Input nodes
Press Shift+A, or release a dragged wire on empty canvas, to open the node search ("Search nodes…").
In the tables, drag scale N means a 200-pixel drag moves the value across the span from the minimum to N; keep dragging, or double-click and type, to reach the full registered numeric range. A dash in the bounds column means no scalar range is listed; it does not promise that every input type accepts unrestricted values.
Texture Coordinate
Provides common texture projection coordinates for the current surface point. Parts imported from STEP or OBJ files have no UVs (the OBJ importer does not read texture coordinates), so the UV output reads as 0 on them. Use Generated or Object for procedural textures instead.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Generated | Vector |
| Normal | Vector |
| UV | Vector |
| Object | Vector |
| Camera | Vector |
| Window | Vector |
| Reflection | Vector |
Generated: in VIZid this is the same as Object: the point's position in the part's own coordinates, in the document's length unit (millimetres by default). It is not a 0–1 box. Textures driven by it stay fixed to the part as it moves. Normal: the surface normal in the part's own (object) space, so it turns with the part. UV: the part's first UV channel; reads as 0 on imported STEP or OBJ parts. Object: the point's position in the part's own coordinates, in the document's length unit (millimetres by default). Textures driven by it move, turn and scale with the part. Camera: surface position in camera space; shifts when the camera moves. Window: normalised device coordinates across the rendered frame (0–1 on each axis). Reflection: the reflection direction vector; use with an environment texture.
Fresnel
Returns the Fresnel reflectance factor at the current surface point. IOR sets the index of refraction (1.5 = typical glass). At grazing angles the value approaches 1 regardless of IOR. Leave Normal unconnected to use the surface normal.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| IOR | Float | 1.5 | 0 to 3 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Fac | Float |
Layer Weight
Returns facing-ratio outputs useful for layering shaders. Fresnel is the Fresnel factor at the given Blend level; Facing rises from 0 where the surface faces the camera to 1 at grazing edges.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Blend | Float | 0.5 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Fresnel | Float |
| Facing | Float |
Geometry
Provides geometric information about the current surface sample. Pointiness and Random Per Island may not be available on imported parts and may read 0 in a render. In the Shaded viewport mode, Pointiness, Random Per Island and Backfacing show a fixed 0.5. Check a test render before relying on Pointiness or Random Per Island; their rendered behaviour on imported parts still needs verification.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Position | Vector |
| Normal | Vector |
| Tangent | Vector |
| True Normal | Vector |
| Incoming | Vector |
| Parametric | Vector |
| Backfacing | Float |
| Pointiness | Float |
| Random Per Island | Float |
Position: world-space surface position. Normal: interpolated shading normal. Tangent: surface tangent vector. True Normal: geometric face normal, before smooth-shading. Incoming: direction from the point back along the ray that hit it (towards the camera for surfaces seen directly). Parametric: position within the triangle being shaded. Backfacing: 1 when the ray hits a back face, 0 otherwise. Pointiness: local curvature — 0 = concave, 0.5 = flat, 1 = convex. May read 0 on imported parts (unverified). Random Per Island: stable random float per disconnected mesh island. May read 0 on imported parts (unverified).
UV Map
Outputs UV coordinates from a named UV channel. Type a UV map name in the Attribute field and press Enter, or leave it empty to use the part's UVs (if it has any). Parts imported from STEP or OBJ carry no UVs, so the output reads as 0 on them. From Dupli takes UVs from the instancing object (unverified in VIZid).
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Attribute | Text | (empty) | — | — |
| From Dupli | Boolean | Off | — | — |
Outputs
| Socket | Type |
|---|---|
| UV | Vector |
Light Path
Returns flags and values describing how the current ray was spawned. The Is … outputs are 1 when the condition is true and 0 otherwise. Ray Length is a distance; the Depth outputs are bounce counts.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Is Camera Ray | Float |
| Is Shadow Ray | Float |
| Is Diffuse Ray | Float |
| Is Glossy Ray | Float |
| Is Singular Ray | Float |
| Is Reflection Ray | Float |
| Is Transmission Ray | Float |
| Is Volume Scatter Ray | Float |
| Ray Length | Float |
| Ray Depth | Float |
| Diffuse Depth | Float |
| Glossy Depth | Float |
| Transparent Depth | Float |
| Transmission Depth | Float |
| Portal Depth | Float |
Light Falloff
Provides three falloff modes for a light source's strength. Feed a Light Falloff output into an Emission shader's Strength so that the light a glowing surface casts falls off with distance (unverified in VIZid).
