{"id":4244,"date":"2022-11-27T23:51:15","date_gmt":"2022-11-27T23:51:15","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=4244"},"modified":"2026-05-04T18:22:55","modified_gmt":"2026-05-04T18:22:55","slug":"sculpt-shaders-nodes-library","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/nodes\/sculpt-shaders-nodes-library\/","title":{"rendered":"Sculpt shaders Nodes Library"},"content":{"rendered":"\n<pre id=\"tw-target-text\" class=\"wp-block-preformatted\">Editor uzlov v\u00e1m umo\u017e\u0148uje vizu\u00e1lne vytv\u00e1ra\u0165 shadery GLSL. Namiesto p\u00edsania k\u00f3du m\u00f4\u017eete vytv\u00e1ra\u0165 a sp\u00e1ja\u0165 uzly grafick\u00fdm sp\u00f4sobom. Editor uzlov okam\u017eite zobraz\u00ed va\u0161e zmeny a je dostato\u010dne jednoduch\u00fd pre pou\u017e\u00edvate\u013eov, ktor\u00ed za\u010d\u00ednaj\u00fa s vytv\u00e1ran\u00edm shaderov. <\/pre>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"clear\"> jasn\u00fd <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#clear\"><\/a><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"> Vy\u010distite panel editora shaderov a nechajte ho pr\u00e1zdny. <\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"blend\"> Zmie\u0161ajte <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#blend\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Sum:<\/strong> Vr\u00e1ti s\u00fa\u010det dvoch vstupn\u00fdch hodn\u00f4t.<br \/> <strong>Od\u010d\u00edtanie:<\/strong> Vr\u00e1ti v\u00fdsledok vstupu A m\u00ednus vstup B.<br \/> <strong>Priemer:<\/strong> Tento uzol spriemeruje vstupy v odtie\u0148och sivej. Ka\u017ed\u00fd vstup m\u00f4\u017ee by\u0165 individu\u00e1lne v\u00e1\u017een\u00fd.<br \/> <strong>Mix:<\/strong> Zmes vstupu A a vstupu B.<br \/> <strong>Deli\u0165:<\/strong> Vr\u00e1ti v\u00fdsledok vstupu A delen\u00fd vstupom B.<br \/> <strong>Abs:<\/strong> Vr\u00e1ti absol\u00fatnu hodnotu vstupu In.<br \/> <strong>Clamp:<\/strong> Vr\u00e1ti vstup In upnut\u00fd medzi minim\u00e1lnou a maxim\u00e1lnou hodnotou definovanou vstupmi Min a Max.<br \/> <strong>Max:<\/strong> Vr\u00e1ti najv\u00e4\u010d\u0161iu z dvoch vstupn\u00fdch hodn\u00f4t, A a B.<br \/> <strong>Min:<\/strong> Vr\u00e1ti najmen\u0161iu z dvoch vstupn\u00fdch hodn\u00f4t, A a B.<br \/> <strong>Round:<\/strong> Vr\u00e1ti hodnotu vstupu In zaokr\u00fahlen\u00fa na najbli\u017e\u0161ie cel\u00e9 \u010d\u00edslo alebo cel\u00e9 \u010d\u00edslo.<br \/> <strong>Nas\u00fdti\u0165:<\/strong> Vr\u00e1ti hodnotu vstupu In zovret\u00e1 medzi 0 a 1.<br \/> <strong>Smoothstep:<\/strong> Vr\u00e1ti v\u00fdsledok hladkej interpol\u00e1cie Hermite medzi 0 a 1, ak je vstup In medzi vstupmi Edge1 a Edge2.<br \/> <strong>Krok:<\/strong> Vr\u00e1ti 1, ak je hodnota vstupu In v\u00e4\u010d\u0161ia alebo rovn\u00e1 hodnote vstupu Edge; v opa\u010dnom pr\u00edpade vr\u00e1ti 0.<br \/> <strong>Trunc:<\/strong> Vr\u00e1ti zlo\u017eku cel\u00e9ho \u010d\u00edsla alebo cel\u00e9ho \u010d\u00edsla hodnoty vstupu In.<br \/> <strong>N\u00e1sobenie:<\/strong> Vr\u00e1ti v\u00fdsledok vstupu A vyn\u00e1soben\u00fd vstupom B. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"geometry\">Geometria <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#geometry\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>ACos:<\/strong> Vr\u00e1ti arkkoz\u00edn ka\u017ed\u00e9ho komponentu zadan\u00e9ho In ako vektor rovnakej d\u013a\u017eky.<br \/> <strong>ASin:<\/strong> Vr\u00e1ti arkuss\u00ednus ka\u017ed\u00e9ho komponentu zadan\u00e9ho In ako vektor rovnakej d\u013a\u017eky.<br \/> <strong>ATan:<\/strong> Vr\u00e1ti arkustangens hodnoty vstupu In. Ka\u017ed\u00fd komponent by mal by\u0165 v rozsahu -Pi\/2 a\u017e Pi\/2.<br \/> <strong>Cos:<\/strong> Vr\u00e1ti kos\u00ednus hodnoty vstupu In.<br \/> <strong>Cosh:<\/strong> Vr\u00e1ti hyperbolick\u00fd kos\u00ednus vstupu In.<br \/> <strong>Kr\u00ed\u017e:<\/strong> Vr\u00e1ti kr\u00ed\u017eov\u00fd s\u00fa\u010din hodn\u00f4t vstupov A a B.<br \/> <strong>Vzdialenos\u0165:<\/strong> Vr\u00e1ti euklidovsk\u00fa vzdialenos\u0165 medzi vstupn\u00fdmi hodnotami A a B.<br \/> <strong>Bodka:<\/strong> Vr\u00e1ti bodov\u00fd s\u00fa\u010din alebo skal\u00e1rny s\u00fa\u010din hodn\u00f4t vstupov A a B.<br \/> <strong>D\u013a\u017eka:<\/strong> Vr\u00e1ti d\u013a\u017eku vstupu In.<br \/> <strong>Normalizova\u0165:<\/strong> Vr\u00e1ti normalizovan\u00fd vektor vstupu In.<br \/> <strong>Reflect:<\/strong> Vr\u00e1ti vektor odrazu pomocou vstupu In a norm\u00e1ly povrchu Normal.<br \/> <strong>Refrakt:<\/strong> Vr\u00e1ti vektor lomu pomocou vstupu In a norm\u00e1ly povrchu Normal.<br \/> <strong>Sin:<\/strong> Vr\u00e1ti s\u00ednus hodnoty vstupu In.<br \/> <strong>Sinh:<\/strong> Vr\u00e1ti hyperbolick\u00fd s\u00ednus vstupu In.<br \/> <strong>Tan:<\/strong> Vr\u00e1ti tangens hodnoty vstupu In.<br \/> <strong>Tanh:<\/strong> Vr\u00e1ti hyperbolick\u00fd tangens vstupu In.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"math\">Matematika <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#math\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Strop:<\/strong> Strop vracia najmen\u0161ie cel\u00e9 \u010d\u00edslo alebo cel\u00e9 \u010d\u00edslo v\u00e4\u010d\u0161ie alebo rovn\u00e9 hodnote vstupu In.<br \/> <strong>Exp:<\/strong> Vr\u00e1ti exponenci\u00e1lnu hodnotu vstupu In.<br \/> <strong>Exp2:<\/strong> Vr\u00e1ti hodnotu 2 na mocninu parametra.<br \/> <strong>Spodn\u00e1 hranica:<\/strong> Vr\u00e1ti najv\u00e4\u010d\u0161iu celo\u010d\u00edselnou hodnotu alebo cel\u00e9 \u010d\u00edslo, ktor\u00e9 je men\u0161ie alebo rovn\u00e9 hodnote vstupu In.<br \/> <strong>Mod:<\/strong> Modulo vr\u00e1ti zvy\u0161ok vstupu A vydelen\u00fd vstupom B.<br \/> <strong>Zlomok:<\/strong> Zlomok vr\u00e1ti zlomkov\u00fa (alebo desatinn\u00fa) \u010das\u0165 vstupu In, ktor\u00e1 je v\u00e4\u010d\u0161ia alebo rovn\u00e1 0 a men\u0161ia ako 1.<br \/> <strong>Log:<\/strong> Vr\u00e1ti logaritmus vstupu In.<br \/> <strong>Log2:<\/strong> Vr\u00e1ti z\u00e1kladn\u00fd 2 logaritmus parametra.<br \/> <strong>Mul:<\/strong> N\u00e1sobi\u0165 vr\u00e1ti v\u00fdsledok vstupu A vyn\u00e1soben\u00fd vstupom B.<br \/> <strong>Pow:<\/strong> Vr\u00e1ti v\u00fdsledok vstupu A na v\u00fdkon vstupu B.