Table of Contents

This page provides information about the Sampler texture in V-Ray for Blender.

 

Overview


The Sampler node is a utility for building shader networks. 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 for editing during the compositing process.

 

 

UI Path


||Node Editor|| > Add > Textures > Sampler

 

Node


 

Point – The sampled point.

Point Reference – The shading point in reference space. 

Point Object/Camera – The sampled point in object/camera space.

Normal – The surface normal for the sampled point.

Normal Reference – The smooth normal in reference space. 

Normal Camera/Object – The surface normal for the sampled point in object/camera space.

Bump Normal – The bump normal for the sampled point.

Bump Normal Camera/Object – The bump normal for the sampled point in object/camera space.

Gnormal – The geometric normal for the sampled point.

Cam to World

View Dir – The view direction.

Frame Time – The current frame (image) time.

Ray Time – The ray time between the motion blur interval. 

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.

Camera Near Clip Plane – The camera near clipping plane, calculated from the scene bounding box and the camera transform in the frame data. 

Camera Far Clip Plane – The camera far clipping plane, calculated from the scene bounding box and the camera transform in the frame data. 

Uv Coord – The UV coordinates for the sampled point.

Ray Direction – Returns a vector from the sampled point to the camera position.

Pixel Center – The location of the pixel in the final rendered image that corresponds to the sampled point.

Tangent U/V Camera – The surface tangent in the U/V direction for the sampled point.

Ray Depth – The ray depth. 

Path Length – The 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 Seed – Allows random colors or textures to be assigned to several objects according to each object's render ID.

Random by Polygon Shell – Allows random color or textures to be assigned to multiple polygon shells that have been combined into a single object.

 

 

 

Parameters


 

UV Index – Specifies the index of the UV channel that should be used for sampling when there is no applicable UV set name.

UV Set Name – Specifies the name of the UV channel that is used for sampling.