Light Path Node

The Is Camera Ray output of the Light Path Node in Blender's Shader Nodes is a float value that can be used to control which objects are visible to the camera. This output is used to determine whether the ray from the camera is hitting the object or not, with a higher value indicating that the ray is hitting the object and a lower value indicating that the ray is not hitting the object. This output can be used to create the appearance of objects that are visible to the camera and objects that are hidden from the camera's view. Additionally, this output can be linked to other nodes, such as the Color Ramp Node, to control the color of objects based on whether they are visible or not.
Blender 的着色器节点中光路节点的 Is Camera Ray 输出是一个浮点值,可用于控制哪些对象对相机可见。此输出用于确定来自相机的光线是否击中物体,较高的值表示光线正在击中物体,较低的值表示光线没有击中物体。此输出可用于创建对摄像机可见的对象和从摄像机视图中隐藏的对象的外观。此外,此输出可以链接到其他节点,例如颜色渐变节点,以根据对象是否可见来控制对象的颜色。
The Is Shadow Ray output of the Light Path Node in Blender's Shader Nodes is a float value that can be used to control which objects are casting shadows. This output is used to determine whether the ray from the light source is hitting the object or not, with a higher value indicating that the ray is hitting the object and a lower value indicating that the ray is not hitting the object. This output can be used to create the appearance of objects that are casting shadows or objects that are not casting shadows. Additionally, this output can be linked to other nodes, such as the Color Ramp Node, to control the color of objects based on whether they are casting shadows or not.
Blender 的着色器节点中光路节点的 Is Shadow Ray 输出是一个浮点值,可用于控制哪些对象正在投射阴影。该输出用于判断光源发出的光线是否击中物体,值越大表示光线击中物体,值越小表示光线未击中物体。此输出可用于创建正在投射阴影的对象或未投射阴影的对象的外观。此外,此输出可以链接到其他节点,例如颜色渐变节点,以根据对象是否投射阴影来控制对象的颜色。
The Is Diffuse Ray output of the Light Path Node in Blender's Shader Nodes is a float value that can be used to control which objects are receiving diffuse lighting. This output is used to determine whether the ray from the light source is hitting the object or not, with a higher value indicating that the ray is hitting the object and a lower value indicating that the ray is not hitting the object. This output can be used to create the appearance of objects that are receiving diffuse lighting or objects that are not receiving diffuse lighting. Additionally, this output can be linked to other nodes, such as the Color Ramp Node, to control the color of objects based on whether they are receiving diffuse lighting or not.
Blender 着色器节点中光路节点的 Is Diffuse Ray 输出是一个浮点值,可用于控制哪些对象正在接收漫反射光照。该输出用于判断光源发出的光线是否击中物体,值越大表示光线击中物体,值越小表示光线未击中物体。此输出可用于创建接收漫射照明的对象或未接收漫射照明的对象的外观。此外,此输出可以链接到其他节点,例如颜色渐变节点,以根据对象是否接收漫射照明来控制对象的颜色。
The Is Glossy Ray output of the Light Path node in Blender is a boolean value that indicates whether the current ray is a glossy ray or not. A glossy ray is a ray that has been bounced off a glossy material, such as a metal or plastic. This output can be used to control the strength of a glossy shader, or to create a more complex shading network by combining the glossy output with other inputs. For example, you could use the Is Glossy Ray output to increase the strength of a glossy shader when a glossy ray is detected, or to create a mask that only affects glossy materials.
Blender 中 Light Path 节点的 Is Glossy Ray 输出是一个布尔值,指示当前光线是否为光泽光线。光泽光线是从金属或塑料等光泽材料反射回来的光线。此输出可用于控制光泽着色器的强度,或通过将光泽输出与其他输入组合来创建更复杂的着色网络。例如,您可以使用 Is Glossy Ray 输出来在检测到光泽光线时增加光泽着色器的强度,或者创建仅影响光泽材质的遮罩。
The Is Singular Ray output of the Light Path node in Blender is a boolean value that indicates whether the current ray is a singular ray or not. A singular ray is a ray that does not have any randomness in its output angle [1], such as a reflection from a perfectly flat surface or a ray passing through a transparent material. This output can be used to control the strength of a shader based on the type of ray, or to create a more complex shading network by combining the singular ray output with other inputs. For example, you could use the Is Singular Ray output to increase the strength of a shader when a singular ray is detected, or to create a mask that only affects singular rays.
Blender 中 Light Path 节点的 Is Singular Ray 输出是一个布尔值,表示当前光线是否为奇异光线。奇异光线是其输出角度 [1] 没有任何随机性的光线,例如来自完全平坦表面的反射或穿过透明材料的光线。此输出可用于根据光线类型控制着色器的强度,或通过将单一光线输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用 Is Singular Ray 输出在检测到奇异射线时增加着色器的强度,或者创建仅影响奇异射线的遮罩。
The Is Reflection Ray output of the Light Path node in Blender is a boolean value that indicates whether the current ray is a reflection ray or not. A reflection ray is a ray that has been bounced off a reflective surface, such as a mirror or a polished metal surface. This output can be used to control the strength of a reflection shader, or to create a more complex shading network by combining the reflection ray output with other inputs. For example, you could use the Is Reflection Ray output to increase the strength of a reflection shader when a reflection ray is detected, or to create a mask that only affects reflective materials.
Blender 中 Light Path 节点的 Is Reflection Ray 输出是一个布尔值,表示当前光线是否为反射光线。反射光线是从反射表面(例如镜子或抛光金属表面)反弹的光线。此输出可用于控制反射着色器的强度,或通过将反射光线输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用 Is Reflection Ray 输出来在检测到反射光线时增加反射着色器的强度,或者创建仅影响反射材质的遮罩。
The Is Transmission Ray output of the Light Path node in Blender is a boolean value that indicates whether the current ray is a transmission ray or not. A transmission ray is a ray that has been transmitted through a translucent material, such as a stained glass window or a glass window. This output can be used to control the strength of a transmission shader, or to create a more complex shading network by combining the transmission ray output with other inputs. For example, you could use the Is Transmission Ray output to increase the strength of a transmission shader when a transmission ray is detected, or to create a mask that only affects transmission materials.
Blender 中 Light Path 节点的 Is Transmission Ray 输出是一个布尔值,表示当前光线是否为透射光线。透射光线是已经透过半透明材料(例如彩色玻璃窗或玻璃窗)的光线。此输出可用于控制透射着色器的强度,或通过将透射光线输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用 Is Transmission Ray 输出来在检测到透射光线时增加透射着色器的强度,或者创建仅影响透射材质的遮罩。
The Ray Length output of the Light Path node in Blender is a value that represents the length of the current ray. This output can be used to control the strength of a shader based on the length of the ray, or to create a more complex shading network by combining the ray length output with other inputs. For example, you could use the Ray Length output to increase the strength of a shader when the ray is longer, or to create a mask that only affects long rays.
Blender 中 Light Path 节点的 Ray Length 输出是一个代表当前光线长度的值。此输出可用于根据光线的长度控制着色器的强度,或通过将光线长度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用光线长度输出在光线较长时增加着色器的强度,或者创建仅影响长光线的遮罩。
The Ray Depth output of the Light Path node in Blender is a value that represents the number of bounces the current ray has made. This output can be used to control the strength of a shader based on the number of bounces, or to create a more complex shading network by combining the ray depth output with other inputs. For example, you could use the Ray Depth output to increase the strength of a shader when the ray has made more bounces, or to create a mask that only affects rays with a certain number of bounces.
