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
Este nó não possui conectores de entrada.
Properties
Este nó não possui propriedades.
Saídas
- 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.
Nota
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.