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Note

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


Note

For legacy reasons, subsurface scattering requires an extra LPE event from diffuse. For example, direct subsurface lighting is CD3.{1}[<L.>O] and indirect is CD3.{2,}[<L.>O].


DisplayChannelExpression
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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