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Alternatively, we can render the C<RD'cube'>L expression and a second one that does the subtraction right in the renderer: (C<RD>L)-(C<RD'cube'>L). We then grade each channel as needed and add them with a plus in the composite.

 

 

Additional examples

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SSS:

Fancy Bullets
typecircle
  • SSS from objects directly visible to the camera C<TD>+L
  • SSS directly visibly OR occluded (behind reflections and refractions) C<[RT][SG]>*<TD>.+L
  • SSS only from occluded objects objects C<[RT][SG]>+<TD>.+L

Self-reflections by material label 1

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Fancy Bullets
typecircle
  • Emissive (self-illuminating) objects only - direct camera rays rays CO
  • The GI coming from emissive objects objects C<RD>.*O
  • The union of GI, coming from emissive object and the directly visible to camera emissive objects objects (C<RD>.*O)|(CO)

GI

Fancy Bullets
typecircle
  • Full GI C<RD>(.+L|.*[OB])
  • GI from the environment only C<RD>.*B
  • GI minus GI from environment C<RD>(.+L|.*[OB])-(C<RD>.*B)

VRayMtl Sheen and Coat

Fancy Bullets
typecircle
  • Coat Specular C<R[GS]'mcoat'>L

  • Coat Reflection C<R[GS]'mcoat'>.+L

  • Sheen Specular C<R[GS]'msheen'>L

  • Sheen Reflection C<R[GS]'msheen'>.+L