In RfM, an LPE can be easily added by clicking on an LPE name from the built-in LPEs list in Render Settings. Note in the UI that the Source field is where the LPE Expression is required. The LPE listed below are already built into Maya.
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.
For DisplayChannel, we can use either the short name or long expression, e.g.,
DisplayChannel "color lpe:CD<L.>"
In RenderMan, these names are enough to output the supplied LPEs below without inputting an Expression.
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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.