PxrVariable
Allows GPrim primitive variables (primvars) to be delivered through pattern graphs. This can be used in place of PxrPrimvar
Input Parameters
Variable Name
The name of the primitive variable. If none are selected, you should complete the field for "PrimVar" in the UI to specify your own selection.
Options may include:
Shading position (
P
)Undisplaced position (
Po
)Shading normal (
Nn
)Geometric normal (
Ngn
)Undisplaced normal (
Non
)Shading tangent (
Tn
)Normalized view vector (
Vn
)Length of view vector (
VLen
)Surface mean curvature (
curvature
)Surface curvature in U direction (
curvature_u
)Surface curvature in V direction (
curvature_v
)Ray Spread (
incidentRaySpread
)Ray Radius (
incidentRayRadius
)Micropolygon radius (
PRadius
)Micropolygon size (
mpSize
)Reflection Bias (
biasR
)Transmission (
biasT
)Surface U (
u
)Surface V (
v
)Surface W (
w
)Surface UV (
uv
)Surface UVW (
uvw
)Ray footprint U (
du
)Ray footprint V (
dv
)Ray footprint W (
dw
)Ray footprint UV (
duv
)Ray footprint UVW (
duvw
)Surface derivative U (
dPdu
)Surface derivative V (
dPdv
)Surface derivative W (
dPdw
)Velocity (
dPdtime
)Time (
time
)Outside IOR (
outsideIOR
)Opacity (
Oi
)Forward Motion (
motionFore
)Backward Motion (
motionBack
)
PrimVar
Add the name of the primitive variable
Type
The type of the primitive variable, this must match the type you've chosen as the Variable:
float
float2
color
point
vector
normal
Coordinate System
By default, the shader uses the current coordinate system. Possible coordinate systems include world, object, or a user-defined coordinate system.
Output Parameters
result RGB
The result as a color.
result F
The result as a float.
result F3
The result as three floats.