---
title: "Setting up LPEs in Solaris"
canonical: "https://rmanwiki-27.pixar.com/space/RFH27/544641953/Setting%20up%20LPEs%20in%20Solaris"
format: markdown
---
![image](media://53c28a16-381b-4406-b04e-be8d385643d4)


<span style="color: #172b4d">In production, it often becomes necessary to create non-physical effects and art-directed changes to your shot. Light Path Expressions (LPE) are a powerful way to collect and output specific light paths for alteration later.</span>  


Some examples of the power of LPE are the ability to:

- Allow for additive compositing, preserving the physical nature of the image and avoiding artifacts through multiplication or division in post-processing.
- Output a specific bounce of light (2nd, 3rd, etc.) or even a range of bounces (4th to 8th bounce of light). You can use this to isolate effects or even noisy bounces for subtraction.
- Output a specific object to an LPE. While you can use [Cryptomatte](https://renderman.atlassian.net/wiki/spaces/REN26/pages/19661911) to isolate objects with an ID, you can also output the object or collection of objects and their contribution separately.
- Isolate a particular noisy light path for subtraction in comp or an LPE without these light paths to composite.
- Create a non-physical effect like differently colored caustics from their source, change the color cast of an object or scale lighting.
- Output per-light AOVs for manipulation later.


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<span style="color: #172b4d">In this example, we're going to create a LPE from an individual light in our studio scene.</span>

<span style="color: #172b4d">First, select the light you want to create a Light and under the RenderMan tab → Light Group, create a name for your light groups.  Note, you can add more than one light into a light group to create various isolated lighting setups.</span>


![image](media://65fd87a1-326b-480c-9116-7ba442985f98)


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<span style="color: #172b4d">Next, we want to create the actual LPE expression to be able to isolate this light in our AOV channels.  </span>

![renderVarLOP.png](media://8d26d41c-1a7f-4750-a6cc-7f8af0eb6eb9)

  
Using a Render Var LOP<span style="color: #172b4d">, you will there be able to enter in the desired information to create the LPE.  As you can see, the LPE will be called SideRoom_LPE and the source name defines the structure of the LPE and also included in the expression is the SideRoomLight, which refers to our previously created Light Group.</span>

<span style="color: #172b4d">More information on LPE expressions can be found </span><span style="color: #172b4d">[here](https://renderman.atlassian.net/wiki/spaces/REN26/pages/19661899)</span><span style="color: #172b4d">.</span>

Simply connecting the Render Var LOP to the first input of the RenderMan Render Settings LOP will be enough for the created Render Product primitive to add it to the *orderedVars* attribute (as shown below in the Scene Graph).

![renderVarSceneGraph.png](media://ffb4fa5c-ac40-4710-a8ad-ab3310a57540)

The image below demonstrates the SideRoomLight LPE contribution.

![image](media://22e4a302-ff32-4153-a92d-0b15f995a682)