Inputs

Context

Here you select the type of information you want to read out within an effector or field group. Please note that depending on the usage in combination with distributions, effectors or fields, not all Context types can always be filled with values.

  • None: No values will be output by the node
  • Scene Velocity Context: The velocities of the processed elements are output. This should be useful, for example, for reading out particles. The output 3D vector gives the velocity in all three directions of the global space.
  • Scene Lifetime Context: The current, absolute lifetime of each element is output. This property is available only for particles.
  • Scene Position Context: The global position of each element is output as a 3D vector.
  • Scene Bounding Box Context: The maximum dimension of the bounding box is output as a vector for all three directions.
  • Scene Linear Ratio Context: For elements that have a fixed number, the internal index number of the respective element divided by the total number of elements can be output here, resulting in floating point values between zero and one. Be aware that If there is no constant number of elements, as is often the case with particle systems, you might also see values above.
  • Scene Ratio Context: As with Scene Linear Ratio Context, each element is given a value that describes its position within the elements. For Scene Ratio Content, this is a three-dimensional vector that describes the relative position of each element within, for example, a distribution with values between zero and one. This can be used e.g. for three-dimensional Grid distributions or even particles.
  • Scene Geometry Context: Outputs the geometry information of all elements.
  • Scene Index Context: Each element is internally assigned a unique number that can be queried here. The index number depends on the order in which the elements were created. The first element always receives the number 0, the second the number 1, and so on.
  • Scene Strength Context: Outputs the strength value of each element in a field.
  • Scene Matrix Context: Here you read out the global matrices of all elements. As usual, these consist of four vectors that describe the position, as well as the three axis directions (and axis lengths).
  • [Scene Time-Independent Shading Context: If available, the static shading structure containing the UVW coordinates of elements can be accessed here.
  • Scene Color Context: The colors of the elements are output as RGB vector