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MaterialPhysicalDisneyPrincipled

MaterialPhysicalDisneyPrincipled#

(Disney Principled)

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Description#

A surface material based on the interface of the Disney principled material : https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf.

Public Attributes#

Type Name Visual Hint Description
double[3] base_color VISUAL_HINT_COLOR Defines the surface color.
double roughness VISUAL_HINT_PERCENTAGE Surface roughness: controls diffuse, specular and transmission response.
double metallic VISUAL_HINT_PERCENTAGE The metallic-ness (0 = dielectric, 1 = metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular, equal to the base color.
double specular VISUAL_HINT_PERCENTAGE Incident specular amount.
double specular_tint VISUAL_HINT_PERCENTAGE Tints incident specular towards the base color. Grazing specular is still achromatic.
double anisotropic VISUAL_HINT_PERCENTAGE Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = max anisotropic).
double anisotropic_rotation VISUAL_HINT_PERCENTAGE Rotates the direction of anisotropy, with 1.0 going full circle.
double clear_coat VISUAL_HINT_PERCENTAGE A second, special-purpose specular lobe.
double clear_coat_glossiness VISUAL_HINT_PERCENTAGE Controls clear coat glossiness (0 = a 'satin' appearance, 1 = a 'gloss' appearance).
double[3] specular_color VISUAL_HINT_COLOR Defines the specular color.
double[3] metallic_edge_color VISUAL_HINT_COLOR Color bias as the viewing direction becomes parallel to the surface.
double[3] reflection_exit_color VISUAL_HINT_COLOR Sets the reflection color when there is no more bounce along the path.
double subsurface VISUAL_HINT_PERCENTAGE Controls diffuse shape using a subsurface approximation.
double[3] subsurface_color VISUAL_HINT_COLOR Defines the scattering color inside the material.
double subsurface_radius VISUAL_HINT_DISTANCE Sets the light penetration distance inside the material.
long subsurface_simulation VISUAL_HINT_DEFAULT Technique used to simulate sub-surface scattering. The empirical diffusion profile cheaply approximates the scattering paths that reach the surface while being a good fit to actual SSS measurements of the attenuation of light with distance. The random walk gives a more accurate result by simulating actual scattering events inside the medium.
string subsurface_group VISUAL_HINT_TAG Name of the group among which illumination propagates between SSS materials.
double transmission VISUAL_HINT_PERCENTAGE An additional transmissive component.
double transmission_tint VISUAL_HINT_PERCENTAGE Amount to tint transmission towards base color.
double[3] transmission_color VISUAL_HINT_COLOR Defines the transmission color.
double[3] transmission_exit_color VISUAL_HINT_COLOR Sets the transmission color when there is no more bounce along the path.
double sheen VISUAL_HINT_PERCENTAGE An additional grazing component, primarily intended for cloth.
double sheen_tint VISUAL_HINT_PERCENTAGE Amount to tint sheen towards base color.
double[3] sheen_color VISUAL_HINT_COLOR Defines the sheen color.
double emission_weight VISUAL_HINT_PERCENTAGE Controls the amount of emission.
double[3] emission_color VISUAL_HINT_COLOR Defines the emission color.

