Output: Out Success (Boolean); Out Num Points (Integer); Out Result (Vector)
This shader allows you to use vector attributes from a point cloud on an object with which it shares a material. The point cloud gets exported to a mental ray particle format, and the other object's material can look up data on it. For example, this lets you use particle density or color to render an object's surface, without needing a dense mesh.
In |
The attribute of the point cloud on which you want to base the lookup. If the input Coordinates is driven by a Vector State shader with its State Parameter set to "Intersection point", this would normally be "PointPosition". |
Out |
The vector attribute on the point cloud that you want returned by the lookup. |
Method |
The falloff method used to calculate the value of the Out attribute at Coordinates. Linear Distance falls off linearly, and Quad Distance falls off using an inverse-square ratio. |
Max. Points |
Maximum number of points from the point cloud to be used for the lookup. |
Max. Distance |
The cutoff distance for the lookup. |
Falloff |
A multiplier for the falloff. |
Coordinates |
The coordinates at which to perform the lookup. Typically, you drive this port with a Vector State shader. |
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