New in version R13.016.
[Read-only]
The version number of this class.
Type: int
[Read-only]
Frames per second.
Type: int
Current time in seconds.
Type: float
Set the calculated color within BaseMaterial.CalcSurface() and BaseMaterial.CalcVolumetric().
Type: Vector
Set the calculated transparency within BaseMaterial.CalcSurface(), BaseMaterial.CalcTransparency() and CalcVolumetric().
Type: Vector
Set the calculated alpha within BaseMaterial.CalcAlpha().
Type: float
Transmitted vector (can be modified in BaseMaterial.ChangeNormal()), only valid if shader sets VOLUMEINFO_TRANSPARENCY and only during BaseMaterial.CalcSurface().
Note
Can be NULL, always check.
Type: Ray
Reflected vector (can be modified in BaseMaterial.ChangeNormal()), only valid if shader sets VOLUMEINFO_TRANSPARENCY and only during BaseMaterial.CalcSurface().
Type: Ray
The surface point, this can only be modified by BaseMaterial.Displace().
Type: Vector
The current eye ray.
Note
Is always valid.
Type: Ray
The surface uvw coordinates, this is invalid for volumetric shaders.
Type: Vector
This defines the radius for the area around ‘uvw’ that needs to be sampled.
Note
If you ignore this value your shader will work, but produce aliasing artefacts.
Type: Vector
Surface identity.
Type: ptr
U direction vector perpendicular to n; can be used for bump mapping if VOLUMEINFO_DUDVREQUIRED is set.
Type: Vector
V direction vector perpendicular to n; can be used for bump mapping if VOLUMEINFO_DUDVREQUIRED is set.
Type: Vector
The depth of the actual ray.
Type: int
Specifies, if transparency will be rendered.
These values are:
0 no transparency 1 no refractions 2 full calculation
Specifies, if reflections will be rendered.
These values are:
0 no reflection 1 only sky/floor 2 full calculation
Specifies, if shadows will be rendered.
Type: bool
Specifies, if illumination will be rendered. If this value is ‘0’ then BaseMaterial.CalcSurface() should directly return the surface color without illumination (also, no bump mapping is needed in ChangeNormal etc.). this technique is used for some types of objects like the sky. Illuminance1 automatically takes care of calc_illum.
Type: int
Specifies, if mip calculations will be done. If this value is ‘0’ then no mip mapping needs to be calculated. ‘calc_mip’ can in some cases be False - even if the shader sets VOLUMEINFO_MIPSAT. If calc_mip == False you should not access MIP/SAT variables such as delta etc.
Type: int
MIP corner points in global space.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
MIP normals of the three other corner points.
Note
Only valid if VOLUMEINFO_MIPSAT is set.
Ray information, these values are:
RAYBIT_0 None. RAYBIT_REFLECTION Ray chain contains a reflection ray. RAYBIT_TRANSPARENCY Ray chain contains a transparency ray (note: refractions are not contained). RAYBIT_REFRACTION Ray chain contains a refraction ray. RAYBIT_CUSTOM Ray chain contains a custom ray. RAYBIT_CURR_REFLECTION Current ray is a reflection ray. RAYBIT_CURR_TRANSPARENCY Current ray is a transparency ray. RAYBIT_CURR_REFRACTION Current ray is a refraction ray. RAYBIT_CURR_CUSTOM Current ray is a custom ray. RAYBIT_VOLUMETRICLIGHT Current ray is used to calculate a volumetric light. RAYBIT_ALLOWVLMIX Custom mixing of visible light sources allowed for this ray; bit must be deleted by shader if used. RAYBIT_GI Current ray is a GI ray. RAYBIT_BLURRY Current ray is a blurry ray. RAYBIT_SSS Current ray is a subsurface ray. RAYBIT_AO Current ray is an AO ray.
Type: int
The plugin ID of data passed through recursion.
Type: int
The backprojected point (StickTextureTag) will be generated if the shader sets the flag VOLUMEINFO_TRANSFORM or SHADERINFO_TRANSFORM if it’s a channel shader.
Type: Vector
This the ‘spot size’ (MIP mapping value) for the backprojected point. The backprojected point (StickTextureTag) will be generated if the shader sets the flag VOLUMEINFO_TRANSFORM or SHADERINFO_TRANSFORM if it’s a channel shader.
Type: Vector
The global MIP scale.
Type: float
Sub polygon ID (only used for SPD).
Type: int
Barycentric U coordinate (only used for SPD).
Type: float
Barycentric V coordinate (only used for SPD).
Type: float