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LPE Events | Description | Example |
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C | Camera | |
<type event 'group'> | Scattering event specified by scattering type, scattering event, or lpe group | C<.[DS]'floor'>[LO] matches all light paths from the floor lpe group |
<L.'group'> | Light, i.e. analytic and geometric lights | C[DS]*<L.'key'> matches all light paths from the key light group |
O | Emissive object, i.e. camera visible lights and material glow | C[DS]*O matches all emissive object light paths |
Wildcard | | |
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. | A period will match any relevant event | <.D> where the period represents R or T |
Scattering Types | | |
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R | Reflection | C<R[DS]>[DS]*[LO] matches all reflected light paths |
T | Transmission or refraction | C<T[DS]>[DS]*[LO] matches all transmitted light paths |
Scattering Events | | |
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D | Diffuse lobes (D1 to D4) | CD[DS]*[LO] matches all diffuse light paths |
S | Specular/Glossy lobes (S1 to S8) | CS[DS]*[LO] matches all specular light paths |
U | User lobes used to output material properties (U1 to U12) | CU2L matches the camera visible user2 lobe, typically albedo |
Grouping | | |
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( ) | Parentheses allow grouping of a sequence of LPE events | CDSL , C(DS)L , and CD(SL) are all functionally the same |
Alternatives | | |
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| | A vertical bar separates alternatives | CD|(SD)L matches direct diffuse or specular-diffuse light paths |
[ ] | Square brackets that match any one of the enclosed events | C[D2D3]L matches direct diffuse2 or diffuse3 light paths |
[^ ] | Square brackets that match any one event not contained within the brackets | C[^D2D3]L matches all light paths besides diffuse2 and diffuse3 (including specular and user) |
Qualifiers | | |
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* | An asterisk will match the preceding event zero or more times | C[DS]*[LO] matches all light paths, including emissive |
+ | A plus sign will match the preceding event one or more times | C[DS]+[LO] matches direct and indirect light paths, but not emissive |
{n} | Curly brackets that match the preceding event exactly n times | C<T[DS]>{2}[LO] matches double transmission light paths |
{min,} | Curly brackets that match the preceding event min or more times | C[DS]{2,}[LO] matches all indirect light paths |
{min,max} | Curly brackets that match the preceding event at least min but not more than max times | C[DS]{0,1}[LO] matches direct and emissive light paths |
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Carousel Image Slider |
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dots | false |
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infinite | false |
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sliderHeight | 175 |
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arrows | false |
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labelsFilter | lpeBasic1 |
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slidesToScroll | 01 |
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captions | true |
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Carousel Image Slider |
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dots | false |
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infinite | false |
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sliderHeight | 175 |
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arrows | false |
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labelsFilter | lpeBasic2 |
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slidesToScroll | 01 |
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captions | true |
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Carousel Image Slider |
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dots | false |
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infinite | false |
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sliderHeight | 175 |
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arrows | false |
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labelsFilter | lpeBasic3 |
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slidesToScroll | 01 |
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captions | true |
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Per-Lobe LPEs
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Carousel Image Slider |
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dots | false |
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infinite | false |
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sliderHeight | 175 |
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arrows | false |
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labelsFilter | causticpath |
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slidesToScroll | 01 |
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captions | true |
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LPE Macro
If a custom LPE is useful for your shots, you can add your custom LPE by creating a macro in rendermn.ini
file. The custom LPE will appear in the RenderMan for Maya (RfM) LPE list after relaunching Maya. For example:
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An LPE group (lpegroup) allows us to specify which objects we want to be use for an LPE channel. The attributes can be added in RenderMan plugins using the software's menu system such as PrmanObjectSettings in Katana.
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Code Block |
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/prman/lpe/user2 Albedo,DiffuseAlbedo,SubsurfaceAlbedo,HairAlbedo |
Examples
- In the documentation examples we often use <L.> means Light scattering type with all scattering events. For light group AOVs, using <L.> is required instead of Lin 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).