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
|