The different Input nodes, where they can be found, what their outputs are.
When editing a surface, this node always appears in the Node Editor.
  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 uninterpolated 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 doublesided back) (Example)
 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

Accessed through Motion Options > Modifiers > Nodal Motion.
  Item Position (Vector)  Relating to the item driving the nodal motion
 World Position (Vector)  Relating to World coordinates (Vector).
 Frame (Integer)  The current frame number (Integer).
 Time (Scalar)  The current time in the FPS set in Options (Scalar).
 Item Rotation (Vector)  Uses the current Item rotation as an output (Vector).
 Item Scale (Vector)  Uses the current Item scale as an output (Vector).

Accessed through Object Properties > Primitive > Modify > Nodal Displacement.
  Object Position (Vector)  Provides the undeformed vertex position
 World Position (Vector)  Provides the deformed position in world coordinates
 Normal (Vector)  The vertex normal
 Current Position (Vector)  Provides the current deformed vertex position in object coordinates
 Point Index (Integer)  Gives the point index of the vertex.

In addition, the Nodal Displacement destination node has the following options when doubleclicked on:
 A Mode setting to control if the value is used to displace (add) or set the vertex position.
 Deformed Coordinates in texture nodes checkbox for object or world coordinates.
Accessed through Instance Generator > Nodes > Edit Nodes.
  ID Index (Integer)  The ID of each instance
 Fixed Random (Scalar)  Gives a random output
 Fixed Float (Scalar)  Gives an output relative to the quantity of instances used
 Base Position (Vector)  The base position of the instance

Accessed through Light Properties > Edit Nodes.
  Direction (Vector)  The direction in which the light is pointing
 Distance (Scalar)  A value that can be used for controlling color over distance

Accessed through Flocking > Flock > Properties.
  Position (Vector)  Final world position of the agent
 Velocity (Vector)  Speed and direction of the agent
 Bank Up Vector (Vector)  The direction of Up for the agents
