| - Item ID (Integer) - The LWItemID of the intersected primitive
- Pixel X, Y (Integer) - The location of the pixel currently being rendered
- Frame Width, Height (Integer) - The resolution of the image set in Camera Properties
- Ray Position (Vector) - Origin of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.)
- Ray Position dX, dY (Vector) - Ray origin differentials
- Ray Direction (Vector) - The direction of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.)
- Ray Direction dX, dY (Vector) - Ray direction differentials
- Ray Weight (Color) The accumulated weight of the ray represented as a color
- Ray Distance (Scalar) - The distance the ray traveled before intersecting the primitive
- Shutter Time (Scalar) - The normalized shutter time (0...1)
- Ray type (Integer) - Camera ray, Reflection ray, Refraction ray, Dissolve ray, Shadow ray and Occlusion ray. These can be fed into the Ray Type Switch node.
- Ray Bounce (Integer) - The number of bounces the ray has taken to reach this intersection. Starts at 1
- World Position (Vector) - The location of the intersection in world coordinates
- World Position dX, dY (Vector) - The partial derivative of the world coordinate position in relation to X or Y coordinate of the pixel
- World Position dU, dV (Vector) - The partial derivative of the world coordinate position in relation to the U or V coordinate of the pixel (for objects with automatic UV maps)
- Perturbed Normal (Vector) - The interpolated normal perturbed by bump or normal mapping
- Smooth Normal (Vector) - The interpolated normal
- Geometric Normal (Vector) - The un-interpolated geometric normal
- Normal dU, dV (Vector) - The partial derivatives of the normal along U and V coordinates
- Barycentric Coordinates (Vector) - The masses of each vertex on a triangle
- Object Position (Vector) - The location of the intersection in local coordinates
- To Local, To World (Matrix) - Transformation matrices for the intersection
- U, V (Scalar) - The U or V coordinate for the intersection, presuming the surface has UV coordinates
- U and V dX, dY (Scalar) - The U and V partial derivatives along pixel X and Y
- Primitive ID (Integer) - A Primitive can have an ID assigned that is different to the Item ID
- Surface Side (Integer) - Determines if the intersection hit the front (0) or back (1) of the surface (2 double sided back)
- Polygon Index (Integer) - The numeric index for the polygon at the intersection
- Mesh Element (Integer) - Outputs the element type needed for the Mesh Element Switch node
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