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 的著色器節(jié)點(diǎn)中光路節(jié)點(diǎn)的 Is Camera Ray 輸出是一個(gè)浮點(diǎn)值,可用于控制哪些對(duì)象對(duì)相機(jī)可見(jiàn)。此輸出用于確定來(lái)自相機(jī)的光線是否擊中物體,較高的值表示光線正在擊中物體,較低的值表示光線沒(méi)有擊中物體。此輸出可用于創(chuàng)建對(duì)攝像機(jī)可見(jiàn)的對(duì)象和從攝像機(jī)視圖中隱藏的對(duì)象的外觀。此外,此輸出可以鏈接到其他節(jié)點(diǎn),例如顏色漸變節(jié)點(diǎn),以根據(jù)對(duì)象是否可見(jiàn)來(lái)控制對(duì)象的顏色。
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 的著色器節(jié)點(diǎn)中光路節(jié)點(diǎn)的 Is Shadow Ray 輸出是一個(gè)浮點(diǎn)值,可用于控制哪些對(duì)象正在投射陰影。該輸出用于判斷光源發(fā)出的光線是否擊中物體,值越大表示光線擊中物體,值越小表示光線未擊中物體。此輸出可用于創(chuàng)建正在投射陰影的對(duì)象或未投射陰影的對(duì)象的外觀。此外,此輸出可以鏈接到其他節(jié)點(diǎn),例如顏色漸變節(jié)點(diǎn),以根據(jù)對(duì)象是否投射陰影來(lái)控制對(duì)象的顏色。
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 著色器節(jié)點(diǎn)中光路節(jié)點(diǎn)的 Is Diffuse Ray 輸出是一個(gè)浮點(diǎn)值,可用于控制哪些對(duì)象正在接收漫反射光照。該輸出用于判斷光源發(fā)出的光線是否擊中物體,值越大表示光線擊中物體,值越小表示光線未擊中物體。此輸出可用于創(chuàng)建接收漫射照明的對(duì)象或未接收漫射照明的對(duì)象的外觀。此外,此輸出可以鏈接到其他節(jié)點(diǎn),例如顏色漸變節(jié)點(diǎn),以根據(jù)對(duì)象是否接收漫射照明來(lái)控制對(duì)象的顏色。
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 節(jié)點(diǎn)的 Is Glossy Ray 輸出是一個(gè)布爾值,指示當(dāng)前光線是否為光澤光線。光澤光線是從金屬或塑料等光澤材料反射回來(lái)的光線。此輸出可用于控制光澤著色器的強(qiáng)度,或通過(guò)將光澤輸出與其他輸入組合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用 Is Glossy Ray 輸出來(lái)在檢測(cè)到光澤光線時(shí)增加光澤著色器的強(qiáng)度,或者創(chuàng)建僅影響光澤材質(zhì)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 節(jié)點(diǎn)的 Is Singular Ray 輸出是一個(gè)布爾值,表示當(dāng)前光線是否為奇異光線。奇異光線是其輸出角度 [1] 沒(méi)有任何隨機(jī)性的光線,例如來(lái)自完全平坦表面的反射或穿過(guò)透明材料的光線。此輸出可用于根據(jù)光線類型控制著色器的強(qiáng)度,或通過(guò)將單一光線輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用 Is Singular Ray 輸出在檢測(cè)到奇異射線時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響奇異射線的遮罩。
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 節(jié)點(diǎn)的 Is Reflection Ray 輸出是一個(gè)布爾值,表示當(dāng)前光線是否為反射光線。反射光線是從反射表面(例如鏡子或拋光金屬表面)反彈的光線。此輸出可用于控制反射著色器的強(qiáng)度,或通過(guò)將反射光線輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用 Is Reflection Ray 輸出來(lái)在檢測(cè)到反射光線時(shí)增加反射著色器的強(qiáng)度,或者創(chuàng)建僅影響反射材質(zhì)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 節(jié)點(diǎn)的 Is Transmission Ray 輸出是一個(gè)布爾值,表示當(dāng)前光線是否為透射光線。透射光線是已經(jīng)透過(guò)半透明材料(例如彩色玻璃窗或玻璃窗)的光線。