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).
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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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.
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During the normal tile rendering pass, the shader returns the value of this input.
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During the final gathering precomputation phase, the shader returns this value.
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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.
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During the caustic and global illumination photon tracing, this value and the globillum_photons inputs are used respectively.
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During caustic and global illumination photon tracing, the values for caustic_photons and this input are used respectively.
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During the importon emission phase, this value from is used.
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During the light mapping preprocessing phase (used, for example, by the subsurface scattering shaders), this value is used.
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