Light Path Node¶
The Light Path node is used to find out for which kind of incoming ray the shader is being executed; particularly useful for non-physically-based tricks. More information about the meaning of each type is in the Light Paths documentation.
Inputs¶
This node has no inputs.
Properties¶
This node has no properties.
Outputs¶
- Is Camera Ray
1.0 if shading is executed for a camera ray, otherwise 0.0.
- Is Shadow Ray
1.0 if shading is executed for a shadow ray, otherwise 0.0.
- Is Diffuse Ray
1.0 if shading is executed for a diffuse ray, otherwise 0.0.
- Is Glossy Ray
1.0 if shading is executed for a glossy ray, otherwise 0.0.
- Is Singular Ray Cycles Only
1.0 if shading is executed for a singular ray, otherwise 0.0.
- Is Reflection Ray Cycles Only
1.0 if shading is executed for a reflection ray, otherwise 0.0.
- Is Transmission Ray Cycles Only
1.0 if shading is executed for a transmission ray, otherwise 0.0.
- Ray Length Cycles Only
Distance traveled by the light ray from the last bounce or camera.
- Ray Depth
Number of times the ray has been reflected or transmitted on interaction with a surface.
Note
Passing through a transparent shader does not count as a normal “bounce”.
- Diffuse Depth Cycles Only
Number of times the ray has gone through diffuse reflection or transmission.
- Glossy Depth Cycles Only
Number of times the ray has gone through glossy reflection or transmission.
- Transparent Depth Cycles Only
Returns the number of transparent surfaces passed through.
- Transmission Depth Cycles Only
Replace a Transmission light path after X bounces with another shader, e.g. a Diffuse one. This can be used to avoid black surfaces, due to low amount of max bounces.