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For advanced workflows that want to separate all scattering lobes into separate AOVs, the below LPE are provided. These capture the light interaction for each lobe, direct and indirect, and store them into separate AOVs. This is useful for tweaking individual effects at the cost of added AOVs and image output.
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Note that the emissive LPE is repeated below. For materials in RenderMan it's typically called |
DisplayChannel | Expression |
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color directDiffuseLobe | color lpe:CD2[<L.>O] |
color indirectDiffuseLobe | color lpe:CD2[DS]+[<L.>O] |
color subsurfaceLobe | color lpe:CD3[DS]*[<L.>O] |
color directSpecularPrimaryLobe | color lpe:CS2[<L.>O] |
color indirectSpecularPrimaryLobe | color lpe:CS2[DS]+[<L.>O] |
color directSpecularRoughLobe | color lpe:CS3[<L.>O] |
color indirectSpecularRoughLobe | color lpe:CS3[DS]+[<L.>O] |
color directSpecularClearcoatLobe | color lpe:CS4[<L.>O] |
color indirectSpecularClearcoatLobe | color lpe:CS4[DS]+[<L.>O] |
color directSpecularIridescenceLobe | color lpe:CS5[<L.>O] |
color indirectSpecularIridescenceLobe | color lpe:CS5[DS]+[<L.>O] |
color directSpecularFuzzLobe | color lpe:CS6[<L.>O] |
color indirectSpecularFuzzLobe | color lpe:CS6[DS]+[<L.>O] |
color transmissiveSingleScatterLobe | color lpe:CS7[DS]*[<L.>O] |
color directSpecularGlassLobe | color lpe:C<RS8>[<L.>O] |
color indirectSpecularGlassLobe | color lpe:C<RS8>[DS]+[<L.>O] |
color transmissiveGlassLobe | color lpe:C<TS8>[DS]*[<L.>O] |
color emissive | color lpe:C[<L.>O] |
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A custom LPE can be added in the Render Settings Passes tab. The "source" field contains the expression. Below is an example using the above Caustics LPE. You begin by selecting the + (add) button to the right of the Outputs column.
Note that the UI will add the "color" description once the LPE is added as shown below.
RenderMan for Katana
Custom LPE is specified via PrmanOutputChannelDefine's Add Source:
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