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MaterialPhysicalDielectric

MaterialPhysicalDielectric#

(Dielectric)

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Description#

Dielectric Material, combining reflection and refraction.

Public Attributes#

Type Name Visual Hint Description
double[3] reflection_color VISUAL_HINT_COLOR Define the reflection color.
double reflection_gain VISUAL_HINT_PERCENTAGE Gain of the reflection color.
double[3] reflection_exit_color VISUAL_HINT_COLOR Set the reflection color when there is no more bounce along the path.
double[3] refraction_color VISUAL_HINT_COLOR Define the refraction color.
double refraction_gain VISUAL_HINT_PERCENTAGE Gain of the refraction color.
double[3] refraction_exit_color VISUAL_HINT_COLOR Set the refraction color when there is no more bounce along the path.
double index_of_refraction VISUAL_HINT_DEFAULT Set the index of refraction of the dielectric surface.
double[3] transmittance_color VISUAL_HINT_COLOR Set the transmittance color of the material.
double transmittance_density VISUAL_HINT_DEFAULT Set the transmittance density of the material.
double[3] transmission_scatter VISUAL_HINT_COLOR Color of the scattering
double transmission_scatter_anisotropy VISUAL_HINT_PERCENTAGE Anisotropy of the scattering.
long brdf VISUAL_HINT_DEFAULT BRDF used for both specular and transmission lobes.
double roughness VISUAL_HINT_PERCENTAGE Roughness of the dielectric surface.
long anisotropy_mode VISUAL_HINT_DEFAULT Controls how the anisotropy behaves. Stretch increases the roughness along Y axis, whereas Squash reduces the roughness along Y axis.
double anisotropy VISUAL_HINT_PERCENTAGE Anisotropy of the dielectric surface.
long anisotropy_space VISUAL_HINT_DEFAULT Space in which the specular lobe anisotropy direction is expressed. Tangent UV space uses a frame defined by the UV mapping of the textures connected to the dielectric reflect attributes. Tangent parametric uses, as the name suggests, the parametric frame. Finally, Object space uses the current object frame.
double[3] anisotropy_direction VISUAL_HINT_DEFAULT Initial direction of specular lobe anisotropy (before a potential rotation) expressed in the space selected above.
double anisotropy_rotation VISUAL_HINT_PERCENTAGE Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees).

Inherited Public Attributes#

Type Name Visual Hint Description
bool export_aovs VISUAL_HINT_DEFAULT Compute and write Aovs defined in the shading graph
reference (AovStore) arbitrary_output_variables VISUAL_HINT_DEFAULT Set the list of extra channels to write to the image.
string light_path_expression_label VISUAL_HINT_DEFAULT Set the material label in light path expressions.
long material_sample_count VISUAL_HINT_SAMPLE_PER_PIXEL Material sample count per pixel.
double glossy_reflection_sampling_multiplier VISUAL_HINT_SCALE Material glossy reflection sample count multiplier.
double glossy_transmission_sampling_multiplier VISUAL_HINT_SCALE Material glossy transmission sample count multiplier.
double russian_roulette VISUAL_HINT_PERCENTAGE Amount of Russian roulette used on the material samples.
double roughness_noise_optimization VISUAL_HINT_PERCENTAGE Noise reduction strategy along rough light path.
double multiple_scattering_strength VISUAL_HINT_PERCENTAGE Strength of compensation for energy lost by multiple scattering.
long specular_reflection_depth VISUAL_HINT_DEFAULT Maximum specular reflection depth.
long glossy_reflection_depth VISUAL_HINT_DEFAULT Maximum glossy reflection depth.
long specular_transmission_depth VISUAL_HINT_DEFAULT Maximum specular transmission depth.
long glossy_transmission_depth VISUAL_HINT_DEFAULT Maximum glossy transmission depth.
long volume_depth VISUAL_HINT_DEFAULT Maximum volume depth.
double[3] opacity VISUAL_HINT_COLOR Opacity of the material.
long normal_mode VISUAL_HINT_DEFAULT Define which geometric normal to use for the shading.
double normal_input VISUAL_HINT_PERCENTAGE Override the shading normal by the one given as input. The value controls the blending with the original normal.
long sidedness VISUAL_HINT_DEFAULT Sidedness of this surface used for this material. 'Single' keeps the original normals no matter what. 'Double' may flip the normal to be oriented toward the incomming direction. 'Invert' flips the original normal no matter what.
long shadow_casting_mode VISUAL_HINT_DEFAULT Defines the properties of the material when casting shadows: fully opaque (regardless of the actual value of the opacity of the material), artistic (user-defined opacity and coloring), pseudo-caustics (cheaply emulating actual refractive caustics) or physical (intrinsic transparency of the material), where the last three are modulated by the opacity of the material.
double shadow_opacity VISUAL_HINT_PERCENTAGE Defines how dark the shadows cast by this material are.
double shadow_coloring VISUAL_HINT_PERCENTAGE Defines how much refraction and absorption colors affect shadowing.
long reflective_caustics VISUAL_HINT_DEFAULT Reflective caustics computation mode.
long refractive_caustics VISUAL_HINT_DEFAULT Refractive caustics computation mode.

