光线传送 BSDF¶
仅限 Cycles
光线传送 BSDF 节点可将照到场景中的其他位置传送过来。该节点可用于渲染视觉特效中的传送门效果,以及其他产品级的渲染技巧。
就像 透射 BSDF 材质一样,它也会传送渲染通道,而且受到光程最大透射次数的限制。
Note
光线传送 BSDF 节点仅允许光线单向通过。若要光线双向传输,需在目标位置也添加一个传送门。
传送门的光线采样效率较低。这会导致来自传送门另一侧光源的噪点显著增加。特别是小型光源可能出现严重噪点,甚至光线根本没有透过传送门。
输入¶
- 颜色
Tint rays passing through the portal.
- 位置
Ray start position at new location. Defaults to the current position, matching the Position output of the Geometry node.
- 方向
Ray direction at the new location. Defaults to the current view direction, which is the same as the negation of the Incoming output of the Geometry node.
属性¶
该节点没有属性。
输出¶
- BSDF
标准着色器输出。
示例¶
One use case for the Ray Portal BSDF is to connect two spaces together to create effects like a portal to an alternative dimension, or "impossible spaces" where something is bigger or smaller on the inside than expected.
To set up a Ray Portal BSDF for a technique like this, augment the Position and Incoming outputs of the Geometry node to set the exit point and direction of the ray through the portal. Here are some examples:
简单偏移¶

This simple node setup offsets the ray position. In this example, the ray is offset 0 units along the X axis, 4 units along the Y axis, and 5 units along the Z axis.¶
传送门¶


In this example, the Location of Portal Target and Rotation of Portal Target vectors are obtained from a target portal object using Drivers.¶
Camera Feed¶
Along with augmenting rays, the ray position and ray direction can be replaced, for effects like a camera feed on a screen.

Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.¶

Node setup for replicating a camera feed like effect on a screen.¶