Table Of Contents
Introduction
This shader allows you access different aspects of the shading state, for various shading effects, debugging or AOV output.
State Node and his settings
Parameters
Texture Space
The name of the uv map channel to read the uvw state from.
Tangent Space
The name of the uv map channel to read the tangent/bitangent state from.
Transform Space
- World - show normals/directions/positions in world-space coordinates. This coordinate space is what Redshift uses internally to compute lighting.
- Object - show normals/directions/positions in object-space coordinates, i.e. without any world transforms.
- Camera - show normals/directions/positions in camera-space coordinates, i.e. relative to the camera.
Show Ray-Facing Normals
This option ensures that normals are always corrected to be ray-facing, which is how lighting on back-facing surfaces is computed internally in Redshift. When this option is disabled, the normals will not be corrected and will represent the true orientation of the surface. Disabling this option is useful for debugging.
Output States
Normal
The shading normal, with bump mapping.
Normal No Bump
The shading normal, without bump mapping.
Normal Geom
The geometric normal.
Ray Origin
The origin of the ray that has intersected this surface.
Ray Direction
The direction of the ray that has intersected this surface. This vector has been normalized.
Ray Position
The position of the ray intersection on this surface.
Ray Length
The length of the ray that has intersected this surface.
Tangent
The tangent as read from the UV Set / Tangent Space channel, if available.
Bitangent
The bitangent as read from the UV Set / Tangent Space channel, if available.
UVW Coord
The uvw coordinate as read from the UV Set / Texture Space channel, if available.