RGB

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data according to

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the Coordinate system

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 that is set. This outputs a Position Pass for use in compositing.
Normal

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vector – The direction of the normal at the particular shaded point according to which  Coordinate

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 system is set (Object, World, Camera or Relative space)
Reflection

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vector – Commonly used for

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adjusting reflections in the composite.
Refraction

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vector – Commonly used for

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adjusting refractions in the composite.
UVW

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coordinates – Extracts the UVW coordinates of the object at the particular shaded point.  This can be used to apply another texture at a composite level.
Normal vector with bump

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mapping –  Produces the bump normal according to the Coordinate

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 system that is set.
Backward

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occlusion – The red and green components of this render element represent the screen position of the shaded point at the beginning of the motion-blurred frame, while the blue component represents camera occlusion at the beginning of the motion-blurred frame. Together with

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the Forward occlusion

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render element, this can be used for denoising and/or post-process motion blur.
Forward

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occlusion – The red and green components of this render element represent the screen position of the shaded point at the end of the motion-blurred frame, while the blue component represents camera occlusion at the end of the motion-blurred frame. Together with

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the Backward occlusion

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render element, this can be used for denoising and/or post-process motion blur.
Integer ID from node user

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attribute – Extracts any integer node user property into an integer render element. Can be used as an extended Object ID.
Float number from node user

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attribute – Extracts any floating-point node user property into a single-channel floating-point render element. Can be used to extract additional masks.

Point

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multiplier – Acts as a multiplier

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when Type

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 is set

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to Point.

Refraction

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IOR – Sets the index of refraction when Refraction vector

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 is set as the

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 Type.

UVW

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Channel – The UVW mapping channel used when

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the Type

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 is set

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to UVW coordinates, if

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no UVW Channel Name

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 is specified.

UVW Channel Name – The default UVW mapping channel used when

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the Type

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 is set

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to UVW coordinates. Specifies the UVW Channel to render by the name of the UV set. 

UVW

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Mode – Specifies what happens to UVW values outside the 0.0-1.0 range of the unit texture square:

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Normal – Stores the UVW coordinates without modification.

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Clamp – UVW coordinates above 1.0 are clamped to 1.0, and values below 0.0 are clamped to 0.0.

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Tile – Wraps the UVW coordinates to the unit texture square.

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  Coordinate system – Controls the coordinate system used:

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World –  X, Y, and Z coordinates (in world space) of the point are converted to RGB data.

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Object – X, Y, and Z coordinates (in object space) of the point are converted to RGB data.

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Camera – X, Y, and

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Z coordinates (in camera space) of the point are converted to RGB data.

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Relative – X, Y, and Z coordinates in the object space of

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the Relative node

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 are converted to RGB data.

Relative

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node – When Coordinate system

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 is set

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to Relative, this specifies the scene node relative to which the point/vector data is stored.

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Output – Controls the way data is stored in the render element when

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the Type

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 is a Normal vector, or

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Reflection/Refraction

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 direction:

Vector (signed)

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 – Values are stored directly without modification, including negative components.
Color (unsigned)

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 – Values are scaled down by 0.5 and offset by 0.5 so that (0, 0, 0) maps to (0.5, 0.5, 0.5), (-1, -1, -1) maps to (0, 0, 0) and (1,1,1) maps to (1,1,1). This avoids negative values which might be necessary for some compositing packages.

User

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attribute –  Determines which user attribute to connect to

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when Integer ID from node user attribute

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 or Float number from node user

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attribute is selected as

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 Type.

Occlusion

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Bias – Controls the positional bias of

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the Backward occlusion

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 and  Forward occlusion

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 types in order to prevent incorrect self-occlusion.

Filtering

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 – Applies the image filter to this channel. Image filter settings are in

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the Image

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Sampler rollout in the

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 VRay tab

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 of the Render Settings.

Denoise – Enables the render element's denoising, provided the Denoiser render element is present.

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The Denoise option is not available if the Type is set to Integer ID from node user attribute or Float number from node user attribute.

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Render Samples

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The following images are examples of passes generated by the vrayRE_Sampler_Info.

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