Hi,
Is there a node that performs the functions of Maya's samplerInfo node? I know about the Arnold Facing Ratio node... that's not what I need. I need to use the shading point's position in a shading network. In Maya, I can take the Point World Y output of samplerInfo and use that to generate a gradient across a surface. How can I integrate information about the surface point's location into my shading network?
Thanks
Aaron
Thank you @Lee Griggs, but I'm not any closer to the effect I want. The Shading Point color mode in the Utility Shader seems to be outputting the normals. It's operating in object space, but I need world space.
I read the manual and discovered the State Vector node. It apparently has a "p" output that provides "shading point in world-space". But I do not know how to use it. I need to separate the X, Y, and Z position values. But the State Vector outputs a vector, of course. I cannot figure out how to separate this vector to three floats. There is no appropriate Conversion node.
So now I have two unsolved problems.
Also, if any SA/ADSK personnel are reading this, please revise this help document:
https://support.solidangle.com/display/A5AF3DSUG/Shading+State
Most of the descriptions in the far right column are circular definitions, which are less than helpful. Users cannot benefit because the description adds no useful information, so the description takes up space without purpose. Depending on point of view, this is ironic or infuriating, because someone went to the trouble of filling in the description field, but did not make an effort to actually describe the feature, but merely copied the name of the feature.
Circular definitions are the absolute worst. WORSE THAN LEAVING IT BLANK!!
You can use the Sampler node info inside 3dsmax.
We can load the Arnold Maya shaders in 3dsmax, so go and download the Maya plugin of Arnold, and drop the shaders into MaxtoA and about 50 Maya shading nodes appear inside max, including this particular node set, 1D,2D and 3D, and they work perfect.
In case you want to split this out, or the state vector P channel x,y and z. Use a vector component seperation, the ldkChannels node from the Maya bundle does this, we also have a way to do it in max without the maya nodes, but see max beta for that.
I found out that you need to use the State Vector P, it should give you an RGB color. I believe B is for height. You can isolate it by using a shuffle node and setting the channels to B. From there, you can go to town with the shader network.
That tutorial shows what buttons to press, but does not explain why. This is not helpful for people trying to learn how to achieve their own desired effects.
And, two years later, the circular definitions are still in place here:
https://docs.arnoldrenderer.com/display/A5AF3DSUG/Shading+State