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. Consider for AA – By default, the Image sampler applies AA based on the RGB image. When this option is enabled, the Render Element is considered for AA. Filtering – When enabled, it applies the antialiasing filter to the render element. Color Mapping – Applies the default color mapping options to this render element (Reinhard). Type – Controls the type of render element produced by Sampler Info: Point – The X, Y, and Z coordinates of the point are converted to RGB data according to the coord system that is set. This outputs a Position Pass for use in compositing. Coordinate System – 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 – The direction of the normal at the particular shaded point according to which coord 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. Normal Vector with Bump Mapping – Produces the bump normal according to the coord 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. 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. UVWMode – 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 coord system is set to relative, this specifies the scene node relative to which the point/vector data is stored. Press the drop-down menu to see a list of the objects in the scene. You can also search or pick them directly from the viewport. 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. Occlusion Bias – Controls the positional bias of the Backward occlusion & Forward occlusion types in order to prevent incorrect self-occlusion. |