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RenderMan supports up to 4 diffuse lobes and are named via the following options.

Specular and Glossy Lobes

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Bxdfs can emit light by overriding the RixBxdf::EmitLocal() method. This local light emission is not considered by the lighting services and is therefore not importance sampled. Local light emission is intended for low intensity emission. If this emission significantly contributes to the lighting of the scene, a proper light source should be used for performance reasons (less noisy images).

Lobe Names

Bxdf lobes are typically retrieved by name using the RixBXLookupLobeByName routine. The names correspond to options set by the user or bridge. The first lobe of each type (diffuse, specular, user) is used as a catch all if node lookup fails. The following lists commonly declared lobe names:

Lobe/OptionCommon Values
lpe:diffuse2
Diffuse,HairDiffuse
lpe:diffuse3
Subsurface
lpe:specular2
Specular,HairSpecularR
lpe:specular3
RoughSpecular,HairSpecularTRT
lpe:specular4
Clearcoat
lpe:specular5
Iridescence
lpe:specular6
Fuzz,HairSpecularGLINTS
lpe:specular7
SingleScatter,HairSpecularTT
lpe:specular8
Glass
lpe:user2
Albedo,DiffuseAlbedo,SubsurfaceAlbedo,HairAlbedo