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title: "Information Sampler | VRaySamplerInfo"
canonical: "https://documentation.chaos.com/space/VRAYNUKE/110625427/Information%20Sampler%20%7C%20VRaySamplerInfo"
format: markdown
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This page provides information on the VRaySamplerInfo node.

  
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## **Overview**

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UI Path: ||Toolbar|| > **V-Ray menu icon > Textures > VRaySamplerInfo**


![image](media://3416f4ff-0e06-4920-9baf-c0fdb8d9f1b9)

  
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## **Parameters**

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![image](media://f0c66370-0f4d-4eff-b0be-3bd8651c53cb)

 

 

**Output** – Specifies the type of information to extract. The available options are:

**CamToWorld** – The transformation from camera to world space.  
 **RayDirection** – I<span style="color: #343a41">ndicates the direction in which the current point is seen from the camera. Use this attribute in materials for objects to provide the direction towards the camera for every pixel in the object.</span>  
 **Point** – The x,y and z coordinates (in world space) of the point are converted to RGB data.  
 **PointObject** – The x,y and z coordinates (in object space) of the point are converted to RGB data.  
 **PointCamera** – The x,y and z coordinates (in camera space) of the point are converted to RGB data.  
 **TangentUCamera** – <span style="color: #343a41">Sets the surface tangents in camera space (as opposed to world space or object space). For polygons, the tangents are generally not defined.</span>  
 **TangentVCamera** – <span style="color: #343a41">Sets the surface tangents in camera space (as opposed to world space or object space). For polygons, the tangents are generally not defined.</span>  
 **UvCoord** – Extracts the UVs of the object at the particular shaded point.  
**Flipped_normal** – <span style="color: #343a41">Indicates if the surface normal is flipped, which also tells you which side of the surface Nuke is shading. Turn on or off depending on whether the object is textured differently on either side. </span>  
 **Material_id** – Extracts the material ID at the particular shaded point.  
 **Facing_ratio** – <span style="color: #343a41">Produces a value that varies between 0 and 1 depending on the angle between the surface normal and view direction.</span>  
 **Gnormal** – The geometric normal in world space.  
 **NormalObject** – The direction of the normal in the particular shaded point in Object space.  
 **Normal Camera** – The direction of the normal in the particular shaded point in Camera space.  
 **Normal** – The direction of the normal in the particular shaded point in World space.