RaySwitchMaterial
Overview
Assigns a material to the surface based on the incoming ray type. The supported ray types are as follows:
- camera ray
- indirect diffuse ray
- indirect mirror ray
- indirect glossy ray
If no material is specified for the incoming ray type, the default_material will be used.
Attribute Reference
General attributes
camera_ray_material
Material
default: None
The material to use if the incoming ray is a camera ray.
cutout_camera_rays
Bool
default: False
If true, this material acts as a cutout material, i.e. we terminate any rays that encounter this material.
default_material
Material
default: None
The default material to use if no material was specified for the incoming ray type.
extra_aovs
Map
default: None
Bind this attribute to a 'ListMap' that contains references to ExtraAovMaps that specify additional outputs that can be assigned to a RenderOutput "light aov" result
indirect_diffuse_ray_material
Material
default: None
The material to use if the incoming ray is an indirect diffuse ray.
indirect_glossy_ray_material
Material
default: None
The material to use if the incoming ray is an indirect glossy ray.
indirect_mirror_ray_material
Material
default: None
The material to use if the incoming ray is an indirect mirror ray.
invisible_refractive_cryptomatte
Bool
default: False
Indicates whether material should/should not appear in the refractive cryptomatte layers
label
String
default:
label used in material and light aovs
priority
Int
default: 0
The material's place in an order of precedence for overlapping dielectrics. A value of 0 means the priority should be ignored. Materials with lower numbers (higher priority) "override" materials with higher numbers (lower priority). To enable automatic removal of self-overlapping geometry, a non-zero priority must be set on the geometry's material.