Curvature#
(TextureCurvature)
- Category:
/Texture/Utility
- Default object name:
curvature
Description#
Utility texture allowing to output the information of the current fragment.
Attributes#
Name | Type | Description |
---|---|---|
Pass Through | bool |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
Master Input | string |
Name of the attribute that will be used as output if Pass Through is enabled. |
Invert | bool |
If checked, the texture is inverted. |
Opacity | double |
Set the opacity of the texture. |
Output | long |
Set which information should be outputted from the texture. The sampled curvature computes a quantity akin to mean curvature, but with values between -1 and 1. It is computed through ray-casting to get a smoother result than the crude value obtained from other modes. |
Radius | double |
Defines the radius within which ray-casting occurs. |
Bias | double |
Defines the bias, or offset, applied to the position of origin of the ray-casting along the normal. |
Sample Count | long |
Samples per shaded point for this ray-casting curvature computation. Note that unless the sampling settings on materials and lights, this one is not gonna be decimated based on camera samples, or splitting factor of the secondary rays. |
Geometry | reference (Group ) |
Defines against which geometry the ray-casting will occur, defaulting to the visible geometry as defined at the Layer 3D level. |
Intersection Mode | long |
Whithin the set of geometries defined right above, indicates which ones should participate to the curvature computation. |
Sidedness | long |
Sidedness of the surface used for this computation. 'Single' keeps the original normal no matter what, whereas 'double' may flip it to be oriented towards the incoming direction. |
Display | long |
Chooses between an easier to interpret color-coded display mode, or the raw scalar value that can get negative. In color-coded mode, green is positive and red negative (resp. convex and concave regions). |
Gain | double |
Multiplies the output for easier readability. |
Offset | double |
Offsets the output (in raw display mode only, and after the gain has been applied) for easier readability. |