Light Path Node#
The Light Path node is used to find out for which kind of incoming ray the shader is being executed; particularly useful for non-physically-based tricks. More information about the meaning of each type is in the Light Paths documentation.
Inputs#
This node has no inputs.
Properties#
This node has no properties.
Outputs#
- Is Camera Ray
1.0 if shading is executed for a camera ray, otherwise 0.0.
- Is Shadow Ray
1.0 if shading is executed for a shadow ray, otherwise 0.0.
- Is Diffuse Ray
1.0 if shading is executed for a diffuse ray, otherwise 0.0.
- Is Glossy Ray
1.0 if shading is executed for a glossy ray, otherwise 0.0.
- Is Singular Ray Cycles Only
1.0 if shading is executed for a singular ray, otherwise 0.0.
- Is Reflection Ray Cycles Only
1.0 if shading is executed for a reflection ray, otherwise 0.0.
- Is Transmission Ray Cycles Only
1.0 if shading is executed for a transmission ray, otherwise 0.0.
- Ray Length Cycles Only
Distance traveled by the light ray from the last bounce or camera.
- Ray Depth
Number of times the ray has been reflected or transmitted on interaction with a surface.
Note
Passing through a transparent shader does not count as a normal “bounce”.
- Diffuse Depth Cycles Only
Number of times the ray has gone through diffuse reflection or transmission.
- Glossy Depth Cycles Only
Number of times the ray has gone through glossy reflection or transmission.
- Transparent Depth Cycles Only
Number of times the ray has gone through a transparent surface.
- Transmission Depth Cycles Only
Number of times the ray has gone through a transmissive surface. A typical use case is to avoid black spots in the render (caused by rays hitting the bounce limit) by switching from a transmissive to a diffuse shader past a certain point. See Mix Shader.
EEVEE Support#
EEVEE has no real concept of rays, but in order to ease the workflow between Cycles and EEVEE, some of the outputs are supported in particular cases.
Is Camera: Supported.
Is Shadow: Supported.
Is Diffuse: Supported.
Is Glossy: Supported.
Is Singular: Not supported. Same as Is Glossy.
Is Reflection: Not supported. Same as Is Glossy.
Is Transmission: Not supported. Same as Is Glossy.
Ray Length: Distance from the camera to the shading point.
Ray Depth: Indicates the current bounce when baking the light cache.
Diffuse Depth: Same as Ray Depth but only when baking diffuse light.
Glossy Depth: Same as Ray Depth but only when baking specular light.
Transparent Depth: Not supported. Defaults to 0.
Transmission Depth: Not supported. Same as Glossy Depth.
Note
Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (whether used with SSR or not).