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
)
...
The type of the primitive variable, this must match the type you've chosen as the Variable:
- float
- float2
- color
- point
- vector
- normal
...
By default, the shader uses the current for coordinate system. Possible coordinate systems include world, object, or an a user-defined coordinate system.
...
The result as a float.
result F3
The result as a three floats.