Input

Contents

    1. Input
      1. Camera
      1. Color
      1. Fresnel
      1. Geometry
      1. HairInfo
      1. LayerWeight
      1. LightPath
      1. ObjectInfo
      1. Tangent
      1. TextureCoordinate
      1. UVMap
      1. Value
      1. Wireframe

Camera

Outputs are determined by the distance from or angle to the camera. Can be used to change shading of objects that are further from the camera, or to make custom fog effects.

Cycles Camera node.

Inputs:
Outputs:

Color

Outputs the specified color. Useful when you need the same color as inputs for several different nodes.

Cycles Color node.

Inputs:
Outputs:

Fresnel

The amount of light that is reflected off a layer. The rest is refracted through the layer.

Commonly used to mix or blend between two BSDF nodes, such as a glossy refraction and a glossy reflection, through a Mix shader node, which produces a simple glass material.

Cycles Fresnel node.

Inputs:
Outputs:

Geometry

Returns information about the current shading point, using world space vector coordinates. For volume shaders, only the position and incoming vector are available.

Cycles Geometry node.

Inputs:

None.

Outputs:

HairInfo

This node gives access to strand hair information.

Cycles HairInfo node.

Outputs:

LayerWeight

Output weights typically used for layering shaders with the Mix Shader node.

Cycles LayerWeight node.

Inputs:
Outputs:

LightPath

Determines the kind of incoming light ray being executed. Useful for tricks that are not physically-based.

Cycles LightPath node.

Inputs:

None.

Outputs:

ObjectInfo

Outputs information about the object instance. This can be useful for creating variations of a single material that is assigned to multiple instances. A Noise texture can give random colors, or a Color Ramp can give a range of colors to be randomly picked from.

Cycles ObjectInfo node.

Inputs:

None.

Outputs:

Tangent

Generates a tangent direction for the Anisotropic BSDF shader.

Cycles Tangent node.

Inputs:

Outputs:

TextureCoordinate

Commonly used texture coordinates, to be used as inputs for the Vector input for texture nodes.

Cycles TextureCoordinate node.

Inputs:

None.

Outputs:

UVMap

Used to retrieve specific UV maps using the material.

Cycles UVMap node.

Inputs:
Outputs:

Value

Outputs a constant value as specified. Useful when you need the same number as inputs for several different nodes.

Cycles Value node.

Inputs:

None.

Outputs:

Wireframe

Retrieve the edges of an object. Meshes are triangulated before being processed, so they will appear triangulated when viewed with the Wireframe node. Wires are white, everything else is black.

Cycles Wireframe node.

Inputs:
Outputs:

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