Specifies what kind of conversion to apply to the input. Converts to World space. The texture is mapped to the scene's 0,0 coordinates. The texture will remain stable, even if objects
move, as though the object is "swimming" in a texture. As long as the object does not move, the texture will remain constant.
Converts to Camera Space. The texture is mapped relative to the camera's center. In this coordinate system, the camera is
the center of the "world," with an up vector, looking toward the negative Z axis. The result resembles an image projected
from a camera. The texture will move with the camera and will be affected by any scaling, rotation and translation.
Converts to Object Space. The texture is mapped according to the object's center (0,0 coordinate), and the texture will move
with the object.
From World: Converts from World to Internal Space. Converts from Camera to Internal Space.
Converts from Object to Internal Space.
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