# asSpaceTransform¶

A node meant to transform an input point, normal, or vector, from a coordinate system into another.

## Parameters¶

### Input Parameters¶

*Point to Transform*- An point like variable to transform.
*Normal to Transform*- A normal like variable to transform.
*Vector to Transform*- A vector like variable to transform.

### Space Parameters¶

*From Space*The origin coordinate system. It can be one of

*To Space*The destination coordinate system. It can be one of

*common**object**shader**world**camera**screen**raster**NDC*

*Normalize Output Vectors*- When the input to transform is either of
*vector*type or of*normal*type, this parameter will make sure the resulting transformed*vector*or*normal*are of unit length.

See also

## Outputs¶

*Transformed Point*- The transformed input point.
*Transformed Normal*- The transformed input normal, optionally normalized.
*Transformed Vector*- The transformed input vector, optionally normalized.
*Transform Matrix*- The transformation matrix that transforms from
*From Space*to*To Space*.

Footnotes

[1] | The common coordinate system is the OSL equivalent of RSL’s current coordinate system and is the coordinate system in which all values start and the one in which lighting calculations are performed. This is a renderer specific coordinate system. In appleseed this is equivalent to the world coordinate system. |

[2] | The object coordinate system refers to the local coordinate system of the geometry currently shaded. |

[3] | The shader coordinate system, refers to the coordinate system active by the time of the shader instantiation. |

[4] | The world coordinate system is the world coordinate system of the scene. |

[5] | The camera coordinate system refers to the coordinate system with its origin at the center of the camera lens, the x axis pointing right, the y axis pointing up, and the z axis pointing into the screen. |

[6] | The screen coordinate system refers to the coordinate system of the camera’s image plane after the perspective transformation, if any, with the origin looking along the z axis of the camera coordinate system. |

[7] | The raster coordinate system refers to the 2D coordinate system with origin at the upper left corner of the image, and xy resolution at the bottom right corner of the image. |

[8] | The NDC coordinate system, or Normalized Device Coordinates, refers to the coordinate system with origin at the upper left corner of the image, and [1,1] at the xy coordinates of the bottom right of the image. |