Transform Attribute

 
 
 

Category: Data > Attribute

Shader Family: Texture

Output: Orientation value

This shader gets ICE attributes of the Transform type created in an ICE tree. To use this shader, you must first make sure that the object or its components have the appropriate attribute created for it in an ICE tree.

For general information, see Bringing ICE Data into the Render Tree with Attribute Shaders.

Attribute

Name of the ICE attribute used to drive shader data. This attribute must be of the Quaternion (as rotation), Matrix 3x3, Matrix 4x4, or Rotation data type, such as Orientation.

The attribute names show up in this list only if they are defined in an ICE tree.

The Default Value is used in case an attribute is missing or none has been selected.

Array Index

If the value refers to an array type, you can specify an index value.

Static KineState

Set the appropriate transformation (scaling, rotation, or position) values that you want the attribute to use in the render tree.

Render Tree Usage

Plugs into any port on a shader that supports Transform data, such as the Vector Coordinate Converter or Decompose Transform shaders. You have to set the Transform type to be Input Transform. It can be used to transform normals and UV coordinates etc.