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  • diffuse
  • specular
  • directdiffuse
  • directspecular
  • directDiffuse
  • directSpecular
  • indirectdiffuse
  • indirectspecular
  • indirectDiffuse
  • indirectSpecular

LPE Prefixes Explained

You may see other areas where another prefix is added to the LPE. This is typically for special handling and data.

  • unoccluded – returns unoccluded or unshadowed result. Using this before your LPE will result in no shadowing.
  • noclamp – returns unclamped result.
  • nothruput – does not apply thruput (throughput is the accumulative albedo of the objects hit by rays). Your results could be attenuated based on throughput of the light path. Using this means the full value is retained, useful for masks.
  • shadows – returns collected shadows. This relies on the shadow sample filters and additional buffers from the Holdout Workflow.
  • holdouts – returns only holdout light paths (light paths with one or more holdout events)
  • overwrite – instead of outputting the accumulated result, overwrite it. One example of using this is for the albedo output where we do not want an accumulated result. Otherwise your values may continue to accumulate light and be incorrect, for example, a pure red of 1,0,0 can become 6,0,0 and be incorrect.
  • noinfinitecheck – do not do any infinite check.

User Lobes

By default you've been seeing us use Diffuse and Specular lobes, but a User lobe can be built into a material for data purposes. These lobes are evaluated with the material but not output to a beauty as a lighting result. These lobes must be specified in an LPE to work, shorthand assumes only Diffuse or Specular substitutions. A useful example are the User Color and Position lobes of PxrSurface.