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DisplayChannel "color lpe:CD<L.>"
In RenderMan, these names are enough to output the supplied LPEs below without inputting an Expression.
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.
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.