Name Long (short) |
Data Type |
Description |
farPointCamera
(fc)
farPointCameraX (fcx) farPointCameraY
(fcy)
farPointCameraZ (fcz)
|
float3 float float float
|
used for volume, the far point of the visible
interval in camera space
|
farPointObj
(fo)
farPointObjX (fox) farPointObjY
(foy)
farPointObjZ (foz)
|
float3 float float float
|
used for volume, the far point of the visible
interval in object space
|
farPointWorld
(fw)
farPointWorldX (fwx) farPointWorldY
(fwy)
farPointWorldZ (fwz)
|
float3 float float float
|
used for volume, the far point of the visible
interval in world space
|
filterSize (fs) filterSizeX
(fsx)
filterSizeY (fsy) filterSizeZ
(fsz)
|
float3 float float float
|
Filter size in (u, v, w) with which to filter
textures
|
infoBits (ib)
|
32-bit unsigned integer
|
Passes information from one node that may be
needed by another node.
Using this
field, a file texture node with advanced filtering turned on (such
as Quadratic filtering) can be used simultaneously as both a color
map and a bump map. When rendering, Maya computes the color map
using advanced filtering, but computes the bump map without it since advanced
filtering is incompatible with bump mapping.
|
lightDataArray
(ltd)
lightDirection (ld) lightDirectionX
(ldx)
lightDirectionY (ldy) lightDirectionZ
(ldz)
lightIntensity (li) lightIntensityR
(lir)
lightIntensityG (lig) lightIntensityB
(lib)
lightAmbient (la) lightDiffuse
(ldf)
lightSpecular (ls) lightShadowFraction
(lsf)
|
lightData float3 float float float float3 float float float boolean boolean boolean float
|
Multi-attribute representing all lights linked
to the shading group
The light
direction
The light intensity Flag for
ambient component
Flag for
diffuse component
Flag for
specular component
Percentage
shadowing of the current light, provided shadows are enabled on
the given light
|
matrixObjectToWorld (mow)
|
floatMatrix
|
Transformation from object space into world
space
|
matrixWorldToObject (mwo)
|
floatMatrix
|
Transformation from world space into object
space
|
mediumRefractiveIndex (mrfi)
|
float
|
refractive index of the medium through which
the incident ray was travelling before it hit the point being shaded
|
normalCamera
(n)
normalCameraX (nx) normalCameraY (ny) normalCameraZ (nz)
|
float3 float float float
|
Surface normal in camera space
|
numShadingSamples
(ns)
|
char
|
Number of shading samples to take for this surface
|
objectId (oi)
|
int
|
unique ID for the object being shaded, may not
be the same ID across frames
|
objectType (ot)
|
char
|
the rendering type (0=unknown, 1=surface, 2=volume(not
particles), 3=blobby surface, 4=particle system, 5=image plane)
|
particleAge
(pa)
|
float
|
age of the particle currently being shaded
|
particleColor
(pc)
particleColorR (pcr) particleColorG (pcg) particleColorB (pcb)
|
float3 float float float
|
per-particle color as provided by a particle
color mapper
|
particleId (pid)
|
int
|
unique identifier for the particle being shaded
|
particleIncandescence
(pi)
particleIncandescenceR (pir) particleIncandescenceG (pig) particleIncandescenceB (pib)
|
float3 float float float
|
per-particle incandescence as provided by a
particle incandescence mapper
|
particleLifespan
(pls)
|
float
|
life-span of the current particle
|
particleTransparency
(pt)
particleTransparencyR (ptr) particleTransparencyG (ptg) particleTransparencyB (ptb)
|
float3 float float float
|
per-particle transparency as provided by a particle transparency