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Strength | Float | 100 | 0 to 10000 (drag scale: 100) | — |
| Smooth | Float | 0 | 0 to 1000 (drag scale: 10) | — |
Outputs
| Socket | Type |
|---|---|
| Quadratic | Float |
| Linear | Float |
| Constant | Float |
Object Info
Provides per-object data for the object carrying this material.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Location | Vector |
| Color | Colour |
| Alpha | Float |
| Object Index | Float |
| Material Index | Float |
| Random | Float |
Location: the part's origin in world space. Color, Alpha, Object Index, Material Index and Random: VIZid does not set these on parts, so they read 0 and do not vary from part to part (unverified in a render).
Camera Data
Provides camera-relative data for the current sample.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| View Vector | Vector |
| View Z Depth | Float |
| View Distance | Float |
View Vector: normalised direction from the camera to the surface point, in camera space. View Z Depth: distance along the camera's viewing axis, in the document's length unit (millimetres by default). View Distance: straight-line distance from the camera, in the document's length unit (millimetres by default).
Value
Holds a single constant float. Wire outputs to any Float socket; the value field is editable directly on the node.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Value | Float | 0 | -10000 to 10000 | — |
Outputs
| Socket | Type |
|---|---|
| Value | Float |
Color
Holds a constant colour. The colour swatch is editable directly on the node.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Value | Colour | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
Attribute
Looks up a named vertex attribute from the mesh and returns it as colour, vector, float, or alpha. Click the Attribute field, type the attribute name and press Enter (there is no list of names). Imported parts carry no colour layers, so the outputs stay at 0 (unverified in a render).
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Attribute | Text | (empty) | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Vector | Vector |
| Fac | Float |
| Alpha | Float |
Wireframe
Returns 1.0 on edges and 0.0 elsewhere, scaled by Size. Size is in the document's length unit (millimetres by default), so the default 0.01 draws hair-thin lines; turn on Pixel Size to give Size in screen pixels instead.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Pixel Size | Boolean | Off | — | — |
| Size | Float | 0.01 | 0 to 100 (drag scale: 1) | — |
Outputs
| Socket | Type |
|---|---|
| Fac | Float |
Tangent
Computes a tangent vector in radial or UV-map direction. Wire the Tangent output to the Tangent input of Glossy BSDF, Metallic BSDF, Wood BSDF, or similar nodes that accept anisotropy tangents — not to Normal inputs. Axis is used in radial mode; UV Map is used in uv_map mode (needs a part with UVs). Both rows are always shown regardless of the selected direction.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Direction | Choice | radial | — | radial, uv_map |
| Axis | Choice | x | — | x, y, z |
| UV Map | Text | (empty) | — | — |
Outputs
| Socket | Type |
|---|---|
| Tangent | Vector |
Bevel
Samples nearby normals to make edges look rounded. Wire the Normal output into a shader's Normal input to make edges appear bevelled in the Ray-traced viewport and final renders; the Shaded viewport mode cannot show it. Radius is in the document's length unit (millimetres by default), so the default 0.05 is a very small bevel.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Samples | Integer | 4 | 2 to 128 | — |
| Radius | Float | 0.05 | 0 to 1000 (drag scale: 1) | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Normal | Vector |
Color Attribute
Reads a vertex colour layer by name. Type a name in Layer Name and press Enter. Imported parts carry no colour layers, so Color and Alpha stay at 0 (unverified in a render).
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Layer Name | Text | (empty) | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Alpha | Float |
Curves Info
Fur, Hair and Fuzz strands use VIZid's own strand shader, which already shades root-to-tip colour from this data. In a material graph, Curves Info is evaluated only on the part's surface, where its outputs are 0.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Is Strand | Float |
| Intercept | Float |
| Length | Float |
| Thickness | Float |
| Tangent Normal | Vector |
| Random | Float |