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Visibility bitmask values

4 REPLIES 4
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Message 1 of 5
alan-LFL
309 Views, 4 Replies

Visibility bitmask values

Hi all,

Sorry to ask this incredibly stupid question, but I'm clearly grepping the wrong thing.

In the user docs there are details for the visibility flags https://docs.arnoldrenderer.com/display/A5AFMUG/Visibility

But when I search the API docs, headers, Arnoldpedia etc, I can't find anything giving me a hint at either constants in the headers or specific values for me to use to set the visibility attribute on an AtNode.

Could somebody point me to the docs/header I'm failing to find?

Cheers,

Alan.

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4 REPLIES 4
Message 2 of 5
Stephen.Blair
in reply to: alan-LFL

https://arnoldsupport.com/2018/11/21/backdoor-setting-visibility/



// Stephen Blair
// Arnold Renderer Support
Message 3 of 5
alan-LFL
in reply to: Stephen.Blair

Awesome, that's exactly what I needed, thank you.

Message 4 of 5
Stephen.Blair
in reply to: alan-LFL

In ai_ray.h:

/** \name Ray Types
 * \{
 */
#define AI_RAY_UNDEFINED         0x00  /**< undefined type                      */
#define AI_RAY_CAMERA            0x01  /**< ray originating at the camera       */
#define AI_RAY_SHADOW            0x02  /**< shadow ray towards a light source   */
#define AI_RAY_DIFFUSE_TRANSMIT  0x04  /**< indirect diffuse transmission ray   */
#define AI_RAY_SPECULAR_TRANSMIT 0x08  /**< indirect specular transmission ray  */
#define AI_RAY_VOLUME            0x10  /**< indirect volume scattering ray      */
#define AI_RAY_DIFFUSE_REFLECT   0x20  /**< indirect diffuse reflection ray     */
#define AI_RAY_SPECULAR_REFLECT  0x40  /**< indirect specular reflection ray    */
#define AI_RAY_SUBSURFACE        0x80  /**< subsurface scattering probe ray     */




// Stephen Blair
// Arnold Renderer Support
Message 5 of 5
alan-LFL
in reply to: Stephen.Blair

Ahhh, this explains why grepping visibility didn't help 🙂 even better, thanks.

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