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Parameters
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Common Uses
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The VRaySamplerInfoTex texture extracts particular information about the scene. It then converts the gathered information into RGB data that can be used for compositing. Here are examples of the types of data that can be extracted, and how that data is displayed in the render element.
The following examples have the coordinate system set to world space.
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Sampler Info Render Element
with type set to Reflection vector (world space)
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Sampler Info Render Element
with type set to Refraction vector (world space)
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The following examples have the coordinate system set to object space.
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The following examples have the coordinates system set to camera space.
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The following examples have the coordinates system set to relative space.
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Example: Re-texturing in composite
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Using the VRaySamplerInfo Render Element, makes it is possible to apply a new texture to an already rendered still or sequence via setting its 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 carries through into the UVW pass created by VRaySamplerInfo as can be seen in the examples below.
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the VRaySamplerInfo. See the render before and after compositing.
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Supported UVW Coordinate Types
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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 | ✓ | – |