Name Long (short) |
Data Type |
Description |
farPointCamera (fc)
farPointCameraX (fcx)
farPointCameraY (fcy)
farPointCameraZ (fcz)
|
float3
float
float
float
|
used for volume, the far point of the visible interval in camera space
|
farPointObj (fo)
farPointObjX (fox)
farPointObjY (foy)
farPointObjZ (foz)
|
float3
float
float
float
|
used for volume, the far point of the visible interval in object space
|
farPointWorld (fw)
farPointWorldX (fwx)
farPointWorldY (fwy)
farPointWorldZ (fwz)
|
float3
float
float
float
|
used for volume, the far point of the visible interval in world space
|
filterSize (fs)
filterSizeX (fsx)
filterSizeY (fsy)
filterSizeZ (fsz)
|
float3
float
float
float
|
Filter size in (u, v, w) with which to filter textures
|
infoBits (ib)
|
32-bit unsigned integer
|
Passes information from one node that may be needed by another node.
Using this field, a file texture node with advanced filtering turned on (such as Quadratic filtering) can be used simultaneously
as both a color map and a bump map. When rendering, Maya computes the color map using advanced filtering, but computes the
bump map without it since advanced filtering is incompatible with bump mapping.
|
lightDataArray (ltd)
lightDirection (ld)
lightDirectionX (ldx)
lightDirectionY (ldy)
lightDirectionZ (ldz)
lightIntensity (li)
lightIntensityR (lir)
lightIntensityG (lig)
lightIntensityB (lib)
lightAmbient (la)
lightDiffuse (ldf)
lightSpecular (ls)
lightShadowFraction (lsf)
|
lightData
float3
float
float
float
float3
float
float
float
boolean
boolean
boolean
float
|
Multi-attribute representing all lights linked to the shading group
The light direction
The light intensity
Flag for ambient component
Flag for diffuse component
Flag for specular component
Percentage shadowing of the current light, provided shadows are enabled on the given light
|
matrixObjectToWorld (mow)
|
floatMatrix
|
Transformation from object space into world space
|
matrixWorldToObject (mwo)
|
floatMatrix
|
Transformation from world space into object space
|
mediumRefractiveIndex (mrfi)
|
float
|
refractive index of the medium through which the incident ray was travelling before it hit the point being shaded
|
normalCamera (n)
normalCameraX (nx)
normalCameraY (ny)
normalCameraZ (nz)
|
float3
float
float
float
|
Surface normal in camera space
|
numShadingSamples (ns)
|
char
|
Number of shading samples to take for this surface
|
objectId (oi)
|
int
|
unique ID for the object being shaded, may not be the same ID across frames
|
objectType (ot)
|
char
|
the rendering type (0=unknown, 1=surface, 2=volume(not particles), 3=blobby surface, 4=particle system, 5=image plane)
|
particleAge (pa)
|
float
|
age of the particle currently being shaded
|
particleColor (pc)
particleColorR (pcr)
particleColorG (pcg)
particleColorB (pcb)
|
float3
float
float
float
|
per-particle color as provided by a particle color mapper
|
particleId (pid)
|
int
|
unique identifier for the particle being shaded
|
particleIncandescence (pi)
particleIncandescenceR (pir)
particleIncandescenceG (pig)
particleIncandescenceB (pib)
|
float3
float
float
float
|
per-particle incandescence as provided by a particle incandescence mapper
|
particleLifespan (pls)
|
float
|
life-span of the current particle
|
particleTransparency (pt)
particleTransparencyR (ptr)
particleTransparencyG (ptg)
particleTransparencyB (ptb)
|
float3
float
float
float
|
per-particle transparency as provided by a particle transparency mapper
