Glossy: the ray is generated by a glossy specular reflection or transmission.
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In this simple example we see how to use the Light path node to create a light shader that only affects reflections / refraction but not producing any diffuse light.Ī Mix Shader is used to mix between a Transparent Shader and an Emission Shader. The Ray Length output will give a float value representing the ray’s real world length,Īnd the ‘_ Depth’ outputs will give an integer representing the number of light bounces that were computed until the sampled ray. The ”Is _ Ray” outputs will give a 0 / 1 value indicating if the sampled ray is of a certain type,
The Cycles ‘Input > Light Path’ node is useful for creating shaders with a selective optical participation.Ī simple example of that would be a bright light material that is ‘seen’ by the camera and through reflection / refraction but isn’t actually lighting the scene.īasic Ray Visibility can be set at the object level via the object’s Cycles setting:īut when we need to set per shader, and more specific Ray Visibility, we can set it up using a ‘Light Path’ node within the cycles shader: