TextureUtility#
(Utility)
- Category:
/Texture/Utility
- Default object name:
utility
- Inherits from: ProjectItem > TextureOperator > Texture
Description#
Utility texture allowing to output the information of the current fragment.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
long |
output |
VISUAL_HINT_DEFAULT |
Set which information should be outputted from the texture. See the documentation for more details. |
long |
surface |
VISUAL_HINT_DEFAULT |
Set the geometry approximation model for normals and derivatives. |
long |
space |
VISUAL_HINT_DEFAULT |
Set the space for positions, normals and derivatives output. |
long |
parent_level |
VISUAL_HINT_DEFAULT |
Set the level of the parent to use for custom IDs and attributes. The positive values are relative to the current level so 1 correspond to the direct parent of the current object. Negative values will start at the highest parent with -1 and move down to the current object. |
reference (UvSlot ) |
uv_slot |
VISUAL_HINT_DEFAULT |
Define which UV slot is used when the output mode is set to UV Map. |
reference (SceneItem ) |
item |
VISUAL_HINT_DEFAULT |
Define which scene item is used for Item Position/Rotation/Scale modes. |
string |
custom_attribute_name |
VISUAL_HINT_DEFAULT |
Name of the attribute which evaluated in cutom attribute mode |
long |
ID_output_mode |
VISUAL_HINT_DEFAULT |
Set the type of display to use when outputting an ID. |
long |
ID_color_seed |
VISUAL_HINT_DEFAULT |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
pass_through |
VISUAL_HINT_DEFAULT |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
string |
master_input |
VISUAL_HINT_TAG |
Name of the attribute that will be used as output if Pass Through is enabled. |
bool |
invert |
VISUAL_HINT_DEFAULT |
If checked, the texture is inverted. |
double |
opacity |
VISUAL_HINT_PERCENTAGE |
Set the opacity of the texture. |
CID#
class "TextureUtility" "Texture" {
#version 0.91
icon "../icons/object_icons/texture_utility.iconrc"
category "/Texture/Utility"
doc "Utility texture allowing to output the information of the current fragment."
attribute_group "output" {
collapsed no
long "output" {
doc "Set which information should be outputted from the texture. See the documentation for more details."
preset "P (Position)" "0"
preset "N (Normal)" "2"
preset "dPdu" "5"
preset "dPdv" "6"
preset "dPdt (Motion Vector)" "19"
preset "dNdu" "29"
preset "dNdv" "30"
preset "Z (Depth)" "33"
preset "E (Eye Position)" "7"
preset "I (Incoming Ray Direction)" "8"
preset "Is Facing?" "9"
preset "uv (Parametric)" "10"
preset "UV Map" "11"
preset "Object ID" "12"
preset "Shading Group ID" "15"
preset "Primitive ID" "16"
preset "Vertex ID" "18"
preset "Custom ID" "21"
preset "Custom Attribute" "23"
preset "Area (Ray Differentials)" "13"
preset "Shutter Time" "14"
preset "Participating Media" "22"
preset "Item Position (World)" "24"
preset "Item Rotation (World)" "25"
preset "Item Scale (World)" "26"
preset "Camera Sample Position (Pixel Space)" "31"
preset "Time Instance Frame" "34"
value 0
}
long "surface" {
doc "Set the geometry approximation model for normals and derivatives."
read_only yes
preset "Geometric" "0"
preset "Smoothed" "1"
preset "Shading" "2"
value 1
}
long "space" {
doc "Set the space for positions, normals and derivatives output."
preset "World" "1"
preset "Local" "0"
preset "Camera" "2"
value 1
}
long "parent_level" {
doc "Set the level of the parent to use for custom IDs and attributes. The positive values are relative to the current level so 1 correspond to the direct parent of the current object. Negative values will start at the highest parent with -1 and move down to the current object."
ui_range yes -10 10
read_only yes
value 0
}
reference "uv_slot" {
doc "Define which UV slot is used when the output mode is set to UV Map."
filter "UvSlot"
context "default:/"
null_label "Use First Available"
read_only yes
value ""
}
reference "item" {
doc "Define which scene item is used for Item Position/Rotation/Scale modes."
filter "SceneItem"
null_label "Use Current Object"
read_only yes
value ""
}
string "custom_attribute_name" {
doc "Name of the attribute which evaluated in cutom attribute mode"
read_only yes
value ""
}
}
attribute_group "ID" {
collapsed yes
long "ID_output_mode" {
doc "Set the type of display to use when outputting an ID."
read_only yes
preset "Raw Value" "0"
preset "Color Coded" "1"
value 1
}
long "ID_color_seed" {
numeric_range yes 0.0 1000000000
ui_range yes 0.0 1000
read_only yes
value 0
}
}
}