|
particleWeight (w)
|
float
|
weight of the current particle
|
pixelCenter (pc)
pixelCenterX (pcx)
pixelCenterY (pcy)
|
float2
float
float
|
center of the pixel currently being shaded in screen space
|
pointCamera (p)
pointCameraX (px)
pointCameraY (py)
pointCameraZ (pz)
|
float3
float
float
float
|
xyz location of geometry in camera space
|
pointObj (po)
pointObjX (pox)
pointObjY (poy)
pointObjZ (poz)
|
float3
float
float
float
|
xyz location of geometry in object space
|
pointWorld (pw)
pointWorldX (pwx)
pointWorldY (pwy)
pointWorldZ (pwz)
|
float3
float
float
float
|
xyz location of geometry in world space
|
rayDepth (rd)
|
int
|
during raytracing, the depth of the current ray (the primary ray has a depth of 0)
|
rayDirection (rad)
rayDirectionX (rdx)
rayDirectionY (rdy)
rayDirectionZ (rdz)
|
float3
float
float
float
|
The direction of the current intersection ray in camera space
|
rayOrigin (ro)
rayOriginX (rox)
rayOriginY (roy)
rayOriginZ (roz)
|
float3
float
float
float
|
The origin of the current intersection ray in camera space
|
refPointCamera (rpc)
refPointCameraX (rcx)
refPointCameraY (rcy)
refPointCamearZ (rcz)
|
float3
float
float
float
|
The current reference sample point that has to be shaded. Used in conjunction with reference objects.
|
refPointObject (rpo)
refPointObjectX (rox)
refPointObjectY (roy)
refPointObjectZ (roz)
|
float3
float
float
float
|
The current reference sample point that has to be shaded. Used in conjunction with reference objects.
|
refPointWorld (rpw)
refPointWorldX (rwx)
refPointWorldY (rwy)
refPointWorldZ (rwz)
|
float3
float
float
float
|
The current reference sample point that has to be shaded. Used in conjunction with reference objects.
|
tangentUCamera(tu)
tangentUx (tux)
tangentUy (tuy)
tangentUz (tuz)
|
float3
float
float
float
|
The U tangent of the surface in camera space
|
tangentVCamera (tv)
tangentVx (tvx)
tangentVy (tvy)
tangentVz (tvz)
|
float3
float
float
float
|
The V tangent of the surface in camera space
|
triangleNormalCamera (tnc)
triangleNormalCameraX (tnx)
triangleNormalCameraY (tny)
triangleNormalCameraZ (tnz)
|
float3
float
float
float
|
Normal of the visible triangle in camera space.
|
uvCoord (uv)
uCoord (u)
vCoord (v)
|
float2
float
float
|
texture UV coordinates in surface parametric space
|
uvFilterSize (uf)
uvFilterSizeX (ufx)
uvFilterSizeY (ufy)
|
float3
float
float
|
The sample (filter) size
|
vertexCameraOne (vc1)
vertexCameraOneX (c1x)
vertexCameraOneY (c1y)
vertexCameraOneZ (c1z)
|
float3
float
float
float
|
vertex one of the triangle currently being shaded in camera space
|
vertexCameraTwo (vc2)
vertexCameraTwoX (c2x)
vertexCameraTwoY (c2y)
vertexCameraTwoZ (c2z)
|
float3
float
float
float
|
vertex two of the triangle currently being shaded in camera space
|
vertexCameraThree (vc3)
vertexCameraThreeX (c3x)
vertexCameraThreeY (c3y)
vertexCameraThreeZ (c3z)
|
float3
float
float
float
|
vertex three of the triangle currently being shaded in camera space
|
vertexUvOne (vt1)
vertexUvOneU (t1u)
vertexUvOneV (t1v)
|
float2
float
float
|
texture coordinate of the triangle currently being shaded
|
vertexUvTwo (vt2)
vertexUvTwoU (t2u)
vertexUvTwoV (t2v)
|
float2
float
float
|
texture coordinate of the triangle currently being shaded
|
vertexUvThree (vt3)
vertexUvThreeU (t3u)
vertexUvThreeV (t3v)
|
float2
float
float
|
texture coordinate of the triangle currently being shaded
|