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このノードは、入力のMaterialXサーフェスシェーダを受け取り、Karmaでレンダリングできるようにそのシェーダに擬似コースティクスを追加します。 これは、他のレンダラーで使用した場合には何の効果もありません。
This node will output a different opacity value based on whether or not the ray used is a shadow ray.
パラメータ
in
Surface Shader The input surface shader.
enable
Bool Whether to enable fake caustics.
ior
Float Relative index of refraction between the surface and the exterior.
transmission
Float Scaling factor of transmission color.
transmission_color
Color3 Fake transmission color of the shaded object, used to tint the shadow ray.
opacity
Float Minimum opacity of the object.
bsdf
Float Instead specifying the shadow color explicitly, with XPU, it’s possible to compute the shadow opacity from the BSDF. This mixes between the explicit parameters in the VOP (toward 0) and the shadow opacity from the transmission lobes of BSDF (toward 1).
normal
Vector Normal vector to use. If this is not connected, the shader uses the geometry’s world-space normal.
出力
_in
Surface Surface shader with fake caustics applied.
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