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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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titleUI Path: ||Display Render Settings button|| > Render Elements tab > Sampler Info
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||Display Render Settings button|| > Render Elements tab > Sampler Info

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Render (menu) > Render Settings > Sampler Info


 

To use render elements, select from the Available render elements column and click the Add button to add the passes you wish to generate at render time. When you render the scene, the added render elements listed in the column on the right, will also render, which can be viewed from the VFB window's channel drop-down menu.

For more information on the parameters on this dialog, see the Render Elements tab page.

 


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Attributes

 

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

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

Point – The X, Y, and Z coordinates of the point are converted to RGB data according to the Coordinate system that is set. This outputs a Position Pass for use in compositing.
Normal vector – The direction of the normal at the particular shaded point according to which  Coordinate system is set (Object, World, Camera or Relative space)
Reflection vector – Commonly used for adjusting reflections in the composite.
Refraction vector – Commonly used for adjusting refractions in the composite.
UVW 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 mapping –  Produces the bump normal according to the Coordinate system that is set.
Backward 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 the Forward occlusion render element, this can be used for denoising and/or post-process motion blur.
Forward 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 the Backward occlusion render element, this can be used for denoising and/or post-process motion blur.
Integer ID from node user 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 attribute – Extracts any floating-point node user property into a single-channel floating-point render element. Can be used to extract additional masks.

Point multiplier – Acts as a multiplier when Type is set to Point.

Refraction IOR – Sets the index of refraction when Refraction vector is set as the Type.

UVW Channel – The UVW mapping channel used when the Type is set to UVW coordinates, if no UVW Channel Name is specified.

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

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

Normal – Stores the UVW coordinates without modification.
Clamp – UVW coordinates above 1.0 are clamped to 1.0, and values below 0.0 are clamped to 0.0.
Tile – Wraps the UVW coordinates to the unit texture square.

  Coordinate system – Controls the coordinate system used:

World –  X, Y, and Z coordinates (in world space) of the point are converted to RGB data.
Object – X, Y, and Z coordinates (in object space) of the point are converted to RGB data.
Camera – X, Y, and Z coordinates (in camera space) of the point are converted to RGB data.
Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data.

Relative node – When Coordinate system is set to Relative, this specifies the scene node relative to which the point/vector data is stored.

Output – Controls the way data is stored in the render element when the Type is a Normal vector, or a Reflection/Refraction direction:

Vector (signed) – Values are stored directly without modification, including negative components.
Color (unsigned) – 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 attribute –  Determines which user attribute to connect to when Integer ID from node user attribute or Float number from node user attribute is selected as Type.

Occlusion Bias – Controls the positional bias of the Backward occlusion and  Forward occlusion types in order to prevent incorrect self-occlusion.

Filtering – Applies the image filter to this channel. Image filter settings are in the Image Sampler rollout in the VRay tab 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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Image Modified 


Render Samples

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

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