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UI Expand
titleLPE Symbols
Section
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Symbol

Description

Type

Initial ray spawn event

C

Camera ray

Initial ray spawn event

Ray spawn events

R

Reflection ray

Ray spawn event

T

Transmission ray

Ray spawn event

V

Volume ray

Ray spawn event

Scattering types

D

Diffuse scattering

Scattering type

G

Glossy scattering

Scattering type

S

Singular scattering

Scattering type

s

Straight (no) scattering

Scattering type

Ray termination (final) events

L

Light hit

Ray intersection event

O

Emitting object hit

Ray intersection event

B

Background hit

Ray intersection event

 

PresetLight path expression
Render Elements
RGBC.*
Self-IlluminationC[OL]
BackgroundCB
LightingC<RD>L
SpecularC<R[GS]>L
GIC<RD>(.+L|.*[OB])
SSSC<TD>.+L
ReflectionC<R[GS]>.+L
RefractionC<T[GS]>.+L
AtmosphereCV.*
Light Selects
Direct IlluminationCRL
Direct DiffuseC<RD>L
Direct SpecularC<R[GS]>L
FullC.*L
IndirectCR.+L
Indirect DiffuseC<RD>.+L
Indirect SpecularC<R[GS]>.+L
Misc

Self-illumination, no lights

CO
GI from Self-IlluminationC<RD>.*O
GI from EnvironmentC<RD>.*B
Object/Material Select

Indirect for Object ID 1

CR'1'.+L
Indirect for all Object IDs but 1 and 2CR[^'1''2'].+L
RGB for Material ID 1C.'m1'.*
Self-Reflections by Material ID 1C<R[GS]'m1'>.'m1'+L
SSS
Scattering from Objects directly visible to the CameraC<TD>.+L
Scattering from Objects occluded behind reflections and refractionsC<[RT][SG]>+<TD>.+L
Scattering from Objects both directly visible or occluded behind reflections and refractionsC<[RT][SG]>*<TD>.+L


UI Text Box
typetip

It will be faster and more efficient to use the already available render elements instead of their LPE equivalents in the presets, of course - the examples are there as a point of reference.

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