mip_rayswitch
 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

The mip_rayswitch and mip_rayswitch_advanced utility shaders allow different types of rays to return different results. There are many cases in which this can be useful, including but not limited to:

Render Tree Usage

The Ray Switch shader is a simple shader that accepts a set of color inputs from other shaders to apply for certain classes of rays.

eye

Sets the result for eye (primary) rays.

transparent

Sets the result for transparency rays.

reflection

Sets the result for reflection rays.

refraction

Sets the result for refraction rays.

final gather

Sets the result for final gather rays, as well as any child rays to final gather rays.

environment

Sets the result for environment rays.

shadow

Sets the result for shadow rays.

photon

Sets the result for photon rays.

default

Sets the result for any other ray type. It is not a fall-through default, however, each of the above returns their respective result whether connected to a shader or not (generally 0 0 0 0 black). If you need fall-through defaults, use mip_rayswitch_advanced which is the advanced version of this shader.