Type – Controls the type of render element produced by the Sampler Info element: - Point – The X, Y, and Z coordinates of the point are converted to RGB data according to the Coordinate System that is set. This outputs a Position Pass for use in compositing.
- Normal vecNormal vector with bump mappingtor – The direction of the normal at the particular shaded point, according to which the Coordinate System is set.
- Reflection vector – Commonly used for adjusting reflections in the composite.✓
- Refraction vector – Commonly used for adjusting refractions in the composite.
- UVW coordinates – 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 with bump mapping – Produces the bump normal, according to the Coordinate 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. This can be used for denoising and/or post-process motion blur.
- Forward occlusion – The red and green components of this type 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. This can be used for denoising and/or post-process motion blur.
- Integer ID from node user attribute – Extracts any integer node user property into an integer render element. Can be used as an extended Object ID. Supports both V-Ray and Mograph user attributes.
- Float number from node user attribute – Extracts any floating-point node user property into a single-channel floating-point render element. Can be used to extract additional masks. Supports both V-Ray and Mograph user attributes.
- Color from node user attribute – Extracts any color node user property into a color render element. Can be used for masking in post-production. Supports both V-Ray and Mograph user attributes.
- Face index in mesh – Correlates points between separate bakings of the same mesh.
- Barycentric coordinates from face – Displays the Barycentric coordinates of the rendered objects.
- Tangent vector in object space – Displays tangent vector according to the object space.
- Bitangent vector in object space – Displays bitangent vector according to the object space
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Point Multiplier – Acts as a multiplier when Type is set to Point. Refraction IOR – Sets the index of refraction when the Type is set to Refraction vector. Coordinate system – Determines 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. Output – Controls the way data is stored in the render element. Available for all vector Types and face Types. Vector – Values are stored directly without modification, including negative components. Color – 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. UVW Channel – The UVW mapping channel used when the Type is set to UVW coordinates, Tangent / Bitangent vector in object space, if no UVW Channel Name is specified. UVW Channel Name – The default UVW mapping channel used when the Type is set to UVW coordinates. Specifies the UVW Channel to render by the name of the UV set. UVW Mode – 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. Occlusion Bias – Controls the positional bias of the Backward occlusion and Forward occlusion types in order to prevent incorrect self-occlusion. User Attribute – Determines which user attribute to connect to when a user attribute Type is selected.. Enable Deep Output – Specifies whether to include this render element in deep images. Filtering – Applies an image filter to this channel. This option is not available for the user attribute Types and the Face index in mesh Type. Denoise – Enables the render element's denoising, provided the Denoiser is enabled. This option is not available for the user attribute Types and the Face index in mesh Type. |