Go to: 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 |
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 |
|
|
pointObjX
(pox ) |
float |
0.0 |
|
|
|
pointObjY
(poy ) |
float |
0.0 |
|
|
|
pointObjZ
(poz ) |
float |
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 |
|
|
tangentUx
(tux ) |
float |
0.0 |
|
|
|
tangentUy
(tuy ) |
float |
0.0 |
|
|
|
tangentUz
(tuz ) |
float |
0.0 |
|
|
|
tangentVCamera
(tv ) |
float3 |
0.0, 1.0, 0.0 |
|
|
tangentVx
(tvx ) |
float |
0.0 |
|
|
|
tangentVy
(tvy ) |
float |
0.0 |
|
|
|
tangentVz
(tvz ) |
float |
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 |
|