mapper
|
particleWeight
(w)
|
float
|
weight of the current particle
|
pixelCenter
(pc)
pixelCenterX (pcx) pixelCenterY (pcy)
|
float2 float float
|
center of the pixel currently being shaded in
screen space
|
pointCamera
(p)
pointCameraX (px) pointCameraY (py) pointCameraZ (pz)
|
float3 float float float
|
xyz location of geometry in camera space
|
pointObj (po) pointObjX (pox) pointObjY (poy) pointObjZ (poz)
|
float3 float float float
|
xyz location of geometry in object space
|
pointWorld (pw) pointWorldX (pwx) pointWorldY (pwy) pointWorldZ (pwz)
|
float3 float float float
|
xyz location of geometry in world space
|
rayDepth (rd)
|
int
|
during raytracing, the depth of the current
ray (the primary ray has a depth of 0)
|
rayDirection
(rad)
rayDirectionX (rdx) rayDirectionY (rdy) rayDirectionZ (rdz)
|
float3 float float float
|
The direction of the current intersection ray
in camera space
|
rayOrigin (ro) rayOriginX (rox) rayOriginY (roy) rayOriginZ (roz)
|
float3 float float float
|
The origin of the current intersection ray in
camera space
|
refPointCamera
(rpc)
refPointCameraX (rcx) refPointCameraY (rcy) refPointCamearZ (rcz)
|
float3 float float float
|
The current reference sample point that has
to be shaded. Used in conjunction with reference objects.
|
refPointObject
(rpo)
refPointObjectX (rox) refPointObjectY (roy) refPointObjectZ (roz)
|
float3 float float float
|
The current reference sample point that has
to be shaded. Used in conjunction with reference objects.
|
refPointWorld
(rpw)
refPointWorldX (rwx) refPointWorldY (rwy) refPointWorldZ (rwz)
|
float3 float float float
|
The current reference sample point that has
to be shaded. Used in conjunction with reference objects.
|
tangentUCamera(tu) tangentUx (tux) tangentUy (tuy) tangentUz (tuz)
|
float3 float float float
|
The U tangent of the surface in camera space
|
tangentVCamera
(tv)
tangentVx (tvx) tangentVy (tvy) tangentVz (tvz)
|
float3 float float float
|
The V tangent of the surface in camera space
|
triangleNormalCamera
(tnc)
triangleNormalCameraX (tnx) triangleNormalCameraY (tny) triangleNormalCameraZ (tnz)
|
float3 float float float
|
Normal of the visible triangle in camera space.
|
uvCoord (uv) uCoord (u) vCoord (v)
|
float2 float float
|
texture UV coordinates in surface parametric
space
|
uvFilterSize
(uf)
uvFilterSizeX (ufx) uvFilterSizeY (ufy)
|
float3 float float
|
The sample (filter) size
|
vertexCameraOne
(vc1)
vertexCameraOneX (c1x) vertexCameraOneY (c1y) vertexCameraOneZ (c1z)
|
float3 float float float
|
vertex one of the triangle currently being
shaded in camera space
|
vertexCameraTwo
(vc2)
vertexCameraTwoX (c2x) vertexCameraTwoY (c2y) vertexCameraTwoZ (c2z)
|
float3 float float float
|
vertex two of the triangle currently being shaded
in camera space
|
vertexCameraThree
(vc3)
vertexCameraThreeX (c3x) vertexCameraThreeY (c3y) vertexCameraThreeZ (c3z)
|
float3 float float float
|
vertex three of the triangle currently being
shaded in camera space
|
vertexUvOne
(vt1)
vertexUvOneU (t1u) vertexUvOneV (t1v)
|
float2 float float
|
texture coordinate of the triangle currently
being shaded
|
vertexUvTwo
(vt2)
vertexUvTwoU (t2u) vertexUvTwoV (t2v)
|
float2 float float
|
texture coordinate of the triangle currently
being shaded
|
vertexUvThree
(vt3)
vertexUvThreeU (t3u) vertexUvThreeV (t3v)
|
float2 float float
|
texture coordinate of the triangle currently
being shaded
|