Category: mental ray > Texture
Shader Family: Texture
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).
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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The texture vector to be rotated. It is expected in internal space.
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A scalar that is interpreted as a rotation. A value equal to specifies no rotation, and a value equal to specifies a 360-degree rotation. The angle can, for example, be the intensity from a texture lookup.
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Specifies the value limits corresponding to no rotation and full rotation. An angle value is first mapped to . If and are both 0, they default to 0 and 0.25, which corresponds to 0 and 90 degrees counterclockwise.
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Output Ports
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The returned orthogonal vectors.
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