This page contains information about the V-Ray Sampler Texture utility.
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The TexSampler node is a utility for building shader networks and emulates the Sampler Info node in Maya. It is capable of extracting a variety of information for each point on a surface.
The Sampler node provides information about various aspects of the shaded points such as position, normal, bump normal, reflection/refraction vectors and UVW coordinates. It can be used either for world position passes or normal passes. It also extracts information about the scene, converting the gathered information into RGB data for use in compositing.
It can be also used to drive a material channel to achieve various effects. This can provide more render passes with information that can allow more possibilities to editing during the compositing process.
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Although the TexSampler node does not contain any inputs, it provides a wide variety of outputs.
point – The sampled point.
pointReference –
pointObject/Camera – The sampled point in object/camera space.
normal – The surface normal for the sampled point.
normalReferece –
normalCamera/Object – The surface normal for the sampled point in object/camera space.
bumpNormal – The bump normal for the sampled point.
bumpNormalCamera/Object – The bump normal for the sampled point in object/camera space.
gnormal – The geometric normal for the sampled point.
view_dir – The view direction.
frame_time –
ray_time –
facing_ratio – Returns a number between 0 and 1 that specifies if the sampled point is facing towards or away from the camera.
material_id – The material ID for the sampled point.
flipped_normal – Specifies which side of the surface is sampled.
cameraNearClipPlane –
cameraFarClipPlane –
uvCoord – The UV coordinates for the sampled point.
rayDirection – Returns a vector from the sampled point to the camera position.
pixelCenter – The location of the pixel in the final rendered image that corresponds to the sampled point.
tangentUCamera – The surface tangent in the U direction for the sampled point.
tangentVCamera – The surface tangent in the V direction for the sampled point.
ray_depth –
path_length –
object_id – Returns the object ID for the object at the sampled point.
parent_object_id – Returns the object ID for the parent object of the sampled point.
velocity – The velocity of the sampled point.
speed – The speed of the sampled point.
random_by_renderID – Allows random colors or textures to be assigned to several objects according to each object's render ID.
random_by_polyShell – Allows random color or textures to be assigned to multiple polygon shells that have been combined into a single object.
UV Name – Specifies the name of the UV channel that will be used for sampling.
UV Index – Specifies the index of the UV channel that should be used for sampling when there is no applicable UV set name.