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For advanced workflows that want to separate all scattering lobes into separate AOVs, the below LPE are provided. These capture the light interaction for each lobe, direct and indirect, and store them into separate AOVs. This is useful for tweaking individual effects at the cost of added AOVs and image output. The documentation for PxrMarschner and PxrSurface list these user lobes at the bottom of their page under an Advanced Rollout as it is for informational purposes and not actual operation.

 

Note

Note that the emissive LPE is repeated below. For materials in RenderMan it's typically called Glow.

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