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Comment: wikit macro-replace (build 4280ad5-2021.10.08.115947) run by cwalker

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DisplayChannelExpression
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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Carousel Image Slider
dotsfalse
infinitefalse
sliderHeight175
arrowsfalse
labelsFilterlpeBasic1
slidesToScroll01
captionstrue

Carousel Image Slider
dotsfalse
infinitefalse
sliderHeight175
arrowsfalse
labelsFilterlpeBasic2
slidesToScroll01
captionstrue

Carousel Image Slider
dotsfalse
infinitefalse
sliderHeight175
arrowsfalse
labelsFilterlpeBasic3
slidesToScroll01
captionstrue

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

Note that the emissive LPE is repeated below. For materials in RenderMan it's typically called Glow.

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DisplayChannelExpression
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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Carousel Image Slider
dotsfalse
infinitefalse
sliderHeight175
arrowsfalse
labelsFiltercausticpath
slidesToScroll01
captionstrue

 

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
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