MaterialPhysicalStandard#
(Standard)
- Category:
/Material/Physical
- Default object name:
standard
- Inherits from: ProjectItem > Material > MaterialPhysical
Description#
A surface material based on the interface of the Al Surface shader : http://www.anderslanglands.com/alshaders/alSurface.html.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
fresnel_energy_conservation |
VISUAL_HINT_DEFAULT |
If enabled it will compute the Fresnel using the microfacet normals. |
double[3] |
diffuse_front_color |
VISUAL_HINT_COLOR |
Define the diffuse albedo. The diffuse layer sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both the specular lobes. |
double |
diffuse_front_strength |
VISUAL_HINT_PERCENTAGE |
Strength of the diffuse color. |
double |
diffuse_roughness |
VISUAL_HINT_PERCENTAGE |
Roughness of the diffuse lobe. A zero value yields the actual Lambertian model, whereas greater values increase backward scattering phenomena. |
double[3] |
diffuse_back_color |
VISUAL_HINT_COLOR |
Amount of light transmitted by the translucent surface. |
double |
diffuse_back_strength |
VISUAL_HINT_PERCENTAGE |
strength of the back color. |
double |
diffuse_sss_mix |
VISUAL_HINT_PERCENTAGE |
Mix between the SSS and the diffuse. 0 means no SSS, full diffuse. 1 means full SSS, no diffuse. The SSS lobe sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both specular lobes. |
long |
diffuse_sss_mode |
VISUAL_HINT_DEFAULT |
Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements. |
double |
diffuse_sss_density_scale |
VISUAL_HINT_SCALE |
Global density of the material, effectively dividing the mean subsurface scattering distance of all layers. |
double[3] |
diffuse_sss_color_1 |
VISUAL_HINT_COLOR |
Wavelength-dependent mean subsurface scattering distance of SSS layer 1. |
double |
diffuse_sss_distance_1 |
VISUAL_HINT_DISTANCE |
Scaling factor of the mean subsurface scattering distance of layer 1 at all wavelengths. |
double |
diffuse_sss_weight_1 |
VISUAL_HINT_PERCENTAGE |
Weight of layer 1 relative to that of all SSS layers. |
double[3] |
diffuse_sss_color_2 |
VISUAL_HINT_COLOR |
Wavelength-dependent mean subsurface scattering distance of SSS layer 2. |
double |
diffuse_sss_distance_2 |
VISUAL_HINT_DISTANCE |
Scaling factor of the mean subsurface scattering distance of layer 2 at all wavelengths. |
double |
diffuse_sss_weight_2 |
VISUAL_HINT_PERCENTAGE |
Weight of layer 2 relative to that of all SSS layers. |
double[3] |
diffuse_sss_color_3 |
VISUAL_HINT_COLOR |
Wavelength-dependent mean subsurface scattering distance of SSS layer 3. |
double |
diffuse_sss_distance_3 |
VISUAL_HINT_DISTANCE |
Scaling factor of the mean subsurface scattering distance of layer 3 at all wavelengths. |
double |
diffuse_sss_weight_3 |
VISUAL_HINT_PERCENTAGE |
Weight of layer 3 relative to that of all SSS layers. |
string |
diffuse_sss_group |
VISUAL_HINT_TAG |
Name of the group among which illumination propagates between SSS materials. |
long |
diffuse_normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
diffuse_normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
double[3] |
specular_1_color |
VISUAL_HINT_COLOR |
Reflection color of the specular 1 lobe. The specular 1 lobe sits on top of all the others and so both receives all the light and attenuates the light reaching all other lobes. |
double |
specular_1_strength |
VISUAL_HINT_PERCENTAGE |
Reflection strength of the specular lobe. |
double |
specular_1_roughness |
VISUAL_HINT_PERCENTAGE |
Roughness of the specular lobe. |
double |
specular_1_anisotropy |
VISUAL_HINT_PERCENTAGE |
Anisotropy of the specular lobe. |
double |
specular_1_anisotropy_rotation |
VISUAL_HINT_PERCENTAGE |
Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees). |
long |
specular_1_fresnel_preset |
VISUAL_HINT_DEFAULT |
Set of measured Fresnel presets for well-known materials. |
long |
specular_1_fresnel_mode |
VISUAL_HINT_DEFAULT |
Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals. |
double |
specular_1_index_of_refraction |
VISUAL_HINT_DEFAULT |
Set the index of refraction. |
double[3] |
specular_1_fresnel_reflectivity |
VISUAL_HINT_COLOR |
Reflectance color at normal incidence (aka F0). |
double[3] |
specular_1_fresnel_edge_tint |
VISUAL_HINT_COLOR |
Color bias as the viewing direction becomes parallel to the surface. |
long |
specular_1_brdf |
VISUAL_HINT_DEFAULT |
BRDF used for the specular lobe. |
