Location: Nodes > Textures > More > mental images
Shader Type: Texture
Output: Color (RGB) value
The Ray Switch (mip_rayswitch) and Ray Switch Advanced (mip_rayswitch_advanced) utility shaders allows different types of rays to return different results. There are many cases in which this can be useful, including but not limited to:
• Separating primary and secondary rays into calls to other shader.
• Returning a different environment to eye rays (such as a photographic background plate for a screen background), reflection rays (such as a spherical high resolution environment to be seen in reflections) and final gather rays (a filtered environment suitable for lighting the scene).
• Limiting time-consuming shaders where they are nearly invisible. For example avoiding a complicated secondary illumination or ambient occlusion shader in the refractions seen through frosted glass.
The Ray Switch shader is a simple shader that accepts a set of color inputs from other shaders to apply for certain classes of rays.

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eye |
Sets the result for eye (primary) rays. |
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transparent |
Sets the result for transparency rays. |
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reflection |
Sets the result for reflection rays. |
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refraction |
Sets the result for refraction rays. |
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final gather |
Sets the result for final gather rays, as well as any child rays to final gather rays. |
|
environment |
Sets the result for environment rays. |
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shadow |
Sets the result for shadow rays. |
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photon |
Sets the result for photon rays. |
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default |
Sets the result for any other ray type. It is not a fall-through default, however, each of the above returns their respective result whether connected to a shader or not (generally 0 0 0 0 black). If you need fall-through defaults, use Ray Switch Advanced which is the advanced version of this shader. |
Autodesk Softimage v.7.5