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DisplayChannel | Expression |
---|---|
color emissive | color lpe:C[<L.>O] |
color directDiffuse | color lpe:C<RD>[<L.>O] |
color indirectDiffuse | color lpe:C<RD>[DS].+[<L.>O] |
color subsurface | color lpe:C<TD>[DS].*[<L.>O] |
color directSpecular | color lpe:C<RS>[<L.>O] |
color indirectSpecular | color lpe:C<RS>[DS].+[<L.>O] |
color transmissive | color lpe:C<TS>[DS].*[<L.>O] |
RenderMan Still Life by Dylan Sisson
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DisplayChannel | Expression |
---|---|
color directDiffuseLobe | color lpe:CD2[<L.>O] |
color indirectDiffuseLobe | color lpe:CD2[DS].+[<L.>O] |
color subsurfaceLobe | color lpe:CD3[DS].*[<L.>O] |
color directSpecularPrimaryLobe | color lpe:CS2[<L.>O] |
color indirectSpecularPrimaryLobe | color lpe:CS2[DS].+[<L.>O] |
color directSpecularRoughLobe | color lpe:CS3[<L.>O] |
color indirectSpecularRoughLobe | color lpe:CS3[DS].+[<L.>O] |
color directSpecularClearcoatLobe | color lpe:CS4[<L.>O] |
color indirectSpecularClearcoatLobe | color lpe:CS4[DS].+[<L.>O] |
color directSpecularIridescenceLobe | color lpe:CS5[<L.>O] |
color indirectSpecularIridescenceLobe | color lpe:CS5[DS].+[<L.>O] |
color directSpecularFuzzLobe | color lpe:CS6[<L.>O] |
color indirectSpecularFuzzLobe | color lpe:CS6[DS].+[<L.>O] |
color transmissiveSingleScatterLobe | color lpe:CS7[DS].*[<L.>O] |
color directSpecularGlassLobe | color lpe:C<RS8>[<L.>O] |
color indirectSpecularGlassLobe | color lpe:C<RS8>[DS].+[<L.>O] |
color transmissiveGlassLobe | color lpe:C<TS8>[DS].*[<L.>O] |
color emissive | color lpe:C[<L.>O] |
...
Code Block |
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Attribute "identifier" "string lpegroup" ["ground"] DisplayChannel "varying color plane2Shadow" "string source" ["color lpe:shadows;C<.[DS].'ground'><L.>"] |
Predefined LPE Groups
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- In the documentation examples we often use <L.> in place of L. There's no functional difference.
- lpe:CD<L.> means camera with diffuse scattering event for light scattering type.
- lpe:CO means camera with emissive objection (since emissive does not need any light, there is no L).
- Using . in place of DS is shorthand, if you are using a User Lobe, you must specify U and cannot use the . shorthand