mib_texture_rotate
 
 
 

Category: mental ray > Texture

Shader Family: Texture

Multiple Outputs: Vector

This shader uses an angle to rotate the surface orientation around the surface normal. An orthogonal vector pair is returned that, together with the normal to which both are orthogonal, defines the rotated orientation. This is especially useful for anisotropic reflection (see below).

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

input

The texture vector to be rotated. It is expected in internal space.

angle

A scalar that is interpreted as a rotation. A value equal to min specifies no rotation, and a value equal to max specifies a 360-degree rotation. The angle can, for example, be the intensity from a texture lookup.

min, max

Specifies the value limits corresponding to no rotation and full rotation. An angle value a is first mapped to a*(max-min)+min. If min and max are both 0, they default to 0 and 0.25, which corresponds to 0 and 90 degrees counterclockwise.

Output Ports

u, v

The returned orthogonal vectors.