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Using the VRaySamplerInfo Render Element it is possible to apply a new texture to an already rendered still or sequence via setting its type Type to UVW coordinates. This then enables the creation of what effectively amounts to a new Diffuse Filter Render Element which can then be used in a composite, enabling a change of texture to be easily made. It is worth noting that any UV stretching on the model will carry through into the UVW pass created by VRaySamplerInfo as can be seen in the examples below.
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The Integer ID from node user attribute can be used as an an extended Object ID and the Float number from node user attribute can used to extract additional masks.
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Pass Type | Coord. System | UVW Mode | Output | V-Ray Render | V-Ray GPU |
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Point | World | ✓ | ✓ | ||
Point | Object | ✓ | – | ||
Point | Camera | ✓ | ✓ | ||
Point | Relative | ✓ | – | ||
Normal | World | Vector (signed) or Color (unsigned) | ✓ | PARTIAL | |
Normal | Object | Vector (signed) or Color (unsigned) | ✓ | – | |
Normal | Camera | Vector (signed) or Color (unsigned) | ✓ | PARTIAL | |
Normal | Relative | Vector (signed) or Color (unsigned) | ✓ | PARTIAL | |
Reflection | World | Vector (signed) or Color (unsigned) | ✓ | – | |
Reflection | Object | Vector (signed) or Color (unsigned) | ✓ | – | |
Reflection | Camera | Vector (signed) or Color (unsigned) | ✓ | – | |
Reflection | Relative | Vector (signed) or Color (unsigned) | ✓ | – | |
Refraction | World | Vector (signed) or Color (unsigned) | ✓ | – | |
Refraction | Object | Vector (signed) or Color (unsigned) | ✓ | – | |
Refraction | Camera | Vector (signed) or Color (unsigned) | ✓ | – | |
Refraction | Relative | Vector (signed) or Color (unsigned) | ✓ | – | |
UVW coordinates | Normal | ✓ | ✓ | ||
UVW coordinates | Clamp | ✓ | ✓ | ||
UVW coordinates | Tile | ✓ | – | ||
Normal vector with bump mapping | World | Vector (signed) or Color (unsigned) | ✓ | – | |
Normal vector with bump mapping | Object | Vector (signed) or Color (unsigned) | ✓ | – | |
Normal vector with bump mapping | Camera | Vector (signed) or Color (unsigned) | ✓ | – | |
Normal vector with bump mapping | Relative | Vector (signed) or Color (unsigned) | ✓ | – | |
Backwards occlusion | ✓ | – | |||
Forward occlusion | ✓ | – | |||
Integer ID from node user attribute | ✓ | – | |||
Float number from node user attribute | ✓ | – |
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