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The following examples have the coordinate coordinates system set to world space.

Section
Column
width30%
 
Column
width40%
Image slider
Panel
borderStylenone

Point Type in world space

Panel
borderStylenone

Normal Type vector in world space

Panel
borderStylenone

Reflection vector Type in world space

Panel
borderStylenone

Refraction vector Type in world space

Column
width30%

 

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Using the VRaySamplerInfo Render Element , makes it 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 carries through into the UVW pass created by the VRaySamplerInfo. See the render before and after compositing.

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The table below provides some details on the supported UVW coordinate types within the Sampler Info Render Element. Pass types such as Normal, Normal vector with bump mapping, World coordinates and Point can be used to relight a scene at a composite level. While UVW coordinates and Object coordinates can be used to re-texture items in a scene in composite. The Reflection vector type can be used to adjust or remap reflections, similarly the Refraction vector can do the same at a composite level for refractions. Some types such as the Forward occlusion and Backwards occlusion can be used together for denoising and/or post-process motion blur while the Shading incidence type can be used as a mask in composite.  

The Integer ID from node user attribute can be used as an extended Object ID and the Float number from node user attribute can used to extract additional masks.  

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