double[3] |
specular_1_exit_color |
VISUAL_HINT_COLOR |
Set the reflection color when there is no more bounce along the path. |
long |
specular_1_normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
specular_1_normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
double[3] |
specular_2_color |
VISUAL_HINT_COLOR |
Reflection color of the second specular 2 lobe. The specular 2 lobe sits underneath the specular 1 lobe and so is attenuated by it and attenuates the light reaching all other lobes |
double |
specular_2_strength |
VISUAL_HINT_PERCENTAGE |
Reflection strength of the specular lobe. |
double |
specular_2_roughness |
VISUAL_HINT_PERCENTAGE |
Roughness of the specular lobe. |
double |
specular_2_anisotropy |
VISUAL_HINT_PERCENTAGE |
Anisotropy of the specular lobe. |
double |
specular_2_anisotropy_rotation |
VISUAL_HINT_PERCENTAGE |
Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees). |
long |
specular_2_fresnel_preset |
VISUAL_HINT_DEFAULT |
Set of measured Fresnel presets for well-known materials. |
long |
specular_2_fresnel_mode |
VISUAL_HINT_DEFAULT |
Selects which mode to use for the fresnel. Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals. |
double |
specular_2_index_of_refraction |
VISUAL_HINT_DEFAULT |
Set the index of refraction. |
double[3] |
specular_2_fresnel_reflectivity |
VISUAL_HINT_COLOR |
Reflectance color at normal incidence (aka F0). |
double[3] |
specular_2_fresnel_edge_tint |
VISUAL_HINT_COLOR |
Color bias as the viewing direction becomes parallel to the surface. |
long |
specular_2_brdf |
VISUAL_HINT_DEFAULT |
BRDF used for the specular lobe. |
double[3] |
specular_2_exit_color |
VISUAL_HINT_COLOR |
Set the reflection color when there is no more bounce along the path. |
long |
specular_2_normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
specular_2_normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
double[3] |
transmission_color |
VISUAL_HINT_COLOR |
Set the refraction color of the material. |
double |
transmission_strength |
VISUAL_HINT_PERCENTAGE |
strength of the refraction color. The transmission lobe sits underneath the two specular layers and is attenuated by both. |
bool |
transmission_link_to_specular |
VISUAL_HINT_DEFAULT |
The roughness and the ior will be the same as the specular lobe choose in Transmission Linked To. |
long |
transmission_linked_to |
VISUAL_HINT_DEFAULT |
Choose which specular will be linked to the transmission |
double |
transmission_index_of_refraction |
VISUAL_HINT_DEFAULT |
Set the index of refraction. |
double |
transmission_roughness |
VISUAL_HINT_PERCENTAGE |
Roughness of the refraction 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. |
double[3] |
transmission_exit_color |
VISUAL_HINT_COLOR |
Set the refraction color when there is no more bounce along the path. |
long |
transmission_normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
transmission_normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
double[3] |
emission_color |
VISUAL_HINT_COLOR |
Define the emission color. |
double |
emission_weight |
VISUAL_HINT_PERCENTAGE |
strength of 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. |
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 "MaterialPhysicalStandard" "MaterialPhysical" {
#version 0.97
doc "A surface material based on the interface of the Al Surface shader : http://www.anderslanglands.com/alshaders/alSurface.html."
attribute_group "energy conservation" {
bool "fresnel_energy_conservation" {
doc "If enabled it will compute the Fresnel using the microfacet normals."
value yes
}
}
attribute_group "diffuse" {
color "diffuse_front_color" {
doc "Define the diffuse albedo. The diffuse layer sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both the specular lobes."
texturable yes
animatable yes
value 0.5 0.5 0.5
}
percentage "diffuse_front_strength" {
doc "Strength of the diffuse color."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 1
}
percentage "diffuse_roughness" {
doc "Roughness of the diffuse lobe. A zero value yields the actual Lambertian model, whereas greater values increase backward scattering phenomena."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 100
ui_range yes 0.0 1
value 0.0
}
}
attribute_group "diffuse>backlight" {
collapsed yes
color "diffuse_back_color" {
doc "Amount of light transmitted by the translucent surface."
