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API Guide |
Note The shading process uses the long names for attributes, so it doesn't matter what you use for short names. |
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Name Long (short) |
Data Type |
Description |
|---|---|---|
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displacement (d) |
float |
Output surface displacement distance along the surface normal |
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outColor (oc) outColorR (ocr) outColorG (ocg) outColorB (ocb) |
float3 float float float |
Output color |
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outGlowColor (ogc) outGlowColorR (ogr) outGlowColorG (ogg) outGlowColorB (ogb) |
float3 float float float |
Output glow color |
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outMatteOpacity (omo) outMatteOpacityR (omor) outMatteOpacityG (omog) outMatteOpacityB (omob) |
float3 float float float |
Output matte |
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outTransparency (ot) outTransparencyR (otr) outTransparencyG (otg) outTransparencyB (otb) |
float3 float float float |
Output transparency |
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Name Long (short) |
Data Type |
Description |
|---|---|---|
|
farPointCamera (fc) farPointCameraX (fcx) farPointCameraY (fcy) farPointCameraZ (fcz) |
float3 float float float |
used for volume, the far point of the visible interval in camera space |
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farPointObj (fo) farPointObjX (fox) farPointObjY (foy) farPointObjZ (foz) |
float3 float float float |
used for volume, the far point of the visible interval in object space |
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farPointWorld (fw) farPointWorldX (fwx) farPointWorldY (fwy) farPointWorldZ (fwz) |
float3 float float float |
used for volume, the far point of the visible interval in world space |
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filterSize (fs) filterSizeX (fsx) filterSizeY (fsy) filterSizeZ (fsz) |
float3 float float float |
Filter size in (u,v, w) with which to filter textures |
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infoBits (ib) |
32 bit unsigned integer |
Passes information from one node that may be needed by another node. Using this field, a file texture node with advanced filtering turned on (such as Quadratic filtering) can be used simultaneously as both a color map and a bump map. When rendering, Maya computes the color map using advanced filtering, but computes the bump map without it since advanced filtering is incompatible with bump mapping. |
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lightDataArray (ltd) lightDirection (ld) lightDirectionX (ldx) lightDirectionY (ldy) lightDirectionZ (ldz) lightIntensity (li) lightIntensityR (lir) lightIntensityG (lig) lightIntensityB (lib) lightAmbient (la) lightDiffuse (ldf) lightSpecular (ls) lightShadowFraction (lsf) |
lightData float3 float float float float3 float float float boolean boolean boolean float |
Multi-attribute representing all lights linked to the shading group The light direction The light intensity Flag for ambient component Flag for diffuse component Flag for specular component Percentage shadowing of the current light, provided shadows are enabled on the given light |
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matrixObjectToWorld (mow) |
floatMatrix |
Transformation from object space into world space |
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matrixWorldToObject (mwo) |
floatMatrix |
Transformation from world space into object space |
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mediumRefractiveIndex (mrfi) |
float |
refractive index of the medium through which the incident ray was travelling before it hit the point being shaded |
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normalCamera (n) normalCameraX (nx) normalCameraY (ny) normalCameraZ (nz) |
float3 float float float |
Surface normal in camera space |
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numShadingSamples (ns) |
char |
Number of shading samples to take for this surface |
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objectId (oi) |
int |
unique ID for the object being shaded, may not be the same ID across frames |
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objectType (ot) |
char |
the rendering type (0=unknown, 1=surface, 2=volume(not particles), 3=blobby surface, 4=particle system, 5=image plane) |
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particleAge (pa) |
float |
age of the particle currently being shaded |
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particleColor (pc) particleColorR (pcr) particleColorG (pcg) particleColorB (pcb) |
float3 float float float |
per-particle color as provided by a particle color mapper |
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particleId (pid) |
int |
unique identifier for the particle being shaded |
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particleIncandescence (pi) particleIncandescenceR (pir) particleIncandescenceG (pig) particleIncandescenceB (pib) |
float3 float float float |
per-particle incandescence as provided by a particle incandescence mapper |
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particleLifespan (pls) |
float |
life-span of the current particle |
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particleTransparency (pt) particleTransparencyR (ptr) particleTransparencyG (ptg) particleTransparencyB (ptb) |
float3 float float float |
per-particle transparency as provided by a particle transparency mapper |
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particleWeight (w) |
float |
weight of the current particle |
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pixelCenter (pc) pixelCenterX (pcx) pixelCenterY (pcy) |
float2 float float |
center of the pixel currently being shaded in screen space |
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pointCamera (p) pointCameraX (px) pointCameraY (py) pointCameraZ (pz) |
float3 float float float |
xyz location of geometry in camera space |
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pointObj (po) pointObjX (pox) pointObjY (poy) pointObjZ (poz) |
float3 float float float |
xyz location of geometry in object space |
