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2018年6月29日 (金) 05:53時点における最新版
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目次
Input Nodes
Camera Data
- View Vector
- A Camera space vector from the camera to the shading point.
- View Z Depth
- View Distance
- Distance from the camera to the shading point.
Value
Input a scalar value.
- Value
- Value output.
RGB
Input an RGB color.
- Color
- RGB color output.
Attribute
Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with layers and attributes planned to be added. Also internal attributes like P (position), N (normal), Ng (geometric normal) may be accessed this way, although there are more convenient nodes for this.
- Name
- Name of the attribute.
- Color output
- RGB color interpolated from the attribute.
- Vector output
- XYZ vector interpolated from the attribute.
- Fac output
- Scalar value interpolated from the attribute.
Geometry
Geometric information about the current shading point. All vector coordinates are in World Space. For volume shaders, only the position and incoming vector are available.
- Position
- Position of the shading point.
- Normal
- Shading normal at the surface (includes smooth normals and bump mapping).
- Tangent
- Tangent at the surface.
- True Normal
- Geometry or flat normal of the surface.
- Incoming
- Vector pointing towards the point the shading point is being viewed from.
- Parametric
- Parametric coordinates of the shading point on the surface.
- Backfacing
- 1.0 if the face is being viewed from the backside, 0.0 for the frontside.
Light Path
Node to find out for which kind of incoming ray the shader is being executed; particularly useful for non-physically based tricks. More information about the meaning of each type is in the Light Paths documentation.
- Is Camera Ray output
- 1.0 if shading is executed for a camera ray, 0.0 otherwise.
- Is Shadow Ray output
- 1.0 if shading is executed for a shadow ray, 0.0 otherwise.
- Is Diffuse Ray output
- 1.0 if shading is executed for a diffuse ray, 0.0 otherwise.
- Is Glossy Ray output
- 1.0 if shading is executed for a glossy ray, 0.0 otherwise.
- Is Singular Ray output
- 1.0 if shading is executed for a singular ray, 0.0 otherwise.
- Is Reflection Ray output
- 1.0 if shading is executed for a reflection ray, 0.0 otherwise.
- Is Transmission Ray output
- 1.0 if shading is executed for a transmission ray, 0.0 otherwise.
- Ray Length output
- Distance traveled by the light ray from the last bounce or camera.
Object Info
Information about the object instance. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. For example a Noise texture can give random colors or a Color ramp can give a range of colors to be randomly picked from.
- Location
- Location of the object in world space.
- Object Index
- Object pass index, same as in the Object Index pass.transformed.
- Material Index
- Material pass index, same as in the Material Index pass.
- Random
- Random number unique to a single object instance.
Fresnel
Dielectric fresnel, computing how much light is refracted through and how much is reflected off a layer. The resulting weight can be used for layering shaders with the Mix Shader node. It is dependent on the angle between the surface normal and the viewing direction.
- IOR input
- Index of refraction of the material being entered.
- Fresnel output
- Fresnel weight, indicating the probability with which light will reflect off the layer rather than passing through.
Layer Weight
Output weights typically used for layering shaders with the Mix Shader node.
- Blend input
- Blend between the first and second shader.
- Fresnel output
- Dielectric fresnel weight, useful for example for layering diffuse and glossy shaders to create a plastic material. This is like the Fresnel node, except that the input of this node is in the often more-convenient 0.0 to 1.0 range.
- Facing output
- Weight that blends from the first to the second shader as the surface goes from facing the viewer to viewing it at a grazing angle.
Texture Coordinates
Commonly used texture coordinates, typically used as inputs for the Vector input for texture nodes.
- Generated
- Automatically generated texture coordinates from the vertex positions of the mesh without deformation, keeping them sticking to the surface under animation. Range from 0.0 to 1.0 over the bounding box of the undeformed mesh.
- Normal
- Object space normal, for texturing objects with the texture staying fixed on the object as it transforms.
- UV
- UV texture coordinates from the active render UV layer.
- Object
- Position coordinate in object space.
- Camera
- Position coordinate in camera space.
- Window
- Location of shading point on the screen, ranging from 0.0 to 1.0 from the left to right side and bottom to top of the render.
- Reflection
- Vector in the direction of a sharp reflection; typically used for environment maps.
Particle Info
For objects instanced from a particle system, this node give access to the data of the particle that spawned the instance.
- Index
- Index number of the particle (from 0 to number of particles).
- Age
- Age of the particle in frames.
- Lifetime
- Total lifespan of the particle in frames.
- Location
- Location of the particle.
- Size
- Size of the particle.
- Velocity
- Velocity of the particle.
- Angular Velocity
- Angular velocity of the particle.
Hair Info
This node gives access to strand information.
- Is strand
- Returns 1 when the shader is acting on a strand, otherwise 0.
- Intersect
- The point along the strand where the ray hits the strand (1 at the tip and 0 at the root).
- Thickness
- The thickness of the strand at the point where the ray hits the strand.
- Tangent Normal
- Tangent normal of the strand.
Tangent
Generates a tangent direction for the Anisotropic BSDF.
- Direction Type
- The tangent direction can be derived from a cylindrical projection around the X, Y or Z axis (Radial), or from a manually created UV Map for full control.
- Tangent Output
- The tangent direction vector.