Nút Đường Đi của Ánh Sáng (Light Path Node)#

Nút Đường Đi của Ánh Sáng.

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)

Returns the number of transparent surfaces passed through.

Độ Sâu Truyền Xạ Duy Cycles (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.

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 "Là Máy Quay Phim", "Là Bóng Tối", "Là Ánh Khuếch Tán", and "Là Ánh Bóng Bẩy" outputs to work, the object must be inside an Thể Tích Tỏa Sáng (Irradiance Volume) and Áng Sáng Gián Tiếp (Indirect Lighting) must be baked.

  • "Là Máy Quay Phim": Supported.

  • "Là Bóng Tối": Supported.

  • "Là Ánh Khuếch Tán": Supported.

  • "Là Ánh Bóng Bẩy": Supported.

  • "Là Tia Lập Dị": Not supported. Same as Is Glossy.

  • "Là Ánh Phản Quang": Not supported. Same as Is Glossy.

  • "Là Truyền Xạ": Not supported. Same as Is Glossy.

  • "Chiều Dài của Tia Xạ": 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.

  • "Độ Sâu của Độ trong": Not supported. Defaults to 0.

  • "Độ Sâu Lan Truyền": 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).