

Useful for: Changing what larger and smaller pposts look like. three values: X, Y and Z) of the location of each ppost. Just like with the Location output of the Object Info node, this gives you a vector (i.e. having them twinkle or fade out just as they hit the ground). Useful for: Cool effects based on where the pposts are (e.g. The difference? Object-space normals don't change when the object is rotated, and world-space normals do. This output gives you the world-space surface normal, not the object-space one. Useful for: Adding certain effects where the surface is pointing upwards.ĭon't worry, you're not having déjà vu, this Normal output is actually different from the Normal output of the Texture Coordinate node. But if you use the Position, each brick will be unique! Normal Think about a brick wall where each brick is a separate object. If you use Object coordinates or UVs, every brick will have the same texture and it'll look plain wrong. The big advantage is that it changes based on the object location (unlike all the other texture coordinates), so you can use it on multiple objects and you'll never get the same mapping twice. That's mostly what I use this for - a texture coordinate. This simply gives you the position of each point on the surface in world-space - meaning if your object is sitting at the origin, it'll look exactly like the Object texture coordinate mentioned above.

Useful for: Texturing multiple objects uniquely.

Diffuse - Mostly used for optimization purposes, like making a glossy shader appear like a diffuse shader to other diffuse surfaces to reduce caustics.control what shadows look like! You can change the colour of an object's shadow, or fake caustics by creating a fast-rendering fake shadow for your glass. This is often used for optimization purposes, like to make a bump map invisible to everything but the camera and shave off 30% of your render time.

Camera - Probably the most commonly-used of the ray-types, the Camera ray lets you change what something looks like compared to how it affects the rest of the scene.
