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DisplayChannel "color lpe:CD<L.>" |
Built-in LPEs
In RenderMan, these names are enough to output the supplied LPEs below without inputting an Expression.
Name | Corresponding Expression |
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lpe:specular | lpe:CS<L.> |
lpe:emission | lpe:CO |
lpe:indirectdiffuse | lpe:(C<RD>[DS]+<L.>)|(C<RD>[DS]*O) |
lpe:indirectspecular | lpe:(C<RS>[DS]+<L.>)|(C<RS>[DS]*O) |
lpe:subsurface | lpe:(C<TD>[DS]+<L.>)|(C<TD>[DS]*O) |
lpe:refraction | lpe:(C<T[S]>[DS]+<L.>)|(C<T[S]>[DS]*O) |
lpe:shadowcollector | lpe:shadows;C[<.D'collector'><.S'collector'>]<L.> |
Basic LPEs
For basic workflows, the following LPE are recommended. Note that below we 're are specifying the DisplayChannel and a name (which can be most anything) as opposed to the examples above using a built-in naming scheme. Note that these LPE will collect the light interaction from different lobes of materials and store them in the same AOV. For example: reflections from the Glass Lobe in PxrSurface will be combined with other specular reflections in the direct and indirectSpecular AOVs. This can simplify the outputs for rendering.
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Understand that emissive LPE results are a special case. In the materials provided it's referred to as "Glow" or emission. Light sources directly visible to the camera are also output into this LPE. |
DisplayChannel | Expression |
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color beauty | color lpe:C[DS]*[<L.>O] |
color emissive | color lpe:C[<L.>O] |
color directDiffuse | color lpe:C<RD>[<L.>O] |
color indirectDiffuse | color lpe:C<RD>[DS]+[<L.>O] |
color subsurface | color lpe:C<TD>[DS]*[<L.>O] |
color directSpecular | color lpe:C<RS>[<L.>O] |
color indirectSpecular | color lpe:C<RS>[DS]+[<L.>O] |
color transmissive | color lpe:C<TS>[DS]*[<L.>O] |
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