Get Point
Overview
The Get Point node provides the position of the current Render State in texture, object, or world space coordinates.
The Render State is affected by any shaders which were called before this function is called, among other things. The position is the current point on/in the surface/volume being rendered or sampled.
The input connection is not used by this node (consistent with all Get nodes).
Settings:
- Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Get Point nodes in a project.
- Enable: When checked, the node is active, and when unchecked the node is ignored.
- Point space: This popup has 8 options which allow you to choose the coordinate space for the node's output.
- When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.
- When used in the context of providing colour and lighting to a surface, for example in a function network that feeds a shader's colour or luminosity, the position is always the "final position" after all displacement. This is because all displacements are performed before any shader's colour and lighting is calculated.
- When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.
- When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.
- When used in the context of providing colour and lighting to a surface, for example in a function network that feeds a shader's colour or luminosity, the position is always the "final position" after all displacement. This is because all displacements are performed before any shader's colour and lighting is calculated.
- When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.

Texture, transformable:
Texture, undisplaced:
Object, context-dependent:
Object, undisplaced:
Object, sticky:
World, context-dependent:
World, undisplaced:
World, sticky: