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Ray Switch - Arnold User Guide

This shader makes it possible to evaluate different shader trees per ray. This decreases the shading complexity of a scene and thus the render times, and increases artistic control. It can be used to remove unnecessary secondary rays (specular/sss), make speculars even more glossy in specular rays, control the color of opacity in shadow rays to fake light scattering through tissue or add a second specular lobe in-camera rays only.

Camera

Plug the output of the shader you wish to use when calculating camera rays here.

Red Standard Surface shader -> Ray Switch shader's camera attribute

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Shadow

The shader evaluation that happens for transparent shadows on objects. A use for this parameter could be to connect a Ray Switch shader to the Opacity parameter of a Standard Surface shader. That way you can get a shadow that's different than the actual transparency of the object. For example, to reduce the amount of shadow cast by the object, or to use a different cutout opacity pattern.

Body object's Standard Surface shader has red Transmission Color (Opaque is disabled)

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Diffuse Reflection

Plug the output of the shader you wish to use when calculating diffuse reflection rays here.

Red emissive shader -> Diffuse Reflection of Ray Switch shader

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Specular Reflection

Plug the output of the shader you wish to use when calculating glossy rays here.

Red Standard Surface shader -> Specular Reflection of Ray Switch shader

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Diffuse Transmission

Plug the output of the shader you wish to use when calculating Diffuse Transmission rays here.

Red emissive shader -> Diffuse Transmission of Ray Switch shader

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Specular Transmission

Plug the output of the shader you wish to use when calculating Specular Transmission rays here.

Red Standard Surface shader -> Ray Switch Specular Transmission

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Volume

Plug the output of the shader you wish to use when calculating volume rays here.

Pepe model by Daniel M. Lara (Pepeland)

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