MaterialPhysicalDisneyPrincipled#
(Disney Principled)
- Category:
/Material/Physical
- Default object name:
disney_principled
- Inherits from: ProjectItem > Material > MaterialPhysical
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
}
}