float Dw(float p, ...)
vector Dw(vector p, ...)
vector4 Dw(vector4 p, ...)
Returns
Returns the derivative of p
with respect to W.
When rendering surfaces, this function returns 0.
In shading contexts, this is the change in the variable over the volume being shaded.
Derivatives options ¶
Functions which compute derivatives take additional arguments to allow tuning of the derivative computation.
"extrapolate
",
int
=0
Whether derivatives are “smooth” across patch boundaries. In most cases this is true and if extrapolation is turned on, derivative computation should be exact for C2 surfaces. However, when the VEX variables are changing with a high frequency (for example, a high frequency displacement map causing high frequency changes to the P variable), extrapolation of derivative computation may cause exaggeration of discontinuities between patch boundaries.
"smooth
",
int
=1
Adjust the magnitude of the differentials non-uniformly over patches. This will usually reduce patch discontinuities in displacement/textured shaders. However, in some odd cases you may want to turn this feature off.
N = computenormal(P, "extrapolate", 1, "smooth", 0);
See also | |
deriv | |
math |
|
shading |
|
vector |