asRaySwitch
A node that returns a specific input color according to the ray type being evaluated by the renderer [Heckbert:1990:ART:97880.97895].
Parameters
Color Attributes
- Camera Ray Color
- The color that passes through for primary visibility rays, also known as camera rays.
- Light Ray Color
- The color that passes through light rays, involved in light emitting surfaces and light sources (via EDF or emittance distribution functions). This is also used in Bi-Directional Path Tracing and in Stochastic Progressive Photon Mapping .
- Shadow Ray Color
- The color that passes through for shadow rays, that compute the visibility between two points.
- Transparency Ray Color
- The color that passes through for rays of type transparency, for matte holdouts, and when the transparency closure is evaluated.
- Diffuse Ray Color
- The color that passes through for rays of type diffuse, typically involved in indirect diffuse lighting.
- Glossy Ray Color
- The color that passes through for glossy rays, typically involved in glossy indirect specular lighting, such as blurry/soft reflections or refractions.
- Specular Ray Color
- The color that passes through for specular rays, typically involved in the calculation of perfect mirror reflective or refractive surfaces.
- Subsurface Ray Color
- The color that passes through for rays of type subsurface, typically involved in lighting calculations of BSSRDFs.
Outputs
- Output Color
- The color that passed passed through for the specific ray type.
Footnotes
References
[Vea97] | Eric Veach. Robust Monte Carlo Methods for Light Transport Simulation. PhD thesis, Stanford University, Stanford, CA, USA, 1997. AAI9837162. |