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MaterialPhysicalReflection

MaterialPhysicalReflection#

(Reflection)

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Description#

A specular physical material

Public Attributes#

Type Name Visual Hint Description
double[3] color VISUAL_HINT_COLOR Reflection color of the specular lobe.
double gain VISUAL_HINT_PERCENTAGE Reflection gain of the specular lobe.
double[3] exit_color VISUAL_HINT_COLOR Set the reflection color when there is no more bounce along the path.
double roughness VISUAL_HINT_PERCENTAGE Roughness of the specular lobe.
long brdf VISUAL_HINT_DEFAULT BRDF used for the specular lobe.
double anisotropy VISUAL_HINT_PERCENTAGE Anisotropy of the specular lobe.
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.
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 specular 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).
bool use_fresnel VISUAL_HINT_DEFAULT Enable or disable Fresnel
long fresnel_preset VISUAL_HINT_DEFAULT Set of measured Fresnel presets for well-known materials.
double[3] fresnel_incident_tint VISUAL_HINT_COLOR Reflectance color at normal incidence (aka F0).
double[3] fresnel_edge_tint VISUAL_HINT_COLOR Color bias as the viewing direction becomes parallel to the surface.

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 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.
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.

CID#

class "MaterialPhysicalReflection" "MaterialPhysical" {
    #version 0.93
    icon "material_reflection.iconrc"
    doc "A specular physical material"
    attribute_group "specular" {
        color "color" {
            doc "Reflection color of the specular lobe."
            texturable yes
            animatable yes
            value 0.78 0.78 0.78
        }
        percentage "gain" {
            doc "Reflection gain of the specular lobe."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 10
            ui_range yes 0.0 1
            value 1
        }
        color "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
        }
        percentage "roughness" {
            doc "Roughness of the specular lobe."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        long "brdf" {
            doc "BRDF used for the specular lobe."
            preset "GGX" "0"
            preset "Ward" "1"
            preset "Beckmann" "2"
            value 0
        }
    }
    attribute_group "specular>anisotropy" {
        collapsed yes
        percentage "anisotropy" {
            doc "Anisotropy of the specular lobe."
            texturable yes
            animatable yes
            slider yes
            numeric_range yes 0.0 1
            ui_range yes 0.0 1
            value 0.0
        }
        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
        }
        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 specular 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
        }
    }
    attribute_group "specular>fresnel" {
        collapsed yes
        bool "use_fresnel" {
            doc "Enable or disable Fresnel"
            value no
        }
        long "fresnel_preset" {
            doc "Set of measured Fresnel presets for well-known materials."
            read_only yes
            preset "Custom" "-1"
            preset "Polyurethane" "0"
            preset "Water" "1"
            preset "Aluminium" "2"
            preset "Chromium" "3"
            preset "Copper" "4"
            preset "Gold" "5"
            preset "Silver" "6"
            preset "Titanium" "7"
            value -1
        }
        color "fresnel_incident_tint" {
            doc "Reflectance color at normal incidence (aka F0)."
            texturable yes
            animatable yes
            read_only yes
            value 0.04 0.04 0.04
        }
        color "fresnel_edge_tint" {
            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
        }
    }
    attribute_group "transparent_shadows" {
        collapsed yes
    }
    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 "glossy_transmission_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 "specular_transmission_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 "glossy_transmission_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 "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 "refractive_caustics" {
        private no
        hidden yes
        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 "Off" "0"
        preset "Glossy only" "1"
        preset "Specular only" "2"
        preset "Full" "3"
        value 0
    }
}