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Note |
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Note that the emissive LPE is repeated below. For materials in RenderMan it's typically called Glow. |
Note |
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For legacy reasons, subsurface scattering requires an extra LPE event from diffuse. For example, direct subsurface lighting is |
DisplayChannel | Expression |
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color directDiffuseLobe | color lpe:CD2[<L.>O] |
color indirectDiffuseLobe | color lpe:CD2.+[<L.>O] |
color subsurfaceLobe | color lpe:CD3.*[<L.>O] |
color directSpecularPrimaryLobe | color lpe:CS2[<L.>O] |
color indirectSpecularPrimaryLobe | color lpe:CS2.+[<L.>O] |
color directSpecularRoughLobe | color lpe:CS3[<L.>O] |
color indirectSpecularRoughLobe | color lpe:CS3.+[<L.>O] |
color directSpecularClearcoatLobe | color lpe:CS4[<L.>O] |
color indirectSpecularClearcoatLobe | color lpe:CS4.+[<L.>O] |
color directSpecularIridescenceLobe | color lpe:CS5[<L.>O] |
color indirectSpecularIridescenceLobe | color lpe:CS5.+[<L.>O] |
color directSpecularFuzzLobe | color lpe:CS6[<L.>O] |
color indirectSpecularFuzzLobe | color lpe:CS6.+[<L.>O] |
color transmissiveSingleScatterLobe | color lpe:CS7.*[<L.>O] |
color directSpecularGlassLobe | color lpe:C<RS8>[<L.>O] |
color indirectSpecularGlassLobe | color lpe:C<RS8>.+[<L.>O] |
color transmissiveGlassLobe | color lpe:C<TS8>.*[<L.>O] |
color emissive | color lpe:C[<L.>O] |
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