Category: mental ray > Texture
The purpose of this environment shader is to insert background plates. Given a texture shader, this shader places it in the background of the scene such that the edges of the texture line up with the edges of the rendered image. Factors can be applied to stretch and pan the texture, to allow for lenses that bend rays away from the center.
This shader is useful with three different types of shaders:
Environment shaders can place the background plate at infinity.
Lens shaders can place the plate in front of the entire scene by evaluating the background shader first and casting an eye ray only if the returned alpha is less than 1, then blending the results.
Material shaders on an XY axis-aligned plane in the scene insert the plate at the Z coordinate of the plane if they first evaluate the background shader, then cast a transparency ray only if the returned alpha is less than 1, then blend the results.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
zoom |
Enlarges the texture image by a factor given by the X and Y components of the zoom vector. The Z component is not used. If a component is 0, it defaults to 1. |
pan |
Shifts the texture sideways by a fraction of the rendered image size. The Z component is unused. For example, if the X component is 0.1, the left 10% of the rendered image background remains blank. |
torus_u, torus_v |
Repeats the texture endlessly in the respective U or V direction. If this option is off, transparent black is returned outside the tex image. |
tex |
The texture or shader to be looked up at the computed coordinate. It is sampled in the range [0 ... 1) only. You can Edit the image clip, or get a New image clip from file or from source. For more information about working with images, see Managing Image Sources & Clips [Data Exchange]. |
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