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UI Expand
titleExample: The + modifier

Previously, we looked at C<T[GS]><RD>L to capture diffuse reflection behind refraction. This will work behind a single refractive pane, as we only ask for a single refractive hit with <T[GS]> that is either Glossy or Singular.

If the refractive object is (for example) a cube, then the ray needs to enter and exit the cube, hitting the refractive surface twice before reaching the diffuse surface behind.

In this case, we need to ask for two refraction hits C<T[GS]><T[GS]><RD>L. If there's no risk of capturing other random refraction hits, we can use <T[GS]>+ to ask for 1 or more repetitions of <T[GS]>


C<T[GS]><T[GS]><RD>L captures the diffuse surface behind exactly 2 panes of refractive surfaces.

C<T[GS]>+<RD>L captures the diffuse surface behind 1 or more refractive hits.


Shadow Mode Prefix

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The shadow; prefix in LPE collects and returns shadow information.

It causes the light to accumulate the shadowed contribution out of the light contribution on the last bounce of the ray. It can be used to capture the diffuse or/and specular shadows in the render elements.


Expression

Description

shadow;CDLExtracts shadow from all lights.
shadow;CGL

Extracts shadow from the reflection occlusion of all lights.

shadow;C.'objectLabel'.*L

Extracts shadows that fall over or are reflected in a specific object that is tagged. You can also use it with a material label.

shadow;CD<L.'lightLabel'>

Extracts shadows resulting from a specific labeled light.

shadow;CG<L.'lightLabel'>

Extracts shadows resulting from a specific labeled light in the reflection occlusion.


Capture Objects, Materials and Lights

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