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This is the origin of the ray, typically the surface point
This is the surface normal. It should be normalized, if explicitly connected as an input. Implicitly, the normalized global variable,
N, is used. Frontface should not be used on normals with the trace vop.
The type of rays to send out,reflect or refract. Mantra will use one of three different hard limits for ray bounce determination based on this value.
This should be multiplied times either the reflection intensity,
Kr or the transmission intensity,
Kt, (depending on the ray
type) result from the Fresnel vop. This gives the user some
additional control to dim or brighten the resultant trace color.
This is the initial direction for the ray to follow .
Usually this vector, like Kt above, is either the reflection
R, or the transmission vector,
T, (depending on the ray type)
result from the Fresnel vop. The reflection ray can be derived
dir = reflect(nI,nN)and the incident vector,
I, can be substitued for the transmission ray if eta is not a factor.
A color used to tint the resultant trace color.
The color from this environment map is returned if the ray does not hit anything. Without a map here, the Background Color, below, is returned when the ray misses.
It is recommended to have some map in this slot. The background image as a texture is a good choice to start.
This color is returned when the ray does not hit anything and there is no environment map specified.
This is typically a small number used to help solve self-intersection issues.
This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed.
The number of rays to send. The more ray sent, the better the quality, the slower the render.
The rays are distributed over a cone defined by this angle (in degrees). The default is 0, no blur.
The trace color times Kt and the Tint Color.
The PBR trace calculation times Kt and the Tint Color.
The following examples include this node.
This example demonstrates the use of the Flip Solver and the Fluid Force DOP. The Fluid Force DOP is used to apply a drag force on a wire object according to the motions of a flip fluid. The drag force is only applied at locations where fluid exists in the fluid object.
This example demonstrates how to get a smooth fluid stream to pour into a glass.
This example demonstrates the use of ramps and referenced ramps which are animated over time.
This example demonstrates a simple ray traced shader using a vop vex network. To modify the shader properties, create a properties shader in the material and connect it to the output shaders node. You can then add rendering parameters to the properties node. For example to control the number of reflection bounces, you would add the reflect limit parameter.