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tools:raytype_comp

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tools:raytype_comp [2019/01/22 17:30]
lightwolf created
tools:raytype_comp [2019/01/29 15:07]
lightwolf [Ray Type Comparison]
Line 1: Line 1:
-====== Ray Type Comparison (preliminary) ======+====== Ray Type Comparison ====== 
 + 
 +{{ :tools:raytypecomparison.png?nolink|}} 
 + 
 +This node is only available in a node editor context where raytracing is available. It will check the current (incomingray for specific properties and return true if they match. 
 + 
 +The incoming ray is the ray evaluating the current surface spot. 
 + 
 +===== Controls ===== 
 + 
 +==== Pass-through ==== 
 + 
 +This control is only available if the Boolean input is connected. If turned on, it will simply pass through the Boolean input to the output, completely bypassing the node. 
 + 
 +==== Ray Type controls ==== 
 + 
 +These two columns are ray properties to check for. The first column depends on the type of ray, the second column covers additional properties. 
 + 
 +The types of ray are mutually exclusive. A ray can only be on of these type, but not a combination of them: 
 + 
 +  * **Reflection** The current spot is shaded for a reflection. 
 +  * **Refraction** The current spot is shaded for a refraction. 
 +  * **Dissolve** The current spot is shaded for a dissolved item. 
 +  * **Shadow** The current spot is shaded for a shadow ray. 
 +  * **Occlusion** The current spot is shaded for an occlusion. 
 + 
 +The additional properties may be combined. For example, a ray may be a Pre-Process ray that is also a Camera ray. 
 + 
 +  * **Pre-Process** This property is set while LightWave is preprocessing a render. 
 +  * **Volumetric** This ray is evaluating volumetrics. 
 +  * **Radiosity** This ray is used to compute radiosity. 
 +  * **Caustics** This ray is used to compute caustics. 
 +  * **Camera** This ray comes directly from the camera. 
 +  * **Sampled** This ray is used to sample surfaces (usually due to soft reflection or refraction). 
 + 
 +==== Check for ==== 
 + 
 +  * **Some** Checks if any of the ray types and properties are set. 
 +  * **All** Checks if all of the ray types and properties are set. Please not, this will only return a result if, at most, one of the ray types is set. Because a ray will never have more than one type. 
 +  * **None** This is the opposite of **Some** and will only return true if none of the types and properties are set for the current ray. 
 + 
 +==== Invert Check ==== 
 + 
 +This just inverts the result of the check from true to false and vice versa. 
 +==== Boolean Operator ==== 
 + 
 +This control is only available if the Boolean input is connected. It will cause the value of the Boolean input to be combined with the result of the ray type check using Boolean Logic as explained [[tools:bool_logic#operation|here]]. 
 +==== Invert Output ==== 
 + Inverts the output of the result of the Boolean Operation. 
 +===== Connections ===== 
 +{{ :tools:raytypecomparison_node.png?nolink|}} 
 + 
 +==== Boolean ==== 
 + 
 +This allows you to connect another boolean value to this node. 
 + 
 +If this input is connected, you can use [[#Pass-through]] to completely by-pass this node or the [[#Boolean Operator]] to combine this input with the result of the comparison in the node. 
 + 
 +==== Ray Type ==== 
 + 
 +An alternative way to input a specific ray type into the node. Usually the node will fetch the ray type from the current context, so it's not needed. 
 + 
 +==== Boolean (Output) ==== 
 + 
 +Either 0 if the result of all operations is false, or 1 if it is true. 
 + 
 ---- ----
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-This is the plugin of the month for November 2018, made possible by the finest patrons on [[https://www.patreon.com/dbw|Patreon]].+This is the plugin of the month for January 2019, made possible by the finest patrons on [[https://www.patreon.com/dbw|Patreon]].
tools/raytype_comp.txt · Last modified: 2020/04/30 21:33 by lightwolf