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Also splits Shading Layers into the components required for surface shading. These are the surface color Cf (only need in non-PBR modes), the opacity Of and the BSDF F (only need in PBR modes). This usually placed after any layer mixing with all the outputs plugged into an Output Variables and Parameters node.
When creating any VOP shader node, this node is automatically created and connected to the shader’s layer output.
Depending on the rendering engine being used, this node takes on slightly different roles. See the table below for technical details. Note that no action is required when switching between engines though, as long as all outputs are connected to a Output Variables and Parameters Node.
In non-PBR modes
Compute lighting using the BSDF provided through the F input or the layer input’s F component. The result of this is the surface color output as Cf. The emission color Ce is added to Cf.
In PBR Modes
Because the PBR engine computes lighting itself based on a BSDF, this node doesn’t do any computation and the Cf output remains unused. The F input or the layer input’s F component are simply passed through to the F output without modification.
Ce is exported as a shader parameter and used as the emissive component by the PBR engine.
When connected, the layer’s components are used to compute lighting.
If any of the input’s below are also connected, they override the layer component of the same name.
The BSDF used to compute lighting.
When layer is also connected, this input overrides the layer’s F component.
The opacity of the surface.
When layer is also connected, this input overrides the layer’s Of component.
The emission color of the surface.
When layer is also connected, this input overrides the layer’s Ce component.