When a ray hits a surface, it can reflect, refract (transmit), or pass through a volume. These are the ray spawn events which we can record with LPE symbols. We use the R symbol for reflection and T for refraction and sub-surface scattering. They can be used directly, e.g. R captures reflections of any scattering type and is also equivalent to <R.>. We can further specify the kind of hit we want to trace by combining R and T with one or more scattering types - diffuse (D), glossy (G), or singular (S). If we don’t specify that, all scattering types are assumed for our R or T events. This allows us to filter the results only from diffuse reflection, for example with <RD> or combine glossy and singular reflection <R[GS]> . By using ray spawn events and scattering types, we can recreate some familiar render elements or create custom single or multiple event expressions. Press the arrow next to the expression field to access a list of the available expression symbols and some presets to get you started. |
|