Blender 中 Light Path 节点的 Ray Depth 输出是一个值,表示当前光线进行的反弹次数。此输出可用于根据反弹次数控制着色器的强度,或通过将光线深度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用“光线深度”输出在光线产生更多反弹时增加着色器的强度,或者创建仅影响具有一定反弹次数的光线的遮罩
The Diffuse Depth output of the Light Path node in Blender is a value that indicates the number of diffuse bounces the current ray has made. This output can be used to control the strength of a shader based on the number of diffuse bounces, or to create a more complex shading network by combining the diffuse depth output with other inputs. For example, you could use the Diffuse Depth output to increase the strength of a shader when the ray has made more diffuse bounces, or to create a mask that only affects rays with a certain number of diffuse bounces.
Blender 中 Light Path 节点的 Diffuse Depth 输出是一个值,表示当前光线进行的漫反射反弹次数。此输出可用于根据漫反射反弹的数量控制着色器的强度,或通过将漫反射深度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用“漫反射深度”输出在光线产生更多漫反射反弹时增加着色器的强度,或者创建一个仅影响具有特定漫反射反射次数的光线的遮罩。
The Glossy Depth output of the Light Path node in Blender is a value that indicates the number of glossy bounces the current ray has made. This output can be used to control the strength of a shader based on the number of glossy bounces, or to create a more complex shading network by combining the glossy depth output with other inputs. For example, you could use the Glossy Depth output to increase the strength of a shader when the ray has made more glossy bounces, or to create a mask that only affects rays with a certain number of glossy bounces.
Blender 中 Light Path 节点的 Glossy Depth 输出是一个值,表示当前光线进行的光泽反弹次数。此输出可用于根据光泽反弹的数量控制着色器的强度,或通过将光泽深度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用“光泽深度”输出在光线进行更多光泽反弹时增加着色器的强度,或者创建仅影响具有特定光泽反弹次数的光线的遮罩。
The Transparent Depth output of the Light Path node in Blender is a value that indicates the number of transparent bounces the current ray has made. This output can be used to control the strength of a shader based on the number of transparent bounces, or to create a more complex shading network by combining the transparent depth output with other inputs. For example, you could use the Transparent Depth output to increase the strength of a shader when the ray has made more transparent bounces, or to create a mask that only affects rays with a certain number of transparent bounces.
Blender 中 Light Path 节点的 Transparent Depth 输出是一个值,表示当前光线进行的透明反弹次数。此输出可用于根据透明反弹的数量控制着色器的强度,或通过将透明深度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用透明深度输出在光线进行更多透明反弹时增加着色器的强度,或者创建仅影响具有一定数量透明反弹的光线的遮罩。
The Transmission Depth output of the Light Path node in Blender is a value that indicates the number of transmission bounces the current ray has made. This output can be used to control the strength of a shader based on the number of transmission bounces, or to create a more complex shading network by combining the transmission depth output with other inputs. For example, you could use the Transmission Depth output to increase the strength of a shader when the ray has made more transmission bounces, or to create a mask that only affects rays with a certain number of transmission bounces.
Blender 中 Light Path 节点的 Transmission Depth 输出是一个值,表示当前光线进行的传输反射次数。此输出可用于根据传输反弹数控制着色器的强度,或通过将传输深度输出与其他输入相结合来创建更复杂的着色网络。例如,您可以使用透射深度输出在光线产生更多透射反射时增加着色器的强度,或者创建仅影响具有一定透射反射次数的光线的遮罩。
The difference between transparent bounces and transmission bounces is that transparent bounces refer to how light passes through a material, while transmission bounces refer to how a signal is transmitted across a medium. Transparent bounces involve light passing through a material, while transmission bounces involve a signal being transmitted across a medium. Transparent bounces affect the way a material looks and behaves, while transmission bounces affect the way a signal is relayed across a medium.
透明反弹和传输反弹之间的区别在于,透明反弹是指光如何通过材料,而传输反弹是指信号如何通过介质传输。透明反弹涉及光穿过材料,而传输反弹涉及信号在介质中传输。透明反弹会影响材料的外观和行为方式,而传输反弹会影响信号在介质中的中继方式。