<br \/> <strong>Inverzn\u00fd sqrt:<\/strong> Vr\u00e1ti v\u00fdsledok 1 delen\u00fd druhou odmocninou vstupu In.<br \/> <strong>Znamienko:<\/strong> Vr\u00e1ti -1, ak je hodnota vstupu In men\u0161ia ako nula, 0, ak sa rovn\u00e1 nule, a 1, ak je v\u00e4\u010d\u0161ia ako nula.<br \/> <strong>Sqrt:<\/strong> Vr\u00e1ti druh\u00fa odmocninu vstupu In. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"textures\">Text\u00fary <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#textures\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>ndFilePath:<\/strong> Otvorte v\u00fdber cesty k s\u00faboru na priradenie text\u00fary.<br \/> <strong>ndSampler2D:<\/strong> Sampler2D sa pou\u017e\u00edva na vyh\u013ead\u00e1vanie v \u0161tandardnom obr\u00e1zku text\u00fary; samplerCube sa pou\u017e\u00edva na vyh\u013ead\u00e1vanie v text\u00fare mapy kocky.<br \/> Hodnota premennej samplera je odkaz na jednotku text\u00fary. Hodnota hovor\u00ed, ktor\u00e1 jednotka text\u00fary sa vyvol\u00e1, ke\u010f sa premenn\u00e1 samplera pou\u017e\u00edva na vyh\u013ead\u00e1vanie text\u00far.<br \/> <strong>UV text\u00fara:<\/strong> Prira\u010fte hodnoty svorky a vyhladenia UV text\u00fare.<br \/> <strong>TriPlanarTexture:<\/strong> Met\u00f3da generovania UVs a vzorkovania text\u00fary premietan\u00edm do svetov\u00e9ho priestoru. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"effects\"> \u00da\u010dinky <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#effects\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Krivka:<\/strong> Prira\u010fte hodnoty pomocou grafu deform\u00e1cie krivky.<br \/> <strong>Invertova\u0165:<\/strong> Invertuje farby vstupu In na z\u00e1klade jednotliv\u00fdch kan\u00e1lov. Tento uzol predpoklad\u00e1, \u017ee v\u0161etky vstupn\u00e9 hodnoty s\u00fa v rozsahu 0 &#8211; 1. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"convert\"> Konvertova\u0165 <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#convert\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>To Vector:<\/strong> Prevod hodn\u00f4t RBGA na kan\u00e1l v odtie\u0148och sivej.<br \/> <strong>Do kan\u00e1lov:<\/strong> Prevod hodn\u00f4t odtie\u0148ov \u0161edej na kan\u00e1l RGBA.<br \/> <strong>Stupne:<\/strong> Vr\u00e1ti hodnotu vstupu In preveden\u00fa z radi\u00e1nov na stupne. Jeden radi\u00e1n sa rovn\u00e1 pribli\u017ene 57,2958 stup\u0148om a \u00fapln\u00e1 rot\u00e1cia 2 radi\u00e1nov Pi sa rovn\u00e1 360 stup\u0148om.<br \/> <strong>Radi\u00e1ny:<\/strong> Vr\u00e1ti hodnotu vstupu In preveden\u00fa zo stup\u0148ov na radi\u00e1ny.<br \/> Jeden stupe\u0148 sa rovn\u00e1 pribli\u017ene 0,0174533 radi\u00e1nom a \u00fapln\u00e1 rot\u00e1cia o 360 stup\u0148ov sa rovn\u00e1 2 radi\u00e1nom Pi. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"patterns2d\"> Vzory 2D <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#patterns2d\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>BrickPattern:<\/strong> Vzor Brick prid\u00e1va procedur\u00e1lnu text\u00faru vytv\u00e1raj\u00facu tehly.