Table Of Contents

Introduction

This shader allows you access different aspects of the shading state, for various shading effects, debugging or AOV output.



Parameters




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.