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.
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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.
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If the value refers to an array type, you can specify an index value.
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Set the appropriate transformation (scaling, rotation, or position) values that you want the attribute to use in the render
tree.
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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.