You can selectively disable an object's visibility for the various types of rays in the renderer. By default, objects are visible to all types of rays. Camera - Camera (AA) rays (i.e., primary or view rays). Shadow - shadow rays fired in the direct lighting calculations. Specular - specular reflection rays. Transmission - Transmission rays. Diffuse - Indirect diffuse rays (i.e. global illumination or GI rays). Specular - Indirect specular rays (i.e. specular reflection rays).
The following settings are provided via the Attribute Editor for geometry objects.
Determines whether the object is visible to camera rays.
The tank in this example is invisible to camera rays but visible to all other types of rays, including shadow rays
Determines whether the object casts shadows.
Affects indirect diffuse rays (i.e., global illumination, hemi, or GI rays).
You can selectively disable an object's visibility for the various types of rays in the renderer. By default, objects are visible to all types of rays. Specular Reflection visibility affects indirect specular rays (i.e., specular reflection rays).
Object is visible in diffuse transmission and subsurface scattering.
Object is visible in sharp and glossy specular transmission (refraction).
Object is visible in indirect volume rays.
Determines whether or not the object casts shadows on itself.
This string label defines the set of objects to be traced or avoided. Objects are labeled using the Arnold shape attributes.
- When a trace set is exclusive, rays are traced against all geometry except the tagged nodes.
- When a trace set is inclusive, rays are traced against tagged nodes, but also against nodes that are not tagged at all.
- An empty trace set name means that the shape belongs to all sets. So to remove objects from, say reflections, one must assign a dummy set name.
- The trace set name must be set before the ray is fired. For example, for "direct" reflections, the trace_set node must be connected to the "camera" rays in addition to the "reflection" one.
This option works in conjunction with shaders supporting trace sets, like