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 diffuse_sampling_multiplier VISUAL_HINT_SCALE Material diffuse sample count multiplier.
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 subsurface_sampling_multiplier VISUAL_HINT_SCALE Material subsurface sample count multiplier.
double volume_sampling_multiplier VISUAL_HINT_SCALE Material volume 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 diffuse_depth VISUAL_HINT_DEFAULT Maximum diffuse depth.
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.
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 "MaterialPhysicalDisneyPrincipled" "MaterialPhysical" {
    #version 0.91
    icon "material_disney.iconrc"
    doc "A surface material based on the interface of the Disney principled material : https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf."
    attribute_group "base" {
        color "base_color" {
            doc "Defines the surface color."
            texturable yes
            animatable yes
            value 0.78 0.78 0.78
        }
        percentage "roughness" {
            doc "Surface roughness: controls diffuse, specular and transmission response."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "metallic" {
            doc "The metallic-ness (0 = dielectric, 1 = metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular, equal to the base color."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "specular" {
            doc "Incident specular amount."
            texturable yes
            animatable yes
            slider yes
            ui_range yes 0.0 1
            value 0.5
        }
        percentage "specular_tint" {
            doc "Tints incident specular towards the base color. Grazing specular is still achromatic."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
    }
    attribute_group "anisotropy" {
        collapsed yes
        percentage "anisotropic" {
            doc "Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = max anisotropic)."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "anisotropic_rotation" {
            doc "Rotates the direction of anisotropy, with 1.0 going full circle."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            read_only yes
            value 0.0
        }
    }
    attribute_group "clear_coat" {
        collapsed yes
        percentage "clear_coat" {
            doc "A second, special-purpose specular lobe."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "clear_coat_glossiness" {
            doc "Controls clear coat glossiness (0 = a \'satin\' appearance, 1 = a \'gloss\' appearance)."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            read_only yes
            value 1
        }
    }
    attribute_group "reflection_advanced" {
        collapsed yes
        color "specular_color" {
            doc "Defines the specular color."
            texturable yes
            animatable yes
            value 1 1 1
        }
        color "metallic_edge_color" {
            doc "Color bias as the viewing direction becomes parallel to the surface."
            texturable yes
            animatable yes
            read_only yes
            value 0.0 0.0 0.0
        }
        color "reflection_exit_color" {
            doc "Sets 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 "subsurface" {
        collapsed yes
        percentage "subsurface" {
            doc "Controls diffuse shape using a subsurface approximation."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        color "subsurface_color" {
            doc "Defines the scattering color inside the material."
            texturable yes
            animatable yes
            read_only yes
            value 1 1 1
        }
        distance "subsurface_radius" {
            doc "Sets the light penetration distance inside the material."
            texturable yes
            animatable yes
            numeric_range yes 0.0 1.79769313486232e+308
            ui_range yes 0.0 1
            read_only yes
            value 0.05
        }
        long "subsurface_simulation" {
            doc "Technique used to simulate sub-surface scattering. The empirical diffusion profile cheaply approximates the scattering paths that reach the surface while being a good fit to actual SSS measurements of the attenuation of light with distance. The random walk gives a more accurate result by simulating actual scattering events inside the medium."
            read_only yes
            preset "Empirical" "0"
            preset "Random Walk" "1"
            value 0
        }
        tag "subsurface_group" {
            doc "Name of the group among which illumination propagates between SSS materials."
            read_only yes
            value ""
        }
    }
    attribute_group "transmission" {
        collapsed yes
        percentage "transmission" {
            doc "An additional transmissive component."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "transmission_tint" {
            doc "Amount to tint transmission towards base color."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            read_only yes
            value 0.0
        }
        color "transmission_color" {
            doc "Defines the transmission color."
            texturable yes
            animatable yes
            read_only yes
            value 1 1 1
        }
        color "transmission_exit_color" {
            doc "Sets the transmission color when there is no more bounce along the path."
            texturable yes
            animatable yes
            read_only yes
            value 0.0 0.0 0.0
        }
    }
    attribute_group "sheen" {
        collapsed yes
        percentage "sheen" {
            doc "An additional grazing component, primarily intended for cloth."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10
            ui_range yes 0.0 1
            value 0.0
        }
        percentage "sheen_tint" {
            doc "Amount to tint sheen towards base color."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            read_only yes
            value 0.5
        }
        color "sheen_color" {
            doc "Defines the sheen color."
            texturable yes
            animatable yes
            read_only yes
            value 1 1 1
        }
    }
    attribute_group "emission" {
        collapsed yes
        percentage "emission_weight" {
            doc "Controls the amount of emission."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10000000
            ui_range yes 0.0 1
            value 0.0
        }
        color "emission_color" {
            doc "Defines the emission color."
            texturable yes
            animatable yes
            read_only yes
            value 1 1 1
        }
    }
    set "volume_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
    }
}