Output – Controls the output produced by the Sampler Info texture: Default – The default option is the Facing Ratio output option. Point – Specifies the shading point in reference space. Point Reference – Specifies the shading point in reference space. Point Object – The X, Y, and Z coordinates of the point are converted to RGB data according to Object space. This outputs a Position Pass for use in compositing. Point Camera – The X, Y, and Z coordinates of the point are converted to RGB data according to Camera space. This outputs a Position Pass for use in compositing. Point Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. This outputs a Position Pass for use in compositing. Gnormal – Specifies the geometric normal in world space. Flipped Normal – Zero if the face is front facing, and one, if it is back facing the camera. Normal – The direction of the normal at the particular shaded point according to which the Coordinate system is set (Object, World, Camera, or Relative space). Normal Reference – Specifies the bump normal in relative space. Normal Camera – The X, Y, and Z coordinates of the normals are converted to RGB data according to Camera space. Normal Relative – This specifies the scene node relative to which the normal data is stored. Bump Normal – Specifies the bump normal in world space. Bump Normal Camera – The X, Y, and Z coordinates of the normals are converted to RGB data according to Camera space. Bump Normal Object – The X, Y, and Z coordinates of the normals are converted to RGB data according to Object space. Bump Normal Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. Reflection – Commonly used for adjusting reflections in the composite. Reflection Object – The X, Y, and Z coordinates of the reflections are converted to RGB data according to Object space. Reflection Camera – The X, Y, and Z coordinates of the reflections are converted to RGB data according to Camera space. Reflection Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. Refraction – Commonly used for adjusting refractions in the composite. Refraction Object – The X, Y, and Z coordinates of the refractions are converted to RGB data according to Object space. Refraction Camera – The X, Y, and Z coordinates of the refractions are converted to RGB data according to Camera space. Refraction Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. View Dir – Specifies the view direction. Frame Time – Specifies the current frame (image) time. Ray Time – The ray time within the motion blur interval. Frame Index Offset – Outputs an offset from the current frame for motion blur intervals longer than one frame. For example, if you have a Motion Blur interval spanning three frames, the output will return -1, 0, or 1, depending on the ray time. Facing Ratio – Specifies the direction of the normal vector relative to the camera. Ray Depth – Specifies the ray length. Path Length – Specifies the path length. Transparency Level – Outputs how many transparency intersections have occurred at the point of intersecting the first surface along the ray path. Camera near Clip Plane – Controls the camera near the clipping plane, calculated from the scene bounding box, and the camera transform in scene units. Camera Far Clip Plane – Controls the camera far clipping plane, calculated from the scene bounding box, and the camera transform in scene units. Tangent UCamera – Controls the U axis of the currently shaded point's UVW space, transformed in camera space. Tangent VCamera – Controls the V axis of the currently shaded point's UVW space, transformed in camera space. Tangent UObject – Controls the U axis of the currently shaded point's UVW space, transformed in object space. Tangent VObject – Controls the V axis of the currently shaded point's UVW space, transformed in object space. Ray Direction – Specifies the viewing direction in camera space. Pixel Center – Specifies the current sample image coordinates. Cam to World – Specifies the transformation from camera to world space. Uv Coord – Specifies the UVW coordinates of the point being shaded. Uv Coord Clamp – Specifies the clamped UVW coordinates of the point being shaded. Uv Coord Tile – Specifies the tiled UVW coordinates of the point being shaded. Random by Render ID – Assigns a random color/texture by each object's render ID. Random by Poly Shell – Assigns a random color/texture based on the polygon shell the current face belongs to. Random by Scene Name – Assigns a random color/texture by each object's full scene path. Random by Instance ID – Assigns a random color/texture by each instance ID. Material Id – Specifies the material ID if the surface supports it. Object Id – Specifies the object ID of the hit object. Parent Object Id – Specifies the object ID of the parent object. Velocity – Specifies the velocity at the intersection point in scene units per frame (in world space). Speed – Specifies the speed at the intersection point in scene units per frame. Face Index – Correlates points between separate bakings of the same mesh. Barycentric Coords – Displays the Barycentric coordinates of the rendered objects. Uv Set Name – The default UVW mapping channel used when the Output is set to Uv Coord. Specifies the UVW Channel to render by the name of the UV set. Uv Index – Selects the UVW mapping channel of the connected Bitmap. Refraction Ior – Sets the index of refraction when Refraction vector is set as the Output. Transform . Off / V1 / V2 / V3 – When a Relative output type is selected, these vectors define the relative transformation matrix's rows. |