Nút Đường Đi của Ánh Sáng (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 Cycles (Cycles Only)
1.0 if shading is executed for a singular ray, otherwise 0.0.
- Là Tia Phản Xạ Duy Cycles (Cycles Only)
1.0 if shading is executed for a reflection ray, otherwise 0.0.
- Là Tia Truyền Xạ Duy Cycles (Cycles Only)
1.0 if shading is executed for a transmission ray, otherwise 0.0.
- Chiều Dài của Tia Xạ Duy Cycles (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 Cycles (Cycles Only)
Number of times the ray has gone through diffuse reflection or transmission.
- Độ Sâu của Ánh Bóng Bẩy Duy Cycles (Cycles Only)
Number of times the ray has gone through glossy reflection or transmission.
- Chiều Sâu của Độ Trong Suốt Duy Cycles (Cycles Only)
Number of times the ray has gone through a transparent surface.
- Độ Sâu Truyền Xạ Duy Cycles (Cycles Only)
Number of times the ray has gone through a transmissive surface. A typical use case is to avoid black spots in the render (caused by rays hitting the bounce limit) by switching from a transmissive to a diffuse shader past a certain point. See Bộ Hòa Trộn Tô Bóng (Mix Shader).
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 supported in particular cases.
"Là Máy Quay Phim": Supported.
"Là Bóng Tối": Supported.
"Là Ánh Khuếch Tán": Supported.
"Là Ánh Bóng Bẩy": 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: Distance from the camera to the shading point.
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.
"Độ Sâu của Độ trong": 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).