Geometric Textures
Geometric Texture nodes will output specific geometric data of the object(s) assigned to the material.
- Normal — The normal is converted into an RGB texture, relating to the Normal Type selected.
- Normal Type — Three types are available:
- Geometric — The normals of the unshaded polygons.
- Smooth — The normals of the smoothed polygons
- Shading — The normals of the smooth-shaded polygons inclusive of bump maps
- Coordinate System — The coordinate system used to output the Normal information. There are four types, and each type produces a different result.
- World — Normal coordinates in world space (aka global) at the position hit by the camera ray.
- Object — Normal coordinates in object space (aka local) at the position hit by the camera ray.
- Camera — Normal coordinates in camera space.
- Tangent — Normal coordinates in tangent space at the position hit by the camera ray.
- Normalize Result —
- Position — Converts the shading position into an RGB texture.
- Coordinate System — The coordinate system used to output the Position information. There are three types, and each type produces a different result.
- World — Position coordinates are calculated from the absolute origin of the scene (0,0,0) in world space (aka global) at the position hit by the camera ray.
- Camera — Position coordinates are calculated from the origin of the camera's center.
- Object — Position coordinates in object space (aka local, or object origin) at the position hit by the camera ray.
- Ray Direction — Converts the direction of the incoming ray into an RGB texture.
- View Direction — If enabled, the resulting vector is determined from the viewing position to the shaded point position; if not enabled, the vector is calculated in the opposite direction.
- Coordinate System — The coordinate system used to output the Ray Direction information. There are four types, and each type produces a different result.
- World — Coordinates are calculated from the absolute origin of the scene (0,0,0).
- Camera — Coordinates are calculated from the origin of the camera's center.
- Object — Coordinates are calculated by the orientation of the object on which the node is applied.
- Tangent — Coordinates are calculated across the surface of an object where x and y can be thought of as U and V (texture space) and the Z direction is each faces' normal direction.
- Normalize Result — Takes the result and normalizes the values between 0 and 1.
- Relative Distance — Converts the distance to the origin from one of the specified reference transformations into a greyscale texture.
- Distance Mode — Returns the Euclidean distance between the shaded point and the origin of the specified reference transform, as defined below:
- Distance — The actual distance
- X-axis Offset — Returns the distances along the X-axis.
- Y-axis Offset — Returns the distances along the Y-axis.
- Z-axis Offset — Returns the distances along the Z-axis.
- Use Full Transform — If Enabled, the distances will be calculated after applying the full reference transform, including scale and rotation. If Disabled, only the translation is taken into account.
- Normalize Result — Takes the result and normalizes the values between 0 and 1.
- Normalization Range.min — Defines the minimum of the normalization range.
- Normalization Range.max — Defines the maximum of the normalization range.
- Sample Position — Takes the sample position and converts it into an RGB color with R and G in the range [-1, +1].
- Surface Tangent dPdu — Converts the surface tangent along the U axis (in world space) into an RGB texture.
- Surface Tangent dPdv — Converts the surface tangent along the V axis (in world space) into an RGB texture.
- Z Depth — Converts the Z depth in camera space to a greyscale texture.
- Normalize Result — Takes the result and normalizes the values between 0 and 1.
- Normalization range.x — Specifies the normalization range of the X axis.
- Normalization range.y — Specifies the normalization range of the Y axis.