Nút Bắn Tia (Raycast Node)¶
The Raycast node traces a ray in the Scene and reports information from the first surface it hits (if any).
This is an expensive node and can significantly slow down renders. You can bake the results to improve render times.
Cycles Only The Raycast node interprets all scene geometry as opaque. It doesn't take transparency into account to discard hits.
EEVEE Only The Raycast node has the usual Screen-Space Effects limitations.
Đầu Vào (Inputs)¶
- Vị Trí (Position)
The starting position of the ray. When not connected, the surface position is used.
- Chiều Hướng (Direction)
The direction the ray goes towards. When not connected, the surface normal is used.
- Chiều Dài (Length)
The maximum distance the ray can travel before being considered "no hit".
Tính Chất (Properties)¶
- Only Local
Only report hits against the object itself, not other objects.
Đầu Ra (Outputs)¶
- Có Bắn Trúng Không (Is Hit)
One if a hit was detected, zero otherwise.
- Self Hit
One if the detected hit was against the object itself, zero otherwise.
- Khoảng Cách Điểm Bắn Trúng (Hit Distance)
The distance the ray has traveled before the hit. If no hit is found, the ray Length is returned.
- Vị Trí Điểm Bắn Trúng (Hit Position)
The hit location. If no hit is found, a zero vector is returned.
- Pháp Tuyến của Điểm Bắn Trúng (Hit Normal)
The geometry Normal of the hit surface. If no hit is found, a zero vector is returned.
Thuộc Tính (Attributes)¶
Duy Cycles (Cycles Only)
Geometry attributes at the intersection point can be accessed. Add attributes in the Sample Attributes panel in the node editor sidebar, and new attribute sockets appear on the node. Fill in the attribute name and link the new output socket to use the value. When no intersection is found, the attribute output is zero.
EEVEE does not support attribute access, and outputs attributes as zero.