DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage shader library.
The Ray Switch (mip_rayswitch) and Render Tree Usage (mip_rayswitch_advanced) utility shaders allows different types of rays to return different results. There are many cases in which this can be useful, including but not limited to:
Separating primary and secondary rays into calls to other shader.
Returning a different environment to eye rays (such as a photographic background plate for a screen background), reflection rays (such as a spherical high resolution environment to be seen in reflections) and final gather rays (a filtered environment suitable for lighting the scene).
Limiting time-consuming shaders where they are nearly invisible. For example avoiding a complicated secondary illumination or ambient occlusion shader in the refractions seen through frosted glass.
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 Render Tree Usage which is the advanced version of this shader. |
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