NEW IN R20
A positive signal (1 or TRUE) will be output here if the sample hits the surface directly on its way from the camera. I the sample hits the object surface after passing through a refraction or a transparent material, for example, 0 or FALSE will be output.
If the current sample is used to render a shadow, a positive result of 1 or TRUE will be output, otherwise 0 or FALSE will be output.
If Global Illumination is enabled in the Render Settings menu, a positive result of 1 or TRUE will be output if the render sample is used for Global Illumination. This makes it possible to create completely new effects, e.g., a material that only generates light while Global Illumination is being calculated. For the subsequent normal rendering process, this luminance can then automatically remain turned off to display a normal shaded area.
If the material currently being calculated is visible in a reflection, a positive result will be output at these locations for the refraction sample.
If the material lies behind a transparent object, a positive result will be output in these areas. For this, the transparent material must have a refraction index not equal to 1.0. Areas masked using the alpha properties of a given material are not included. These areas can be queried via the Camera output.
In areas in which the material appears in matte reflections, a positive result of 1 or TRUE will be output.
Here the current ray depth of the render sample that hits the material will be output. The ray depth increases if it penetrates transparent materials or objects masked using Alpha channels.
This value shows the current refraction index of the sample ray.