Useful for debugging.ĭisplays the difference between shading and geometry normals on a surface. It is one of these values: diffuse, translucency, reflect, refract, opacityĭisplays cosine of angle between incident ray and surface shading normal. The node value specifies which component is displayed. The input color of the surface before any shading, read from texture/solid color. Can optionally have a different denoising amount value specified: ? There are also other, optional parameters:ĭuplicate of the beauty channel. This allows creating tilt-shift camera effects: Those specify the translation in the camera plane in the image x and y direction. Last option is to specify origin and target points together with xVect and yVect vectors. Note: this method does not work in current version (), but will be re-introduced. The camera is centered arount point 0 0 0 in the camera space space, looking in the negative Z axis with Y axis being roll: The matrix transforms from the world space to the camera space. Second option is to input the camera transformation matrix directly. There are 3 different ways to define the basic geometry of the camera:įirst option is to use origin and target points together with the “roll” vector (a vector pointing upwards - usually 0 0 1 for Z-up or 0 1 0 for Y-up) that rotates the camera around the origin-target axis:
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