mip_rayswitch_stage

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

You may sometimes want to use different colors or subshaders depending on where mental ray is in the rendering pipeline. For example, you may want to make a certain material completely opaque to final gathering rays, or you may want a light to have a different color while emitting photons.

The parameters in this shader work in a similar way to the other switcher shaders (mip_rayswitch and mip_rayswitch_advanced).

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

unknown

For any "unknown" stage. This parameter should normally not be called, but exists as a safety precaution to safeguard against any new rendering stages introduced in future mental ray versions that are unknown at this time.

main_render

During the normal tile rendering pass, the shader returns the value of this input.

finalgather_precomp

During the final gathering precomputation phase, the shader returns this value.

ao_precomp

During the ambient occlusion precomputation phase, the shader returns this value. Note that mental ray version 3.7 does not call shaders during this phase, so this will never be called, but future versions of mental ray may act differently.

caustic_photons

During the caustic and global illumination photon tracing, this value and the globillum_photons inputs are used respectively.

globillum_photons

During caustic and global illumination photon tracing, the values for caustic_photons and this input are used respectively.

importon_emit

During the importon emission phase, this value from is used.

lightmapping

During the light mapping preprocessing phase (used, for example, by the subsurface scattering shaders), this value is used.

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