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Description:
Allows you to incorporate a trace call that shoots rays which can look up
arbitrary variables in other shaders. With this functions a ray can
return arbitrary information about a surface.
Message Spec
The name of the variable to look up. The shader variable name must be
preceded by the RenderMan shader type and a color.
Ray Origin
Determines where the ray is shot from. CurrentPoint is usually
prudent.
Direction
Determines in what direction the ray bounces when hitting a
surface.
Samples
For obtaining higher quality when blurring reflections. Controls the amount of rays sampled at any given point. Higher samples increase the quality of the blur, but render
slower. Lower samples render faster and are useful for preliminary images.
Blur
You can create interesting effects by blurring trace operations. Increase this setting to get more blur, or connect a function here for special effects. Remember when creating blurry reflections you'll also want to increase the "Samples" parameter to at least 4. Larger blurs require more samples.
Trace Set
Trace Sets can be used to define what objects a shader will consider for ray tracing calculations. Careful use of Trace Sets can not only be extremely efficient, it can also be used for special effects, by specifying which objects are visible to any given collection of objects. Manage Trace Sets using the familiar Maya sets, with an added Trace Set attribute.
Ray Label
Allows you to associate a label with the rays. Shaders on intersected objects are able to query this label and perform label-specific calculations. You can think of this as message passing in the downstream direction.
Max Distance
The maximum distance to consider when calculating ray intersections. Setting this parameter to a negative number is effectively equivalent to setting the distance to infinity. (And a lot easier, heh.) An appropriate Max Distance setting can significantly speed up a scene by only doing as much work as needs to be done. Those rays that don't hit anything can reference an environment map.
Two Sided
If your primitives have outward facing normals, you can speed up ray tracing by leaving this switch disabled. If you are missing reflections, turn this switch on.
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