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pointWorld (pw) pointWorldX (pwx) pointWorldY (pwy) pointWorldZ (pwz) |
float3 float float float |
xyz location of geometry in world space |
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rayDepth (rd) |
int |
during raytracing, the depth of the current ray (the primary ray has a depth of 0) |
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rayDirection (rad) rayDirectionX (rdx) rayDirectionY (rdy) rayDirectionZ (rdz) |
float3 float float float |
The direction of the current intersection ray in camera space |
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rayOrigin (ro) rayOriginX (rox) rayOriginY (roy) rayOriginZ (roz) |
float3 float float float |
The origin of the current intersection ray in camera space |
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refPointCamera (rpc) refPointCameraX (rcx) refPointCameraY (rcy) refPointCamearZ (rcz) |
float3 float float float |
The current reference sample point that has to be shaded. Used in conjunction with reference objects. |
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refPointObject (rpo) refPointObjectX (rox) refPointObjectY (roy) refPointObjectZ (roz) |
float3 float float float |
The current reference sample point that has to be shaded. Used in conjunction with reference objects. |
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refPointWorld (rpw) refPointWorldX (rwx) refPointWorldY (rwy) refPointWorldZ (rwz) |
float3 float float float |
The current reference sample point that has to be shaded. Used in conjunction with reference objects. |
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tangentUCamera(tu) tangentUx (tux) tangentUy (tuy) tangentUz (tuz) |
float3 float float float |
The U tangent of the surface in camera space |
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tangentVCamera (tv) tangentVx (tvx) tangentVy (tvy) tangentVz (tvz) |
float3 float float float |
The V tangent of the surface in camera space |
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triangleNormalCamera (tnc) triangleNormalCameraX (tnx) triangleNormalCameraY (tny) triangleNormalCameraZ (tnz) |
float3 float float float |
Normal of the visible triangle in camera space. |
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uvCoord (uv) uCoord (u) vCoord (v) |
float2 float float |
texture UV coordinates in surface parametric space |
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uvFilterSize (uf) uvFilterSizeX (ufx) uvFilterSizeY (ufy) |
float3 float float |
The sample (filter) size |
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vertexCameraOne (vc1) vertexCameraOneX (c1x) vertexCameraOneY (c1y) vertexCameraOneZ (c1z) |
float3 float float float |
vertex one of the triangle currently being shaded in camera space |
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vertexCameraTwo (vc2) vertexCameraTwoX (c2x) vertexCameraTwoY (c2y) vertexCameraTwoZ (c2z) |
float3 float float float |
vertex two of the triangle currently being shaded in camera space |
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vertexCameraThree (vc3) vertexCameraThreeX (c3x) vertexCameraThreeY (c3y) vertexCameraThreeZ (c3z) |
float3 float float float |
vertex three of the triangle currently being shaded in camera space |
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vertexUvOne (vt1) vertexUvOneU (t1u) vertexUvOneV (t1v) |
float2 float float |
texture coordinate of the triangle currently being shaded |
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vertexUvTwo (vt2) vertexUvTwoU (t2u) vertexUvTwoV (t2v) |
float2 float float |
texture coordinate of the triangle currently being shaded |
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vertexUvThree (vt3) vertexUvThreeU (t3u) vertexUvThreeV (t3v) |
float2 float float |
texture coordinate of the triangle currently being shaded |
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Name |
Data Type |
Description |
|---|---|---|
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cameraFarClipPlane (fcp) |
float |
Far clipping plane distance for camera view |
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cameraNearClipPlane (ncp) |
float |
Near clipping plane for camera view |
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hFilmAperture (hfa) |
float |
width of the film (inches) from the camera being currently rendered |
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hFilmOffset (hfo) |
float |
horizontal offsets of the film (inches) |
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isPerspCamera (ipc) |
boolean |
If TRUE (non-zero), camera is perspective projection, else it is orthographic |
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lensSqueezeRatio (lsr) |
float |
squeeze ratio of the camera being currently rendered |
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matrixEyeToNormPersp (etp) |
floatMatrix |
Transformation from camera (eye) space to normalized perspective space |
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matrixEyeToWorld (e2w or etw) |
floatMatrix |
Transformation from camera (eye) space to world space |
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matrixNormPerspToEye (pte) |
floatMatrix |
Transformation from normalized perspective space to camera (eye) space |
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matrixWorldToEye (wte) |
floatMatrix |
Transformation from world space to camera (eye) space |
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vFilmAperture (vfa) |
float |
height of the film (inches) from the camera being currently rendered |
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vFilmOffset (vfo) |
float |
vertical offsets of the film (inches) |
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xHighRenderRegion (hrx) |
int |
resolution of the image in x |
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yHighRenderRegion (hry) |
int |
resolution of the image in y |
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xLowRenderRegion (lrx) |
int |
always 0 |
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yLowRenderRegion (lry) |
int |
always 0 |
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xPixelAngle (xpa) |
float |
The maximum angle subtended in X or Y by a single pixel |
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