CID#

class "MaterialPhysicalDielectric" "MaterialPhysical" {
    #version 0.95
    icon "material_dielectric.iconrc"
    doc "Dielectric Material, combining reflection and refraction."
    attribute_group "specular" {
        color "reflection_color" {
            doc "Define the reflection color."
            texturable yes
            animatable yes
            value 0.78 0.78 0.78
        }
        percentage "reflection_gain" {
            doc "Gain of the reflection color."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10
            ui_range yes 0.0 1
            value 1
        }
        color "reflection_exit_color" {
            doc "Set the reflection color when there is no more bounce along the path."
            texturable yes
            animatable yes
            value 0.0 0.0 0.0
        }
    }
    attribute_group "transmission" {
        color "refraction_color" {
            doc "Define the refraction color."
            texturable yes
            animatable yes
            value 0.78 0.78 0.78
        }
        percentage "refraction_gain" {
            doc "Gain of the refraction color."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10
            ui_range yes 0.0 1
            value 1
        }
        color "refraction_exit_color" {
            doc "Set the refraction color when there is no more bounce along the path."
            texturable yes
            animatable yes
            value 0.0 0.0 0.0
        }
        double "index_of_refraction" {
            doc "Set the index of refraction of the dielectric surface."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 1e-06 1000000000
            ui_range yes 0.001 5
            value 1.5
        }
        double "dispersion" {
            doc "Set the Abbe number of the material."
            null_label "Disabled"
            null_value "-1.0"
            hidden yes
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 1 100
            ui_range yes 1 100
            value -1
        }
    }
    attribute_group "transmission>attenuation" {
        collapsed yes
        color "transmittance_color" {
            doc "Set the transmittance color of the material."
            texturable yes
            animatable yes
            value 1 1 1
        }
        double "transmittance_density" {
            doc "Set the transmittance density of the material."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10000000
            ui_range yes 0.0 10
            value 0.0
        }
        color "transmission_scatter" {
            doc "Color of the scattering"
            texturable yes
            animatable yes
            value 0.0 0.0 0.0
        }
        percentage "transmission_scatter_anisotropy" {
            doc "Anisotropy of the scattering."
            texturable yes
            animatable yes
            slider yes
            ui_range yes -1 1
            value 0.0
        }
    }
    attribute_group "surface_property" {
        long "brdf" {
            doc "BRDF used for both specular and transmission lobes."
            preset "GGX" "0"
            preset "Ward" "1"
            preset "Beckmann" "2"
            value 0
        }
        percentage "roughness" {
            doc "Roughness of the dielectric surface."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
    }
    attribute_group "surface_property>anisotropy" {
        collapsed yes
        long "anisotropy_mode" {
            doc "Controls how the anisotropy behaves. Stretch increases the roughness along Y axis, whereas Squash reduces the roughness along Y axis."
            preset "Stretch" "0"
            preset "Squash" "1"
            value 0
        }
        percentage "anisotropy" {
            doc "Anisotropy of the dielectric surface."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        long "anisotropy_space" {
            doc "Space in which the specular lobe anisotropy direction is expressed. Tangent UV space uses a frame defined by the UV mapping of the textures connected to the dielectric reflect attributes. Tangent parametric uses, as the name suggests, the parametric frame. Finally, Object space uses the current object frame."
            read_only yes
            preset "Tangent UV" "0"
            preset "Tangent parametric" "1"
            preset "Object" "2"
            value 0
        }
        double[3] "anisotropy_direction" {
            doc "Initial direction of specular lobe anisotropy (before a potential rotation) expressed in the space selected above."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes -1 1
            ui_range yes -1 1
            read_only yes
            value 1 0.0 0.0
        }
        percentage "anisotropy_rotation" {
            doc "Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees)."
            texturable yes
            animatable yes
            slider yes
            ui_range yes 0.0 1
            read_only yes
            value 0.0
        }
    }
    set "diffuse_sampling_multiplier" {
        null_label "Use Renderer Settings"
        null_value "-1.0"
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 1000
        ui_range yes 0.0 10
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable yes
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value -1
    }
    set "subsurface_sampling_multiplier" {
        null_label "Use Renderer Settings"
        null_value "-1.0"
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 1000
        ui_range yes 0.0 10
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable yes
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value -1
    }
    set "volume_sampling_multiplier" {
        null_label "Use Renderer Settings"
        null_value "-1.0"
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 1000
        ui_range yes 0.0 10
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable yes
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value -1
    }
    set "diffuse_depth" {
        null_label "Use Renderer Settings"
        null_value "-1"
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 65536
        ui_range yes 0.0 16
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value -1
    }
    set "shadow_casting_mode" {
        private no
        hidden no
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range no 0.0 1
        ui_range no 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        preset "Opaque" "0"
        preset "Artistic" "1"
        preset "Physical" "3"
        preset "Pseudo-Caustics" "2"
        value 2
    }
}