DIR Click box to see full description |
This is the direction of the ray from the camera to the current intersection point on the surface, the normalized difference between point and org. |
NORMAL Click box to see full description |
This is the interpolated normal of the point of intersection. |
NORMALGEOM Click box to see full description |
This is the geometric normal of the hit primitive. |
ORG Click box to see full description |
This is the origin of the ray. In material shaders this is the camera postion. In light shaders this is the light postion. |
POINT Click box to see full description |
This is the point of intersection with the surface. |
REFLECTIONDIR Click box to see full description |
This function returns the reflection direction based on the dir, normal and normal_geom state variables. |
REFRACTIONDIR Click box to see full description |
This function returns the refraction direction based on the interior and exterior indices of refraction and on the dir, normal and normal_geom state variables. |
TYPE Click box to see full description |
The state->type value will be the type of ray cast. This function return miTRUE if TYPE matches the current state->type. miRAY_EYE rays are primary rays. miRAY_TRANSPARENT rays are cast to determine transparency. miRAY_REFLECT rays are cast to determine reflections. miRAY_REFRACT rays are cast to determine refractions. miRAY_SHADOW rays are cast by lights to determine shadows. miRAY_LIGHT rays are cast when lights are evaluated. miRAY_ENVIRNOMENT rays are cast to sample an environment map. miRAY_NONE is none of the above or all other rays. |
ACCEL Click box to see full description |
This is the acceleration data, used for motion blur. |
BARY Click box to see full description |
This is the three barycentric coordinates of the intersection in the hit primitive. The fourth value will be for patches. Barycentric coordinates are the weight of each vectex. The sum of all barycentric coordinates is one. |
DIST Click box to see full description |
This is the length of the ray from its origin, state->org, to the current intersection point on the surface, state->point. If there is no intersection, the length is infinite, a zero or a negative is returned. |
DOT_ND Click box to see full description |
This is the dotproduct of the geometric normal and the ray. |
IOR Click box to see full description |
This is the index of refraction for the medium, the ray is traveling though. |
PRI Click box to see full description |
This integer indentifies the hit primitive. |
TIME Click box to see full description |
This is the time of the ray in the shutter interval, sampled in the range from 0 to the shutter time. If motion blurring is off, time returns a zero. |
REFLECTLEVEL Click box to see full description |
This is the current level in the refraction tree. Primary rays are at level 0. The last level is the refraction_depth minus one. A shader may increment, decrement or reset this level to circumvent the restrictions imposed by the trace depth state variable. |
REFRACTLEVEL Click box to see full description |
This is the current level in the refraction tree. Primary rays are at level 0. The last level is the refraction_depth minus one. A shader may increment, decrement or reset this level to circumvent the restrictions imposed by the trace depth state variable. |
SHADOWTOLERENCE Click box to see full description |
This is the tolerance at which the intersection of the shadow ray with the primitive is ignored. This prevents self-shadowing errors. |
CONTOUR Click box to see full description |
Is contour rendering on? miTRUE = yes, use simplified calucalations. miFALSE = no, render images. |
SCANLINE Click box to see full description |
Was this hit made using the scanline rendering algorithm? miTRUE = yes, but motion blur cannot be used. miFALSE = no, pure ray tracing is being used. |
APERTURE Click box to see full description |
This is the aperture of the camera, the width of the viewing plane in camera space. |
ASPECT Click box to see full description |
This is the aspect ratio of the camera, the y_resolution divided by the x_resolution. |
CLIP Click box to see full description |
These are the hither and yon clipping planes in camera space. |
FOCAL Click box to see full description |
This is the focal length of the camera, the distance from the camera origin to the viewing plane. |
ORTHO Click box to see full description |
Is the render orthographic or in perspective? TRUE = orthographic. FALSE = perspective; this is the default. |
RASTERXY Click box to see full description |
This are the X and Y raster values. |
RESOLUTION Click box to see full description |
These are the x and y resolutions of the image in pixels. |
WINDOW Click box to see full description |
These are the corners of the window into the image to be rendered. If they equal or exceed the resolution, the window is set to the resolution. |
FRAME Click box to see full description |
This is the current frame number. |
FRAMERANGE Click box to see full description |
This box makes it possible to generate start/end/current frame values. 0 is returned if current frame = start frame 1 is returned if current frame = end frame. |
FRAMETIME Click box to see full description |
This is the frame time in seconds. |
DISPLACETEX Click box to see full description |
This does a 2D texture lookup for displacement. TAG is the tag for the Texture Shader. MODE is the texture mapping method. COMP controls which component of the map to use, alpha or intensity. MAG is the magnitude of the displacement. |
ENVIRONTEX Click box to see full description |
This shader assumes the entire scene is enclosed in a mapped sphere. TAG is the tag for the Texture Shader. ROT is the rotation about the world Y axis. MASK controls the blending method. BLEND controls the amount of blending. |
MATERIALTEX Click box to see full description |
