General
The name of the uv map channel to read the uvw state from.
The name of the uv map channel to read the tangent/bitangent state from.
- 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.
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.
Bounce-Level-Typ
Controls which ray type is used for the "raybouncelevel" output state from the following options.
- All - All ray types
- Refraction
- Reflection
- Diffuse
- Scatter
- Transparency