Light Path Node

../../../_images/render_shader-nodes_input_light-path_node.png

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.