texturable yes
animatable yes
read_only yes
value 0.18 0.18 0.18
}
percentage "diffuse_back_strength" {
doc "strength of the back color."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 0.0
}
}
attribute_group "diffuse>subsurface" {
collapsed yes
percentage "diffuse_sss_mix" {
doc "Mix between the SSS and the diffuse. 0 means no SSS, full diffuse. 1 means full SSS, no diffuse. The SSS lobe sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both specular lobes."
texturable yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 0.0
}
long "diffuse_sss_mode" {
doc "Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements."
read_only yes
preset "Gaussian" "1"
preset "Cubic" "2"
preset "Empirical" "0"
value 2
}
scale "diffuse_sss_density_scale" {
doc "Global density of the material, effectively dividing the mean subsurface scattering distance of all layers."
texturable yes
animatable yes
numeric_range yes 0.0001 1.79769313486232e+308
ui_range yes 0.0001 1.79769313486232e+308
read_only yes
value 1
}
color "diffuse_sss_color_1" {
doc "Wavelength-dependent mean subsurface scattering distance of SSS layer 1."
texturable yes
animatable yes
read_only yes
value 0.439 0.156 0.078
}
distance "diffuse_sss_distance_1" {
doc "Scaling factor of the mean subsurface scattering distance of layer 1 at all wavelengths."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0001 1.79769313486232e+308
ui_range yes 0.0001 0.1
read_only yes
value 1.5
}
percentage "diffuse_sss_weight_1" {
doc "Weight of layer 1 relative to that of all SSS layers."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
read_only yes
value 1
}
color "diffuse_sss_color_2" {
doc "Wavelength-dependent mean subsurface scattering distance of SSS layer 2."
texturable yes
animatable yes
read_only yes
value 0.439 0.08 0.018
}
distance "diffuse_sss_distance_2" {
doc "Scaling factor of the mean subsurface scattering distance of layer 2 at all wavelengths."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0001 1.79769313486232e+308
ui_range yes 0.0001 0.1
read_only yes
value 4
}
percentage "diffuse_sss_weight_2" {
doc "Weight of layer 2 relative to that of all SSS layers."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
read_only yes
value 0.0
}
color "diffuse_sss_color_3" {
doc "Wavelength-dependent mean subsurface scattering distance of SSS layer 3."
texturable yes
animatable yes
read_only yes
value 0.523 0.637 0.667
}
distance "diffuse_sss_distance_3" {
doc "Scaling factor of the mean subsurface scattering distance of layer 3 at all wavelengths."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0001 1.79769313486232e+308
ui_range yes 0.0001 0.1
read_only yes
value 0.75
}
percentage "diffuse_sss_weight_3" {
doc "Weight of layer 3 relative to that of all SSS layers."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
read_only yes
value 0.0
}
tag "diffuse_sss_group" {
doc "Name of the group among which illumination propagates between SSS materials."
read_only yes
value ""
}
}
attribute_group "diffuse>advanced" {
collapsed yes
ui_weight 1000
long "diffuse_normal_mode" {
doc "Define which geometric normal to use for the shading."
preset "Flat" "0"
preset "Smooth" "1"
value 1
}
percentage "diffuse_normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
}
attribute_group "specular_1" {
color "specular_1_color" {
doc "Reflection color of the specular 1 lobe. The specular 1 lobe sits on top of all the others and so both receives all the light and attenuates the light reaching all other lobes."
texturable yes
animatable yes
value 1 1 1
}
percentage "specular_1_strength" {
doc "Reflection strength of the specular lobe."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 1
}
percentage "specular_1_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 0.3
}
percentage "specular_1_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 0.5
}
percentage "specular_1_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_1>fresnel" {
collapsed yes
long "specular_1_fresnel_preset" {
doc "Set of measured Fresnel presets for well-known materials."
