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				Related nodes. Attributes. 
 Sampler Info is a utility node you can use to get all
 kinds of information useful for building shader networks.
 The job of Sampler Info is to give you information about the
 each point on a surface as it is being "sampled", that is,
 calculated for rendering purposes.
 
 Sampler Info can give you information about a point's position
 in space, its orientation and tangency, and its location relative to
 the camera.
 Many of the attributes for this node provide values in "camera
 coordinate space".  This is the local object space of the camera.
 Each camera (in its own space) is located at the point 0, 0, 0.
 It is looking straight along the negative Z axis, and
 the positive Y axis is pointing up.
 In the table below, important attributes have their names
 listed in bold in the description column.
This node is MP safe
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| samplerInfo | shadingDependNode | utility/general:drawdb/shader/operation/samplerInfo | kSamplerInfo | kBase kNamedObject
 kDependencyNode
 kSamplerInfo
 | 
Related nodes
blendColors, clamp, lightInfo, gammaCorrect, surfaceLuminance, contrast, luminance, rgbToHsv, hsvToRgb, setRange, resolution, renderQuality, renderGlobals, renderGlobalsList, baseShadingSwitch, singleShadingSwitch, doubleShadingSwitch, tripleShadingSwitch
Attributes (37)
facingRatio, flippedNormal, matrixEyeToWorld, normalCamera, normalCameraX, normalCameraY, normalCameraZ, pixelCenter, pixelCenterX, pixelCenterY, pointCamera, pointCameraX, pointCameraY, pointCameraZ, pointObj, pointObjX, pointObjY, pointObjZ, pointWorld, pointWorldX, pointWorldY, pointWorldZ, rayDirection, rayDirectionX, rayDirectionY, rayDirectionZ, tangentUCamera, tangentUx, tangentUy, tangentUz, tangentVCamera, tangentVx, tangentVy, tangentVz, uCoord, uvCoord, vCoord
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| pointCamera(p) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | pointCameraX(px) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraY(py) | float | 0.0 |     |  |
 | 
| |  |  | pointCameraZ(pz) | float | 0.0 |     |  |
 | 
|  | 
| pointObj(po) | float3 | 0.0, 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| pointWorld(pw) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | pointWorldX(pwx) | float | 0.0 |     |  |
 | 
| |  |  | pointWorldY(pwy) | float | 0.0 |     |  |
 | 
| |  |  | pointWorldZ(pwz) | float | 0.0 |     |  |
 | 
|  | 
| normalCamera(n) | float3 | 0.0, 0.0, 1.0 |     | 
|
| |  |  | normalCameraX(nx) | float | 0.0 |     |  |
 | 
| |  |  | normalCameraY(ny) | float | 0.0 |     |  |
 | 
| |  |  | normalCameraZ(nz) | float | 0.0 |     |  |
 | 
|  | 
| uvCoord(uv) | float2 | 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
| rayDirection(r) | float3 | 0.0, 0.0, 1.0 |     | 
|
| |  |  | rayDirectionX(rx) | float | 0.0 |     |  |
 | 
| |  |  | rayDirectionY(ry) | float | 0.0 |     |  |
 | 
| |  |  | rayDirectionZ(rz) | float | 0.0 |     |  |
 | 
|  | 
| tangentUCamera(tu) | float3 | 1.0, 0.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| tangentVCamera(tv) | float3 | 0.0, 1.0, 0.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| matrixEyeToWorld(e2w) | fltMatrix | identity |     | 
|
|  | 
| pixelCenter(pc) | float2 | 0.0, 0.0 |     | 
|
| |  |  | pixelCenterX(pcx) | float | 0.0 |     |  |
 | 
| |  |  | pixelCenterY(pcy) | float | 0.0 |     |  |
 | 
|  | 
| flippedNormal(fn) | bool | false |     | 
|
|  | 
| facingRatio(fr) | float | 0.0 |     | 
|