<br \/> <strong>SwirlyPattern:<\/strong> Vzor Swirly prid\u00e1va procedur\u00e1lnu text\u00faru a vytv\u00e1ra v\u00edr. VonoiPattern: Uzol Voronoi Texture vyhodnocuje Worley Noise na vstupn\u00fdch s\u00faradniciach text\u00fary.<br \/> <strong>CMYKHalftonePattern:<\/strong> Polt\u00f3novanie sa be\u017ene pou\u017e\u00edva aj na tla\u010d farebn\u00fdch obr\u00e1zkov. V\u0161eobecn\u00e1 my\u0161lienka je rovnak\u00e1, zmenou hustoty \u0161tyroch sekund\u00e1rnych tla\u010dov\u00fdch farieb, az\u00farovej, purpurovej, \u017eltej a \u010diernej (skratka CMYK), je mo\u017en\u00e9 reprodukova\u0165 ak\u00fdko\u013evek konkr\u00e9tny odtie\u0148.<br \/> <strong>Hory:<\/strong> Pou\u017e\u00edva sa na pridanie procedur\u00e1lnej text\u00fary vytv\u00e1raj\u00facej frakt\u00e1lny Brownov pohyb na vytvorenie frakt\u00e1lovo vyzeraj\u00faceho vzoru.<br \/> <strong>Oce\u00e1n:<\/strong> Ide o flexibiln\u00fd shader na vytv\u00e1ranie mor\u00ed, oce\u00e1nov, riek a in\u00fdch vodn\u00fdch pl\u00f4ch. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"patterns3d\"> Vzory 3D <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#patterns3d\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>HardNoise3D:<\/strong> Generuje gradient alebo Perlin \u0161um na z\u00e1klade vstupn\u00e9ho UV.<br \/> <strong>Celular3D:<\/strong> Generuje mobiln\u00fd \u0161um na z\u00e1klade vstupn\u00e9ho UV.<br \/> <strong>InverseSphericalFibonacci:<\/strong> Vytv\u00e1ra takmer rovnomern\u00e9 rozlo\u017eenie bodov na jednotkovej sf\u00e9re.<br \/> <strong>Voronoi3D:<\/strong> Generuje Voronoi alebo Worley \u0161um na z\u00e1klade vstupn\u00e9ho UV.<br \/> <strong>SoftNoise3D:<\/strong> Generuje jednoduch\u00fd alebo hodnotov\u00fd \u0161um na z\u00e1klade vstupn\u00e9ho UV. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"avobjects\"> AVObjects <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#avobjects\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>AVPlane:<\/strong> Trieda na generovanie rovinn\u00fdch geometri\u00ed.<br \/> <strong>AVSphere:<\/strong> Sphere je trieda geometrie pre generovan\u00e9 gule s danou \u201epolohou l\u00fa\u010da\u201c a \u201epolomerom\u201c.<br \/> <strong>AVBox:<\/strong> Box je trieda geometrie pre obd\u013a\u017enikov\u00fd kv\u00e1der s danou \u201epolohou\u201c a \u201eve\u013ekos\u0165ou\u201c.<br \/> <strong>AVellipsoid:<\/strong> je trieda geometrie pre elipsu s danou \u201epolohou\u201c a \u201eve\u013ekos\u0165ou\u201c.<br \/> <strong>AVTorus:<\/strong> Trieda na generovanie geometri\u00ed torusu.<br \/> <strong>AVCappedTorus:<\/strong> Trieda na generovanie upraven\u00fdch geometri\u00ed torusu.<br \/> <strong>AVHexPrism:<\/strong> \u0160es\u0165hrann\u00fd hranol je hranol so \u0161es\u0165hrannou z\u00e1klad\u0148ou.<br \/> <strong>AVCapsule:<\/strong> Capsule je trieda geometrie pre kapsulu s dan\u00fdm polomerom a v\u00fd\u0161kou.<br \/> <strong>AVRoundCone:<\/strong> Trieda na vytv\u00e1ranie geometri\u00ed ku\u017ee\u013ea so zaoblenou z\u00e1klad\u0148ou.<br \/> <strong>AVEquilateral Triangle:<\/strong> Trieda na generovanie geometri\u00ed Rovnostrann\u00e9ho trojuholn\u00edka.