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.