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Supported UVW Coordinate Types

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The table shows These tables show the Pass Types within the Sampler Info Render Element and their render engine support. 

 

Section
Column
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Pass TypeCoord. SystemUVW ModeOutputV-Ray CPUV-Ray GPU

Point

World  
PointObject  -
PointCamera  
PointRelative  -
 
Normal vectorWorld Vector
Normal vectorWorld Color-
Normal vectorObject Vector-
Normal vectorObject Color-
Normal vectorCamera Vector
Normal vectorCamera Color-
Normal vectorRelative Vector-
Normal vectorRelative Color-
 
Reflection vectorWorld Vector-
Reflection vectorWorld Color-
Reflection vectorObject Vector-
Reflection vectorObject Color-
Reflection vectorCamera Vector-
Reflection vectorCamera Color-
Reflection vectorRelative Vector-
Reflection vectorRelative Color-
 
Refraction vectorWorld Vector-
Refraction vectorWorld Color-
Refraction vectorObject Vector-
Refraction vectorObject Color-
Refraction vectorCamera Vector-
Refraction vectorCamera Color-
Refraction vectorRelative Vector-
Refraction vectorRelative Color-
Column
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Pass TypeCoord. SystemUVW ModeOutputV-

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Ray CPUV-Ray GPU

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UVW Coordinates Normal 
UVW Coordinates Clamp -
UVW Coordinates Tile -
 
Normal vector with bump mappingWorld Vector-
Normal vector with bump mappingWorld Color-
Normal vector with bump mappingObject Vector-
Normal vector with bump mappingObject Color-
Normal vector with bump mappingCamera Vector-
Normal vector with bump mappingCamera Color-
Normal vector with bump mappingRelative Vector-
Normal vector with bump mappingRelative Color-
 
Backward occlusion   -
 
Forward occlusion   -
 
Integer ID from node user attribute   
 
Float number from node user attribute   
 
Color from node user attribute   -
 
Face index in mesh  Vector-
Face index in mesh  Color-
 
Barycentric coordinates from face  Vector
Barycentric coordinates from face  Color-
 
Tangent vector in object space  Vector
Tangent vector in object space  Color-
 
Bitangent vector in object space  Vector
Bitangent vector in object space  Color-

 

Notes

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Fancy Bullets
typecircle
  • When included in a multichannel EXR, the Sampler Info render element is always saved with lossless compression.