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
}
long "specular_1_fresnel_mode" {
doc "Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals."
preset "Dielectric" "0"
preset "Metallic" "1"
value 0
}
double "specular_1_index_of_refraction" {
doc "Set the index of refraction."
texturable yes
animatable yes
slider yes
numeric_range yes 1e-06 1000000000
ui_range yes 0.001 5
value 1.4
}
color "specular_1_fresnel_reflectivity" {
doc "Reflectance color at normal incidence (aka F0)."
texturable yes
animatable yes
read_only yes
value 0.04 0.04 0.04
}
color "specular_1_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 "specular_1>advanced" {
collapsed yes
ui_weight 1000
long "specular_1_brdf" {
doc "BRDF used for the specular lobe."
preset "GGX" "0"
preset "Ward" "1"
preset "Beckmann" "2"
value 0
}
color "specular_1_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
}
long "specular_1_normal_mode" {
doc "Define which geometric normal to use for the shading."
preset "Flat" "0"
preset "Smooth" "1"
value 1
}
percentage "specular_1_normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
}
attribute_group "specular_2" {
collapsed yes
color "specular_2_color" {
doc "Reflection color of the second specular 2 lobe. The specular 2 lobe sits underneath the specular 1 lobe and so is attenuated by it and attenuates the light reaching all other lobes"
texturable yes
animatable yes
read_only yes
value 1 1 1
}
percentage "specular_2_strength" {
doc "Reflection strength of the specular lobe."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 0.0
}
percentage "specular_2_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
read_only yes
value 0.5
}
percentage "specular_2_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
read_only yes
value 0.5
}
percentage "specular_2_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_2>fresnel" {
collapsed yes
long "specular_2_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
}
long "specular_2_fresnel_mode" {
doc "Selects which mode to use for the fresnel. Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals."
read_only yes
preset "Dielectric" "0"
preset "Metallic" "1"
value 0
}
double "specular_2_index_of_refraction" {
doc "Set the index of refraction."
texturable yes
animatable yes
slider yes
numeric_range yes 1e-06 1000000000
ui_range yes 0.001 5
read_only yes
value 1.4
}
color "specular_2_fresnel_reflectivity" {
doc "Reflectance color at normal incidence (aka F0)."
texturable yes
animatable yes
read_only yes
value 0.548 0.549 0.57
}
color "specular_2_fresnel_edge_tint" {
doc "Color bias as the viewing direction becomes parallel to the surface."
texturable yes
animatable yes
read_only yes
value 0.579 0.598 0.62
}
}
attribute_group "specular_2>advanced" {
collapsed yes
ui_weight 1000
long "specular_2_brdf" {
doc "BRDF used for the specular lobe."
read_only yes
preset "GGX" "0"
preset "Ward" "1"
preset "Beckmann" "2"
value 0
}
color "specular_2_exit_color" {
doc "Set the reflection color when there is no more bounce along the path."
texturable yes
animatable yes
read_only yes
value 0.0 0.0 0.0
}
long "specular_2_normal_mode" {
doc "Define which geometric normal to use for the shading."
preset "Flat" "0"
preset "Smooth" "1"
value 1
}
percentage "specular_2_normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
}
attribute_group "transmission" {
collapsed yes
color "transmission_color" {
doc "Set the refraction color of the material."
texturable yes
animatable yes
read_only yes
value 1 1 1
}
percentage "transmission_strength" {
doc "strength of the refraction color. The transmission lobe sits underneath the two specular layers and is attenuated by both."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10
ui_range yes 0.0 1
value 0.0
}
bool "transmission_link_to_specular" {
doc "The roughness and the ior will be the same as the specular lobe choose in Transmission Linked To."
read_only yes
value yes
}
long "transmission_linked_to" {
doc "Choose which specular will be linked to the transmission"
read_only yes
preset "Specular 1" "0"
preset "Specular 2" "1"
value 0
}
double "transmission_index_of_refraction" {
doc "Set the index of refraction."
texturable yes
animatable yes
slider yes
numeric_range yes 1e-06 1000000000
ui_range yes 0.001 5
read_only yes
value 1.4
}
percentage "transmission_roughness" {
doc "Roughness of the refraction surface."
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 "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 "transmission>advanced" {
collapsed yes
ui_weight 1000
color "transmission_exit_color" {
doc "Set the refraction color when there is no more bounce along the path."
texturable yes
animatable yes
read_only yes
value 0.0 0.0 0.0
}
long "transmission_normal_mode" {
doc "Define which geometric normal to use for the shading."
preset "Flat" "0"
preset "Smooth" "1"
value 1
}
percentage "transmission_normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
}
attribute_group "emission" {
collapsed yes
color "emission_color" {
doc "Define the emission color."
texturable yes
animatable yes
read_only yes
value 1 1 1
}
percentage "emission_weight" {
doc "strength of the emission color"
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 10000000
ui_range yes 0.0 1
value 0.0
}
}
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
}
}