This implements the Softimage material shader. TAG is the tag for the texture shader. SPACE selects the mapping space. MASK selects the type of masking for color maps. COMP selects whether scalar maps come from alpha or intensity. METH selects the type of mapping projection. BLEND is the amount of blending globally. AMB is the amount of blending with the ambient surface color. DIFF is the amount of blending with the diffuse surface color. SPEC is the amount of blending with the specular highlight color. TRNSP is the amount of blending with the transmitted color. RFL is the amount of blending with the reflection color. BUMP is the magnitude of normal perturbation. UUNIT is the amount of detail in the U direction. VUNIT is the amount of detail in the V direction. BW is boolean: miFALSE = use color; miTRUE = use B&W. |
TEXXY Click box to see full description |
This is the array of texture coordinates mapped to the surface. |
UUVV Click box to see full description |
These are the parametric values of the surface at P; which have been scaled and/or offset. |
BUMPXY Click box to see full description |
This is the list of bump map basis X and Y perturbation vectors. |
OBJXFORM Click box to see full description |
This is the matrix which represents the object transformation. |
INVOBJXFORM Click box to see full description |
This is the matrix which represents the inverse object transformation. |
WORLDXFORM Click box to see full description |
This is the matrix which represents the world transformation. |
INVWORLDXFORM Click box to see full description |
This is the matrix which represents the inverse world transformation. |
RASTERXFORM Click box to see full description |
This is the matrix which represents the raster space transformation. |
INVRASTERXFORM Click box to see full description |
This is the matrix which represents the inverse raster space transformation. |
SCREENXFORM Click box to see full description |
This is the matrix which represents the screen transformation. |
INVSCREENXFORM Click box to see full description |
This is the matrix which represents the inverse screen transformation. |
XYRES Click box to see full description |
This is the X and Y resolution of the frame. |
FBLABEL Click box to see full description |
This returns the state->frame_label pointer to the labels frame buffer. This is a frame buffer containing all the object labels for the image. |
FBN Click box to see full description |
This returns the state->frame_n pointer to the normals frame buffer. This is a frame buffer containing all the surface normals for the image. |
FBRGBA Click box to see full description |
This returns the state->frame_rgba pointer to the rgba frame buffer. |
FBZ Click box to see full description |
This returns the state->frame_z pointer to the z depth frame buffer. |
CAMERAXFORM Click box to see full description |
This is the matrix which represents the camera to world transformation. |
INVCAMERAXFORM Click box to see full description |
This is the matrix which represents the world to camera transformation. |
MOTION Click box to see full description |
Motion blur turned on? miTRUE = yes. miFALSE = no. |
SCANLINEOPTION Click box to see full description |
Use the scanline rendering algorithm? miTRUE = yes, but motion blur will not be enabled, and lens shaders cannot change the ray origin and direction. miFALSE = no, pure ray tracing will be used. This may (WILL) slow down the rendering process. |
SHADOW Click box to see full description |
Is shadow casting on? miTRUE = yes, shadows are cast. miFALSE = no, shadows are not rendered. |
SHADOWSORT Click box to see full description |
Call the shadow shader in order, closest first? miTRUE = yes, shadows closest to the light source will be rendered first. miFALSE = no, shadows will be rendered in random order. |
TRACE Click box to see full description |
Do secondary ray tracing? miTRUE = yes, reflection and refraction are evaluated. miFALSE = no, only eye and transparency rays are evaluated, and no shadow will be computed regardless of the shadow flag. |
ACCELERATION Click box to see full description |
This specifies the ray tracing alogrithm. There are two types: Ray Classification, better. Space Subdivision, sometimes faster. The default is scanline if ray tracing is not requested. |
FACE Click box to see full description |
This specifies which face of the triangle is used in rendering calculations. Single faces can speed up the render. There are three choices: just the front face, only the back face, or both faces. |
FIELD Click box to see full description |
This turns field rendering on. This is only available when the scanline rendering alogrithm is used. There are three choices: Off, the default, Even fields only, Odd fields only. |
FILTER Click box to see full description |
This specifies the type of filter for sampling. There are three types: Box, the default. Triangle, the cheapest. Gauss, the most exspensive. |
SAMPLING Click box to see full description |
This specifies the supersampling algorithm. There are three modes: Recursive, the default. Constant, same number of samples per pixels. Adaptive, the cheapest. |
REFLECTIONDEPTH Click box to see full description |
This specifies the maximun number of recursive reflections. A reflection ray will only be cast if this limit is not exceeded. If zero no secondary reflection ray will be cast, this is the default. |
REFRACTIONDEPTH Click box to see full description |
This specifies the maximun number of recursive refractions. A refraction ray will only be cast if this limit is not exceeded. If zero no secondary refraction or transparency rays will be cast. |
TRACEDEPTH Click box to see full description |
This specifies the maximun number of segments allowed in the ray tree when it is followed through the scene. Any combination of reflection and refraction rays may be used until this limit is reached. |
SHUTTER Click box to see full description |
This specifies the shutter speed for motion blur. |
USERDEFINED Click box to see full description |
This is a user defined constant of any data type. The output and input should be of the same data type. |
RESULT Click box to see full description |
This is the color or value returned to the Renderer. |
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