RENDERMAN 22 DOCUMENTATION

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In RfM, an LPE can be easily added by clicking on an LPE name from the built-in LPEs list in Render Settings. Image RemovedNote in the UI that the Source field is where the LPE Expression is required. The LPE listed below are already built into Maya.

Image Added

RenderMan for Katana

In RfK, an LPE is specified via PrmanOutputChannelDefine. For a list of built-in LPE names, please see the Built-in LPEs table LPE tables below.

RIB

For DisplayChannel, we can use either the short name or long expression, e.g., lpe:diffuse or lpe:CD<L.>

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Code Block
DisplayChannel "color lpe:CD<L.>"

Built-in LPEs

In RenderMan, these names are enough to output the supplied LPEs below without inputting an Expression.

 

NameCorresponding Expression
lpe:diffuse
lpe:CD<L.>
lpe:specularlpe:CS<L.>
lpe:emissionlpe:CO
lpe:indirectdiffuselpe:(C<RD>[DS]+<L.>)|(C<RD>[DS]*O)
lpe:indirectspecularlpe:(C<RS>[DS]+<L.>)|(C<RS>[DS]*O)
lpe:subsurfacelpe:(C<TD>[DS]+<L.>)|(C<TD>[DS]*O)
lpe:refractionlpe:(C<T[S]>[DS]+<L.>)|(C<T[S]>[DS]*O)
lpe:shadowcollectorlpe:shadows;C[<.D'collector'><.S'collector'>]<L.>

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DisplayChannelExpression
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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Per-Lobe LPEs

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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