Shader Type: State (Tool)
Output: Vector value
Exposes deep raytracing parameters, which change each time a new subpixel is computed.
You should have some shader-writing knowledge in either mental ray 1.9, 2.0, or 2.1 in order to use this tool properly.
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To be able to convert a vector/point expressed in internal space to another system coordinate, refer to the Vector Coordinate Converter tool shader. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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State Parameter |
Eye Ray Vector: Returns the camera ray vector cast in the scene. Origin: Returns the origin of the ray (start ray) in internal space. If applied to a Light or Shadow node, it will return to the origin of the light source. Intersection Point: Returns the intersection point to internal space (end ray). Normal: Returns the Normal Vector to the intersection point. Normal at Geometry: Returns Non-interpolated Geometry Normal to the intersection point. Motion Vector: Returns interpolated Motion Vector to the intersection point. If the object doesn’t have a motion vector, the return value will be null (0,0,0) Texture Vector: Returns the texture vector to the intersection point. |
This shader is usually used at the left end of a render tree effect to define a vector’s input value for a shader. In a simple example, you could use this shader to define the Noise coordinates of the 3D Warp shader.
Autodesk Softimage v.7.5