Ray Switch Shader

 

This shader makes it possible to evaluate different shader trees per ray. This decreases the shading complexity of a scene and thus the render times, and increases artistic control. It can be used to remove unnecessary secondary rays (specular/sss), make speculars even more glossy in specular rays, control the color of opacity in shadow rays to fake light scattering through tissue or add a second specular lobe in-camera rays only.

There is also the Ray Switch RGBA shader for adjusting colors instead of shaders.

Camera

Plug the output of the shader you wish to use when calculating camera rays here. 

Red standard_surface shader connected to camera attribute of ray_switch_shader

Shadow

The shader evaluation that happens for transparent shadows on objects. A use for this parameter could be to connect a ray_switch shader to the opacity parameter of a standard_surface shader. That way you can get a shadow that's different than the actual transparency of the object. For example, to reduce the amount of shadow cast by the object, or to use a different cutout opacity pattern.

Body object's standard_surface shader has red transmission_color (opaque is disabled)

Diffuse Reflection 

Plug the output of the shader you wish to use when calculating diffuse reflection rays here.


Red emissive shader -> diffuse_reflection of ray_switch_shader

Specular Reflection

Plug the output of the shader you wish to use when calculating glossy rays here. 

Red standard_surface shader -> specular_reflection of ray_switch_shader

Diffuse Transmission

Plug the output of the shader you wish to use when calculating diffuse_transmission rays here.

Red emissive shader -> diffuse_transmission of ray_switch_shader

Specular Transmission

Plug the output of the shader you wish to use when calculating specular_transmission rays here. 

Red standard_surface shader -> specular_transmission of ray_switch_shader

Volume

Plug the output of the shader you wish to use when calculating volume rays here. 

 

 

 

 

Pepe model by Daniel M. Lara (Pepeland)

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