<br \/> <strong>AVTriPrism:<\/strong> Trojuholn\u00edkov\u00fd hranol je trojstrann\u00fd hranol; je to mnohosten tvoren\u00fd trojuholn\u00edkovou z\u00e1klad\u0148ou.<br \/> <strong>AVCylinder:<\/strong> Trieda na generovanie geometrie valca.<br \/> <strong>AVCylinderArbitrary:<\/strong> Trieda na generovanie geometri\u00ed r\u00farok.<br \/> <strong>AVCone:<\/strong> Trieda na generovanie geometri\u00ed ku\u017ee\u013ea.<br \/> <strong>AVConeDot:<\/strong> Trieda na generovanie geometrie ku\u017ee\u013ea.<br \/> <strong>AVConeD:<\/strong> Trieda na generovanie geometrie ku\u017ee\u013ea.<br \/> <strong>AVSolidAngle:<\/strong> Priestorov\u00fd uhol je mierou ve\u013ekosti zorn\u00e9ho po\u013ea z nejak\u00e9ho konkr\u00e9tneho bodu, ktor\u00fd pokr\u00fdva dan\u00fd objekt. Meria, ak\u00fd ve\u013ek\u00fd sa objekt jav\u00ed pozorovate\u013eovi pri poh\u013eade z tohto bodu.<br \/> <strong>AVOctahedron:<\/strong> Trieda na generovanie geometrie osemstenu.<br \/> <strong>AVPryramid:<\/strong> Pyram\u00edda je geometria, ktorej vonkaj\u0161ie povrchy s\u00fa trojuholn\u00edkov\u00e9 a na vrchu sa zbiehaj\u00fa do jedn\u00e9ho kroku. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"globalio\">GlobalIO <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#globalio\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>IOTime:<\/strong> Poskytuje pr\u00edstup k r\u00f4znym \u010dasov\u00fdm parametrom v shaderi.<br \/> <strong>IOMouse:<\/strong> Tento shader men\u00ed farbu v\u017edy, ke\u010f kliknete na hraciu plochu, pri\u010dom prisp\u00f4sobuje farbu pod\u013ea polohy my\u0161i.<br \/> <strong>IOLightDir:<\/strong> Upravte shader tak, aby v \u0148om bolo zrkadlov\u00e9 osvetlenie.<br \/> <strong>IOIter\u00e1cia:<\/strong><br \/> <strong>IOCameraPosition:<\/strong> Poskytuje pr\u00edstup k r\u00f4znym parametrom aktu\u00e1lnej kamery. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"geometryio\"> GeometryIO <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#geometryio\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>ioUV:<\/strong> Poskytuje pr\u00edstup k UV s\u00faradniciam vrcholu siete alebo fragmentu.<br \/> <strong>ioFragCoord:<\/strong> Toto je vstupn\u00e1 premenn\u00e1, ktor\u00e1 obsahuje relat\u00edvnu s\u00faradnicu okna pre \u013eubovo\u013en\u00e9 miesto v pixeli alebo jednu zo vzoriek fragmentov.<br \/> <strong>ioPosition:<\/strong> Poskytuje pr\u00edstup k polohe vrcholu siete alebo fragmentu.<br \/> <strong>ioNormal:<\/strong> Poskytuje pr\u00edstup k norm\u00e1lnemu vektoru siete alebo fragmentu. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"materialio\"> MaterialIO <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#materialio\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>IODisplacement:<\/strong> Na rozdiel od mapping nerovnost\u00ed, ktor\u00e9 je efektom tie\u0148ovania a nevytv\u00e1ra skuto\u010dn\u00fa geometriu, mapping posunutia spr\u00e1vne generuje nov\u00fa geometriu zo z\u00e1kladnej siete a \u0161pecifikuje displacement map posunut\u00edm vrcholov siete pozd\u013a\u017e ich norm\u00e1l pod\u013ea displacement map.<br \/> <strong>IOCavity:<\/strong> Mapy dut\u00edn s\u00fa \u010diernobiela maska, ktor\u00e1 v\u00e1m umo\u017en\u00ed pr\u00edstup k \u0161trbin\u00e1m a vysokofrekven\u010dn\u00fdm detailom na va\u0161om modeli.<br \/> <strong>IOOcclusion:<\/strong> Nevidite\u013en\u00fd materi\u00e1l, ktor\u00fd skr\u00fdva objekty vykreslen\u00e9 za n\u00edm.<br \/> <strong>IOAlbedoColor:<\/strong> Albedo mo\u017eno pova\u017eova\u0165 za z\u00e1kladn\u00fa \u201efarbu odrazivosti\u201c materi\u00e1lu.<br \/> <strong>IOReflectionColor:<\/strong> Ide o odraz svetla alebo in\u00fdch v\u013an alebo \u010dast\u00edc od povrchu tak, \u017ee l\u00fa\u010d dopadaj\u00faci na povrch je rozpt\u00fdlen\u00fd pod mnoh\u00fdmi uhlami, a nie iba pod jedn\u00fdm uhlom, ako je to v pr\u00edpade zrkadlov\u00e9ho odrazu.<br \/> <strong>IOEmissive:<\/strong> Tento parameter ur\u010duje z\u00e1kladn\u00e9 mno\u017estvo svetla, ktor\u00e9 materi\u00e1l vy\u017earuje (v jednotk\u00e1ch l\u00famenov).<br \/> <strong>IOMetalness:<\/strong> Ide o \u010diernobielu text\u00faru, ktor\u00e1 funguje ako maska, ktor\u00e1 definuje oblasti na sade text\u00far alebo materi\u00e1li, ktor\u00e9 sa spr\u00e1vaj\u00fa ako kov (biela) a nie (\u010dierna).<br \/> <strong>IOGloss:<\/strong> Leskl\u00fd prieh\u013eadn\u00fd materi\u00e1l je zov\u0161eobecnen\u00edm zrkadlov\u00e9ho materi\u00e1lu, ktor\u00fd umo\u017e\u0148uje nedokonal\u00fd (tj hrub\u00fd) odraz a lom.<br \/> <strong>IOOpacity:<\/strong> Float v rozsahu 0,0 \u2013 1,0, \u010do nazna\u010duje, ak\u00fd transparentn\u00fd je materi\u00e1l. Hodnota 0,0 znamen\u00e1 \u00faplne prieh\u013eadn\u00e9 a 1,0 \u00faplne neprieh\u013eadn\u00e9. <br \/><\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"variables\"> Premenn\u00e9 <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:sculpt_workspace:shaders:procedural_shaders:node_library#variables\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>GetLight:<\/strong> Poskytuje pr\u00edstup k hodnot\u00e1m okolit\u00fdch farieb sc\u00e9ny.<br \/> <strong>FloatVariable:<\/strong> Definuje hodnotu Float v shaderi. Ak Port X nie je pripojen\u00fd k Edge, tento uzol definuje kon\u0161tantn\u00fd Float.<br \/> <strong>IntVariable:<\/strong> Integer definuje kon\u0161tantn\u00fa hodnotu Float v shaderi pomocou po\u013ea Integer.<br \/> <strong>ColorVariable:<\/strong> Definuje kon\u0161tantn\u00fa hodnotu Vector 4 v shaderi pomocou po\u013ea Color.<br \/> <strong>Transform:<\/strong> Transform\u00e1cia vrcholov primit\u00edv (napr. trojuholn\u00edkov) z p\u00f4vodn\u00fdch s\u00faradn\u00edc (napr. s\u00faradn\u00edc \u0161pecifikovan\u00fdch v n\u00e1stroji 3D modelovania) na s\u00faradnice obrazovky.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":11654,"menu_order":1,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[188],"class_list":["post-4244","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-nodes"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Shader Nodes Library - Dokument\u00e1cia 3DCoat<\/title>\n<meta name=\"description\" content=\"Editor uzlov v\u00e1m umo\u017e\u0148uje vizu\u00e1lne vytv\u00e1ra\u0165 shadery GLSL. 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