Textures, Motion, Derivatives

The following table is an extension to the previous. These variables give information about the intersection point for texture mapping. They are defined when the ray has hit a textured object:

type name content
miVector * tex_list list of texture coordinates
miVector * bump_x_list list of X bump basis vectors
miVector * bump_y_list list of Y bump basis vectors
miVector tex texture coord (tex shaders)
miVector motion interpolated motion vector
miVector * derivs[5] list of surface derivatives
A pointer to an array containing the texture coordinates of the intersection point in all texture spaces. When material shaders that support multiple textures on a surface call a texture lookup function, they must specify which texture coordinate to use, usually by choosing one of the texture vertices in tex_list and copying it to tex. Texture spaces in a miBox may have arbitrary dimension. The tex_list entries contain only coordinates from up to three dimensional texture spaces. For higher dimensions, the tex_list entries are set to zero and the function mi_texture_interpolate should be used instead.
For hair, contains texture scalars in the order [0].x, [0].y, [0].z, [1].x, and so on. In contrast to regular geometry hair uses scalars not vectors, and their number does not have to be a multiple of three. It is often useful to cast tex_list to a miScalar pointer for access.
A pointer to an array containing the x bump basis vectors in all texture spaces. The scene must have been prepared to contain or compute these vectors. The vectors are given in object space.
A pointer to an array containing the y bump basis vectors in all texture spaces. The vectors are in object space.
The texture coordinates where the texture should be evaluated. This variable is available only in texture shaders; it is set by the caller (for example, a texture lookup from a material shader).
The motion vector of the intersection point in internal space. If the object has no motion vectors (m statements in the vertices in the scene description file) or inherited motion transformations (including camera motion), the motion vector is a null vector. mental ray always interpolates motion vectors if present, regardless of the shutter value. However, mental ray does not interpolate motion transformations if motion blurring is turned off, either with a zero shutter interval or motion off in the options block, because of the performance implications.
A pointer to an array containing the surface derivative vectors, given in in internal space. If the object is a free-form surface object, the surface derivative vectors derivs[0] … derivs[4] contain ∂x⁄∂u, ∂x⁄∂v, ∂²x⁄∂u², ∂²x⁄∂v², ∂²x⁄∂u∂v, respectively. Here x denotes the intersection point. For polygonal objects the surface derivatives are taken from the .mi file. If the object has no first derivative vectors, the first two vectors are null vectors. If the object has no second derivative vectors, the last three vectors are null vectors. Since surface derivatives are calculated approximately, the vectors ∂x⁄∂u, ∂x⁄∂v and the normal vector at the intersection point are not necessarily orthogonal to each other.
For hair, the derivs[0] contains the interpolated tangent at the point of intersection.

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