此輸出可用于控制透射著色器的強(qiáng)度,或通過(guò)將透射光線輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用 Is Transmission Ray 輸出來(lái)在檢測(cè)到透射光線時(shí)增加透射著色器的強(qiáng)度,或者創(chuàng)建僅影響透射材質(zhì)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 節(jié)點(diǎn)的 Ray Length 輸出是一個(gè)代表當(dāng)前光線長(zhǎng)度的值。此輸出可用于根據(jù)光線的長(zhǎng)度控制著色器的強(qiáng)度,或通過(guò)將光線長(zhǎng)度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用光線長(zhǎng)度輸出在光線較長(zhǎng)時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響長(zhǎng)光線的遮罩。
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 節(jié)點(diǎn)的 Ray Depth 輸出是一個(gè)值,表示當(dāng)前光線進(jìn)行的反彈次數(shù)。此輸出可用于根據(jù)反彈次數(shù)控制著色器的強(qiáng)度,或通過(guò)將光線深度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用“光線深度”輸出在光線產(chǎn)生更多反彈時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響具有一定反彈次數(shù)的光線的遮罩
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 節(jié)點(diǎn)的 Diffuse Depth 輸出是一個(gè)值,表示當(dāng)前光線進(jìn)行的漫反射反彈次數(shù)。此輸出可用于根據(jù)漫反射反彈的數(shù)量控制著色器的強(qiáng)度,或通過(guò)將漫反射深度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用“漫反射深度”輸出在光線產(chǎn)生更多漫反射反彈時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建一個(gè)僅影響具有特定漫反射反射次數(shù)的光線的遮罩。
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 節(jié)點(diǎn)的 Glossy Depth 輸出是一個(gè)值,表示當(dāng)前光線進(jìn)行的光澤反彈次數(shù)。此輸出可用于根據(jù)光澤反彈的數(shù)量控制著色器的強(qiáng)度,或通過(guò)將光澤深度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用“光澤深度”輸出在光線進(jìn)行更多光澤反彈時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響具有特定光澤反彈次數(shù)的光線的遮罩。
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 節(jié)點(diǎn)的 Transparent Depth 輸出是一個(gè)值,表示當(dāng)前光線進(jìn)行的透明反彈次數(shù)。此輸出可用于根據(jù)透明反彈的數(shù)量控制著色器的強(qiáng)度,或通過(guò)將透明深度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用透明深度輸出在光線進(jìn)行更多透明反彈時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響具有一定數(shù)量透明反彈的光線的遮罩。
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 節(jié)點(diǎn)的 Transmission Depth 輸出是一個(gè)值,表示當(dāng)前光線進(jìn)行的傳輸反射次數(shù)。此輸出可用于根據(jù)傳輸反彈數(shù)控制著色器的強(qiáng)度,或通過(guò)將傳輸深度輸出與其他輸入相結(jié)合來(lái)創(chuàng)建更復(fù)雜的著色網(wǎng)絡(luò)。例如,您可以使用透射深度輸出在光線產(chǎn)生更多透射反射時(shí)增加著色器的強(qiáng)度,或者創(chuàng)建僅影響具有一定透射反射次數(shù)的光線的遮罩。
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.
透明反彈和傳輸反彈之間的區(qū)別在于,透明反彈是指光如何通過(guò)材料,而傳輸反彈是指信號(hào)如何通過(guò)介質(zhì)傳輸。透明反彈涉及光穿過(guò)材料,而傳輸反彈涉及信號(hào)在介質(zhì)中傳輸。透明反彈會(huì)影響材料的外觀和行為方式,而傳輸反彈會(huì)影響信號(hào)在介質(zhì)中的中繼方式。