This page gives information about the Sampler Info texture map.
The Sampler Info texture map is a color image that provides information about the scene, with the choice to show any of various aspects as color blocks such as position, normal, bump normal, reflection/refraction vectors and UVW coordinates.
This texture map provides results similar to those of the Sampler Info Render Element.
UI Path: ||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRaySamplerInfoTex
type – Controls the way the scene colors are computed:
Point – The X, Y, and Z coordinates of the point are converted to RGB data according to the coord system that is set.
Normal vector – The direction of the normal at the particular shaded point according to which coord system is set (Object, World, Camera or relative space)
Reflection vector – The reflections direction at the particular shaded point according to the selected coord system (Object, World, Camera or relative space).
Refraction vector – The refractions direction at the particular shaded point according to the selected coord system (Object, World, Camera or relative space).
UVW coordinates – Extracts the UVW coordinates of the object at the particular shaded point.
Integer ID from node user attribute – Extracts any integer node user property into an integer render element. Can be used as an extended Object ID.
Float number from node user attribute – Extracts any floating-point node user property into a single-channel floating-point render element.
point multiplier – Acts as a multiplier when type is set to Point.
refract ior – Sets the index of refraction when Refraction vector is set as the type.
uvw channel – The UVW mapping channel used when the type is set to UVW coordinates.
uvw mode – Specifies what happens to UVW values outside the 0.0-1.0 range of the unit texture square:
Normal – Stores the UVW coordinates without modification.
Clamp – UVW coordinates above 1.0 are clamped to 1.0, and values below 0.0 are clamped to 0.0.
Tile – Wraps the UVW coordinates to the unit texture square.
coord system – Controls the coordinate system used:
World – X, Y, and Z coordinates (in world space) of the point are converted to RGB data.
Object – X, Y, and Z coordinates (in object space) of the point are converted to RGB data.
Camera – X, Y, and Z coordinates (in camera space) of the point are converted to RGB data.
Relative – X, Y, and Z coordinates in the object space of the relative node are converted to RGB data.
relative node – When coord system is set to relative, this specifies the scene node relative to which the point/vector data is stored.
output – Controls the way data is stored in the render element when the type is a normal vector, or a reflection/refraction direction:
Vector (signed) – Values are stored directly without modification, including negative components.
Color (unsigned) – Values are scaled down by 0.5 and offset by 0.5 so that (0, 0, 0) maps to (0.5, 0.5, 0.5), (-1, -1, -1) maps to (0, 0, 0) and (1,1,1) maps to (1,1,1). This avoids negative values which might be necessary for some compositing packages.
user attribute – Determines which user attribute to connect to when Integer ID from node user attribute or Float number from node user attribute are selected as type.