Input Nodes Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking The different Input nodes, where they can be found, what their outputs are. Surface Input When editing a surface, this node always appears in the Node Editor.
Item ID (Integer) - The LWItemID of the intersected primitive Pixel X, Y (Integer) - The location of the pixel currently being rendered Frame Width, Height (Integer) - The resolution of the image set in Camera Properties Ray Position (Vector) - Origin of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.) Ray Position dx, dy (Vector) - Ray origin differentials Ray Direction (Vector) - The direction of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.) Ray Direction dx, dy (Vector) - Ray direction differentials Ray Weight (Color) The accumulated weight of the ray represented as a color Ray Distance (Scalar) - The distance the ray traveled before intersecting the primitive Shutter Time (Scalar) - The normalized shutter time (0...1) Ray type (Integer) - Camera ray, Reflection ray, Refraction ray, Dissolve ray, Shadow ray and Occlusion ray. These can be fed into the Ray Type Switch node. Ray Bounce (Integer) - The number of bounces the ray has taken to reach this intersection. Starts at 1 World Position (Vector) - The location of the intersection in world coordinates World Position dx, dy (Vector) - The partial derivative of the world coordinate position in relation to X or Y coordinate of the pixel World Position du, dv (Vector) - The partial derivative of the world coordinate position in relation to the U or V coordinate of the pixel (for objects with automatic UV maps) Perturbed Normal (Vector) - The interpolated normal perturbed by bump or normal mapping Smooth Normal (Vector) - The interpolated normal Geometric Normal (Vector) - The un-interpolated geometric normal Normal du, dv (Vector) - The partial derivatives of the normal along U and V coordinates Barycentric Coordinates (Vector) - The masses of each vertex on a triangle Object Position (Vector) - The location of the intersection in local coordinates To Local, To World (Matrix) - Transformation matrices for the intersection U, V (Scalar) - The U or V coordinate for the intersection, presuming the surface has UV coordinates U and V dx, dy (Scalar) - The U and V partial derivatives along pixel X and Y Primitive ID (Integer) - A Primitive can have an ID assigned that is different to the Item ID Surface Side (Integer) - Determines if the intersection hit the front (0) or back (1) of the surface (2 double sided back) Polygon Index (Integer) - The numeric index for the polygon at the intersection Mesh Element (Integer) - Outputs the element type needed for the Mesh Element Switch node
Nodal Motion Accessed through Motion Options > Modifiers > Nodal Motion.
Item Position (Vector) - Relating to the item driving the nodal motion World Position (Vector) - Relating to World coordinates (Vector). Frame (Integer) - The current frame number (Integer). Time (Scalar) - The current time in the FPS set in Options (Scalar). Item Rotation (Vector) - Uses the current Item rotation as an output (Vector). Item Scale (Vector) - Uses the current Item scale as an output (Vector). Nodal Displacement Accessed through Object Properties > Primitive > Modify > Nodal Displacement. Object Position (Vector) - Provides the undeformed vertex position World Position (Vector) - Provides the deformed position in world coordinates Normal (Vector) - The vertex normal Current Position (Vector) - Provides the current deformed vertex position in object coordinates Point Index (Integer) - Gives the point index of the vertex. In addition, the Nodal Displacement destination node has the following options when double-clicked on: A Mode setting to control if the value is used to displace (add) or set the vertex position. Deformed Coordinates in texture nodes checkbox for object or world coordinates. Instance Generator Accessed through Instance Generator > Nodes > Edit Nodes.
ID Index (Integer) - The ID of each instance Fixed Random (Scalar) - Gives a random output Fixed Float (Scalar) - Gives an output relative to the quantity of instances used Base Position (Vector) - The base position of the instance Light Accessed through Light Properties > Edit Nodes. Direction (Vector) - The direction in which the light is pointing Distance (Scalar) - A value that can be used for controlling color over distance Flocking Accessed through Flocking > Flock > Properties. Position (Vector) - Final world position of the agent Velocity (Vector) - Speed and direction of the agent Bank Up Vector (Vector) - The direction of Up for the agents