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General Utilities

Set Range
 
                
               
             
             
            
            Sampler Info
          
       
       
       
       
      Provides you with information about each
         point on a surface as it is being sampled, or calculated, for rendering
         purposes. Sampler Info can give you information
         about a point’s position in space, its orientation and tangency, and
         its location relative to the camera.
      
      Many of the attributes for this node provide values
         in camera coordinate space, the local
         object space of the camera. Each camera (in its own space) is located at
         the point 0, 0, 0. It looks straight along the negative Z axis,
         and the positive Y axis points up.
      
      Find this utility in
         the Create Bar (see 
                  Hide, resize or customize the Create bar).
      
      To use this utility,
         see 
                  Use the Sampler Info utility.
      
      - Point World
- 
            Provides
                  the position currently being sampled relative to the X-,Y-, and
                  Z-axis of the world.
                
- Point Obj
- 
            Provides
                  the position currently being sampled relative to the X-,Y-, and
                  Z-axis of the object. 
                
- Point Camera
- 
            Provides
                  the point of the object being shaded. This point is located in XYZ
                  camera space. You can connect this surface point in materials for the
                  object being shaded to show some interesting effects based on the
                  camera view.
                
- Normal Camera
- 
            Provides
                  the orientation of a face relative to the camera.
                
- Uv Coord
- 
            Provides
                  the UV coordinates of a point to be shaded. The convention is that
                  UV coordinates are measured from 0  0 to 1  1.
                
- Ray Direction
- 
            Indicates
                  the direction in which the current point is seen from the camera.
                  Use this attribute in materials for objects to provide the direction towards
                  the camera for every pixel in the object.
                
- Tangent UCamera, Tangent
                  VCamera
- 
            Sets
                  the surface tangents in camera space (as opposed to world space
                  or object space). For polygons, the tangents are generally not defined.
                  NURBS have a well-defined tangent space (as visible in Maya; create
                  a NURBS object, display its CVs and notice the NURBS object has a
                  U direction and a V direction).
                Mathematically, tangents
                  provide an instantaneous direction perpendicular to their point
                  of origin on a surface. Their magnitude is affected by the rate
                  of change (curvature) of the surface. A good math book should have
                  a diagram showing the tangent to a curve, which can then be extrapolated
                  to give you an idea of what tangents on a surface look like. Tangent UCamera and Tangent
                     VCamera attributes are for advanced users only.
                
- Pixel Center
- 
            Provides Pixel Center X
                  and Pixel Center Y. The result
                  depends on the image, not on the geometry.
                
- Facing Ratio
- 
            Produces
                  a value that varies between 0 and 1 depending on the angle between
                  the surface normal and view direction.
                
- Flipped Normal
- 
            Turn
                  on or off depending on whether the object is textured differently
                  on either side. The flipped normal attribute indicates if the surface
                  normal is flipped which also tells you which side of the surface
                  Maya is shading.