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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 |
---|
|
matrixEyeToWorld
(e2w )
| fltMatrix | identity | |
|
|
facingRatio
(fr )
| float | 0.0 | |
|
|
flippedNormal
(fn )
| bool | false | |
|
|
normalCamera
(n )
| float3 | 0.0, 0.0, 1.0 | |
|
| normalCameraX
(nx )
| float | 0.0 | | |
|
| normalCameraY
(ny )
| float | 0.0 | | |
|
| normalCameraZ
(nz )
| float | 0.0 | | |
|
|
pixelCenter
(pc )
| float2 | 0.0, 0.0 | |
|
| pixelCenterX
(pcx )
| float | 0.0 | | |
|
| pixelCenterY
(pcy )
| float | 0.0 | | |
|
|
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 | | |
|
|
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 | |
|
|
|
|
|
uvCoord
(uv )
| float2 | 0.0, 0.0 | |
|
|
|