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LPE EventsDescriptionExample
C
Camera 
<type event 'group'>
Scattering event specified by scattering type, scattering event, or lpe groupC<.[DS]'floor'>[LO] matches all light paths from the floor lpe group
<L'group'>
Light, i.e. analytic and geometric lightsC[DS]*<L'key'> matches all light paths from the key light group
O
Emissive object, i.e. camera visible lights and material glowC[DS]*O matches all emissive object light paths
Wildcard  
.
Match any relevant LPE event<.D> where the period represents R or T
Scattering Types  
R
ReflectionC<R[DS]>[DS]*[LO] matches all reflected light paths
T
Transmission or refractionC<T[DS]>[DS]*[LO] matches all transmitted light paths
Scattering Events  
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  
( )Parentheses allow grouping of a sequence of LPE eventsCDSL, C(DS)L, and CD(SL) are all functionally the same
Alternatives  
|A vertical bar separates alternativesCD|(SD)L matches direct diffuse or specular-diffuse light paths
[ ]Square brackets will match any one of the enclosed LPE eventsC[D2D3]L matches direct diffuse2 or diffuse3 light paths
[^ ]
Match any one LPE event that is not contained within the bracketsC[^D2D3]L matches all light paths besides diffuse2 and diffuse3 (including specular and user)
Qualifiers  
*
Match preceding event zero or more timesC[DS]*[LO] includes matches all light paths (, including emissive)
+
Match one or more timesC[DS]+[LO] includes all matches direct and indirect light paths, but not emissive
{n}
Match exactly n timesC<T[DS]>{2}[LO] includes all matches double transmission light paths
{min,}
Match min or more timesC[DS]{2,}[LO] includes matches all indirect light paths
{min,max}
Match at least min, but not more than max times.C[DS]{40,41}[LO] gives the fourth bounce of light from the camera matches direct and emissive light paths

In RIB

To specify an LPE in RIB, reference a DisplayChannel in the Display. This is the most basic way to view what's being output.

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