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DisplayChannel | Expression |
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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] |
RenderMan Still Life by Dylan Sisson
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Per-Lobe LPEs
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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. The documentation for PxrMarschner and PxrSurface list these user lobes at the bottom of their page under an Advanced Rollout as it is for informational purposes and not actual operation.
Note |
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Note that the emissive LPE is repeated below. For materials in RenderMan it's typically called Glow. |
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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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LPE Macro
If a custom LPE is useful for your shots, you can add your custom LPE by creating a macro in rendermn.ini
file. The custom LPE will appear in the RenderMan for Maya (RfM) LPE list after relaunching Maya. For example:
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Code Block |
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Attribute "identifier" "string lpegroup" ["ground"] DisplayChannel "varying color plane2Shadow" "string source" ["color lpe:shadows;C<.[DS].'ground'><L.>"] |
Predefined LPE Groups
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- In the documentation examples we often use <L.> in place of L. There's no functional difference.
- lpe:CD<L.> means camera with diffuse scattering event for light scattering type.
- lpe:CO means camera with emissive objection (since emissive does not need any light, there is no L).
- Using . in place of DS is shorthand, if you are using a User Lobe, you must specify U and cannot use the . shorthand