This page gives information about the Sampler Info texture map.

 

Page Contents ×

Overview


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

 

Parameters




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.
Barycentric coordinates – Displays the Barycentric coordinates of the rendered objects.

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.