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        <dc:date>2015-11-19T17:28:12+00:00</dc:date>
        <title>Variable [Root Context]</title>
        <link>/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzvariablebrick/start</link>
        <description>
&lt;h1 id=&quot;variable_root_context&quot;&gt;Variable [Root Context]&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
&lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/brickyard/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:brickyard:start&quot;&gt;Brickyard&lt;/a&gt; : &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/brickyard/functions/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:brickyard:functions:start&quot;&gt;Functions&lt;/a&gt; &amp;gt; &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/brickyard/functions/utility/start&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:brickyard:functions:utility:start&quot;&gt;Utility&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
When plugged into a shader network, the Variable brick iterates across the range of the variable, feeding all values, one after another, into the shader network during render (e.g., for each micropolygon in the case of I). The available options depend on what network the Variable brick is attached to. When not yet attached to a root, the only options available are  “1,” “0,” PI, PI/2.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;snapshot&quot;&gt;Snapshot&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;p&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzvariablebrick/mathvariable-short.png&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:bricks:dzvariablebrick:mathvariable-short.png&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzvariablebrick/mathvariable-short.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;parameters&quot;&gt;Parameters&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;



&lt;/div&gt;

&lt;h3 id=&quot;outputs&quot;&gt;Outputs&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Variable Value :&lt;/strong&gt; &lt;a href=&quot;/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/shader_workspace/brick_anatomy/start#type&quot; class=&quot;wikilink1&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:shader_workspace:brick_anatomy:start&quot;&gt;Variable&lt;/a&gt; - Description…&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h3 id=&quot;settings&quot;&gt;Settings&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Variable :&lt;/strong&gt; &lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 1&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; 0&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; PI&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; PI/2&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;BackgroundColor :&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Cs&lt;/strong&gt; - true surface color&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;E&lt;/strong&gt; - position of camera/Eye&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;FrameNumber :&lt;/strong&gt; &lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;I&lt;/strong&gt; - incident direction of a ray striking a surface point—I is the direction of the ray incident to the surface—the length of this vector is equal to the distance between the origin of the ray and the point on the surface; thus the actual origin of the ray is available as P-I&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;In&lt;/strong&gt; - normalized I (length=1)&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Max&lt;/strong&gt; - maximum point of object world-space bounding box, point triplet&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Min&lt;/strong&gt; - minimum point of object bounding box, point triplet&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;N&lt;/strong&gt; - surface shading normal&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Nf&lt;/strong&gt; - Normals Forward;- geometry normal for forward-facing polygons; can plug alternative normals in to control things like smoothing&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Ng&lt;/strong&gt; - surface geometric normal&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Nn&lt;/strong&gt; - normalized N (unit length of 1)&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Os&lt;/strong&gt; - true surface opacity&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;P&lt;/strong&gt; - surface position of type Point or Light ray origin or displaced surface position&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;SceneMax&lt;/strong&gt; - maximum point of scene bounding box; point triplet; used in altitude brick (not cameras or lights; have geometry and are visible (not implemented); visible in render&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;SceneMin&lt;/strong&gt; - minimum point of scene bounding box; point triplet; used in altitude brick&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;V&lt;/strong&gt; - negative I &lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;__noshadows&lt;/strong&gt; - (Daz Studio specific) Boolean; by object; use with if/else for example&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dPds&lt;/strong&gt; - derivative of surface texture along S&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dPdsM&lt;/strong&gt; - sign (+/-) of dPds; used to calculate tangent space T and B for normal maps; expensive to calculate, and only available with normal maps; similar to du and dv, but they are calculated from geometry, whereas this is calculated including smoothed normals&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dPdtime&lt;/strong&gt; - rate of change of time&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dPdu&lt;/strong&gt; - derivative (rate of change) of surface position along U, change in U direction&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dPdv&lt;/strong&gt; - derivative (rate of change) of surface position along V&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dtime&lt;/strong&gt; the amount of time covered by this shading sample; use FrameNumber instead; e.g., for cycling textures during animation&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;du&lt;/strong&gt; - change in surface parameter in the U direction&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;dv&lt;/strong&gt; - change in surface parameter in the V direction&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;ncomps&lt;/strong&gt; - number of color components&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;S&lt;/strong&gt; - surface texture coordinate equivalent to X&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;T&lt;/strong&gt; - surface texture coordinate equivalent to Y&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Time&lt;/strong&gt; - current shutter time&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;U&lt;/strong&gt; - surface parameter X&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;V&lt;/strong&gt; - surface parameter Y&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;examples&quot;&gt;Examples&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;


&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; In this example, …&lt;br/&gt;
&lt;a href=&quot;/_media/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzvariablebrick/example1.jpg&quot; class=&quot;media wikilink2&quot; target=&quot;_blank&quot; title=&quot;public:software:dazstudio:4:referenceguide:interface:panes:shader_mixer:bricks:dzvariablebrick:example1.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/_media/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzvariablebrick/example1.jpg&quot; class=&quot;media&quot; title=&quot;Example 1&quot; alt=&quot;Example 1&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
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