asGlobals¶
A node that exposes the OSL [1] global variables to the user, and the appleseed specific global variables as well.
Parameters¶
This node has no input parameters.
Outputs¶
- Surface Position
- The surface point P in world space.
- Reference Position
- The surface point Pref of a reference or pose mesh, in world space.
- Light Point Position
- The position in the light source, Ps, in world space.
- Shading Normal
- The surface normal N in world space, not necessarily normalized.
- Reference Normal
- The surface normal Nref of a reference or pose mesh, in world space.
- Geometric Normal
- The true geometric normal Ng in world space, not necessarily normalized.
- Viewer Vector
- The vector I pointing from the eye position into the surface point being shaded, unit length.
- Bitangent Vector
- The bitangent or binormal vector Bn, unit length.
- Tangent Vector
- The tangent vector Tn, unit length.
- Shutter Time
- The time global variable, denoting shutter time.
- Time Amount
- The amount of time dtime covered by the shading sample.
- dP/dtime
- Derivative of P in regard to time, or how P changes per unit time.
- U Coordinate
- Texture coordinate u.
- V Coordinate
- Texture coordinate v.
- UV Coordinates
- A float array containing both the u and v coordinates, sometimes required for some applications that expect this specific data type.
- dN/du
- The global variable dNdu is a appleseed specific global variable, and denotes the change of N in regard to u.
- dN/dv
- The global variable dNdv is a appleseed specific global variable, and denotes the change of N in regard to v.
- dP/du
- The global variable dPdu, denoting the rate of change or partial derivative of P in regard to u.
- dP/dv
- The global variable dPdv, denoting the rate of change or partial derivative of P in regard to v.
- dP/dx
- The rate of change or partial derivative of P in regard to x, or
Dx(P)
. - dP/dy
- The rate of change or partial derivative of P in regard to y, or
Dy(P)
. - dP/dz
- The rate of change or partial derivative of P in regard to z, or
Dz(P)
.
Attention
Some of the global variables exposed are specific to appleseed, hence shaders using these variables will not be entirely portable, unless the target renderers have some measure of equivalency.
Footnotes
[1] | OSL or Open Shading Language. |