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Value

Input a scalar value.

Value
Value ouput.
RGB

Input an RGB color.

Color
RGB color ouput.
Geometry

Geometric information about the current shading point. All vector coordinates are in World Space. For volume shaders, only the position and incoming vector are available.

Position
Position of the shading point.
Normal
Shading normal at the surface (includes smooth normals and bump mapping).
Tangent
Tangent at the surface.
True Normal
Geometry or flat normal of the surface.
Incoming
Vector pointing towards the direction the shading point is being viewed from.
Parametric
Parametric coordinates of the shading point on the surface.
Backfacing
1.0 if the face is being viewed from the backside, 0.0 for the frontside.
Texture Coordinates

Commonly used texture coordinates, typically used as inputs for the Vector input for texture nodes

Generated
Automatically generated texture coordinates from the vertex positions of the mesh without deformation, keeping them sticking to the surface under animation. Range from 0.0 to 1.0 over the bounding box of the undeformed mesh.
UV
UV texture coordinates from the active render UV layer.
Object
Position coordinate in object space.
Camera
Position coordinate in camera space.
Window
Location of shading point on the screen, ranging from 0.0 to 1.0 from the left to right side and bottom to top of the render.
Reflection
Vector in the direction of a sharp reflection, typically used for environment maps.
Attribute

Retrieve attribute attached to the object or mesh. Currently UV maps and vertex color layers can be retrieved this way by their names, with layers and attributes planned to be added. Also internal attributes like P (position), N (normal), Ng (geometric normal) may be accessed this way, although there are more convenient nodes for this.

Name
Name of the attribute.
Color output
RGB color interpolated from the attribute.
Vector output
XYZ vector interpolated from the attribute.
Fac output
Scalar value interpolated from the attribute.
Mapping

Transform a coordinate, typically used for modifying texture coordinates.

Translation
Vector translation.
Rotation
Rotation of the vector along XYZ axes.
Scale
Scale the vector.
Vector input
Vector to be transformed.
Vector ouput
Transformed vector.
Layer Weight

Output weights typically used for layering shaders with the Mix Shader node.

Blend input
Blend between the first and second shader.
Fresnel output
Dielectric fresnel weight, useful for example to layer a diffuse and glossy shader to create a plastic material. This is like the Fresnel node, except that the input of this node is in the often more convenient 0.0 to 1.0 range.
Facing ouput
Weight that blends from the first to the second shader as the surface goes from facing the viewer to viewing it at a grazing angle.
Fresnel

Dieletric fresnel, computing how much light is refracted through and how much is reflected off a layer. The resulting weight can be used for layering shaders with the Mix Shader node. It is dependent on the angle between the surface normal and the viewing direction.

IOR input
Index of refraction of the material being entered.
Fresnel output
Fresnel weight, indicating the probability with which light will reflect off the layer rather than passing through.
Light Path

Node to find out for which kind of ray the shader is being executed, particularly useful for non-physically based tricks. More information about the meaning of each type is in the Light Paths documentation.

Is Camera Ray output
1.0 if shading is executed for a camera ray, 0.0 otherwise.
Is Shadow Ray output
1.0 if shading is executed for a shadow ray, 0.0 otherwise.
Is Diffuse Ray output
1.0 if shading is executed for a diffuse ray, 0.0 otherwise.
Is Glossy Ray output
1.0 if shading is executed for a glossy ray, 0.0 otherwise.
Is Singular Ray output
1.0 if shading is executed for a singular ray, 0.0 otherwise.
Is Reflection Ray output
1.0 if shading is executed for a reflection ray, 0.0 otherwise.
Is Transmission Ray output
1.0 if shading is executed for a transmission ray, 0.0 otherwise.

  • 最終更新:2012-01-06 16:41:56

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