Nút Đường Đi của Ánh Sáng (Light Path Node)

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.

Đầu Vào (Inputs)

Nút này không có đầu vào.

Tính Chất (Properties)

Nút này không có tính chất nào cả.

Đầu Ra (Outputs)

Là Tia Máy Quay Phim (Is Camera Ray)

1.0 if shading is executed for a camera ray, otherwise 0.0.

Là Tia Bóng Tối (Is Shadow Ray)

1.0 if shading is executed for a shadow ray, otherwise 0.0.

Là Tia Khuếch Tán (Is Diffuse Ray)

1.0 if shading is executed for a diffuse ray, otherwise 0.0.

Là Tia Bóng Bẩy (Is Glossy Ray)

1.0 if shading is executed for a glossy ray, otherwise 0.0.

Là Tia Lập Dị Duy Cyles (Cycles Only)

1.0 if shading is executed for a singular ray, otherwise 0.0.

Là Tia Phản Xạ Duy Cyles (Cycles Only)

1.0 if shading is executed for a reflection ray, otherwise 0.0.

Là Tia Truyền Xạ Duy Cyles (Cycles Only)

1.0 if shading is executed for a transmission ray, otherwise 0.0.

Chiều Dài của Tia Xạ Duy Cyles (Cycles Only)

Distance traveled by the light ray from the last bounce or camera.

Độ Sâu của Tia (Ray Depth)

Number of times the ray has been reflected or transmitted on interaction with a surface.

Ghi chú

Passing through a transparent shader does not count as a normal "bounce".

Độ Sâu Khuếch Tán Duy Cyles (Cycles Only)

Number of times the ray has gone through diffuse reflection or transmission.

Độ Sâu của Ánh Bóng Bẩy Duy Cyles (Cycles Only)

Number of times the ray has gone through glossy reflection or transmission.

Chiều Sâu của Độ Trong Suốt Duy Cyles (Cycles Only)

Returns the number of transparent surfaces passed through.

Độ Sâu Truyền Xạ Duy Cyles (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.

Hỗ Trợ Eevee (Eevee Support)

Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee some of the outputs are only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader.

Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning. In order for the Is Camera, Is Shadow, Is Diffuse, and Is Glossy outputs to work, the object must be inside an Irradiance Volume and Áng Sáng Gián Tiếp (Indirect Lighting) must be baked.

  • Is Camera: Supported.

  • Is Shadow: Supported.

  • Is Diffuse: Supported.

  • Is Glossy: Supported.

  • Is Singular: Not supported. Same as Is Glossy.

  • Is Reflection: Not supported. Same as Is Glossy.

  • Is Transmission: Not supported. Same as Is Glossy.

  • Ray Length: Not supported. Defaults to 1.0.

  • Ray Depth: Indicates the current bounce when baking the light cache.

  • Diffuse Depth: Same as Ray Depth but only when baking diffuse light.

  • Glossy Depth: Same as Ray Depth but only when baking specular light.

  • Transparent Depth: Not supported. Defaults to 0.

  • Transmission Depth: Not supported. Same as Glossy Depth.

Ghi chú

Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (whether used with SSR or not).