MaterialPhysicalTransmission#
(Transmission)
- Category:
/Material/Physical
- Default object name:
transmission
- Inherits from: ProjectItem > Material > MaterialPhysical
Description#
A refraction physical material
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
double[3] |
color |
VISUAL_HINT_COLOR |
Set the refraction color of the material. |
double |
gain |
VISUAL_HINT_PERCENTAGE |
Gain of the refraction color. |
double[3] |
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. |
double |
roughness |
VISUAL_HINT_PERCENTAGE |
Roughness of the refraction surface. |
long |
btdf |
VISUAL_HINT_DEFAULT |
BTDF used for 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. |
double |
anisotropy |
VISUAL_HINT_PERCENTAGE |
Anisotropy of the refraction 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 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). |
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. |
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_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_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 |
refractive_caustics |
VISUAL_HINT_DEFAULT |
Refractive caustics computation mode. |
CID#
class "MaterialPhysicalTransmission" "MaterialPhysical" {
#version 0.93
icon "material_transmission.iconrc"
doc "A refraction physical material"
attribute_group "transmission" {
color "color" {
doc "Set the refraction color of the material."
texturable yes
animatable yes
value 0.78 0.78 0.78
}
percentage "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 "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."
texturable yes
animatable yes
slider yes
numeric_range yes 1e-06 1000000000
ui_range yes 0.001 5
value 1
}
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
}
percentage "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
value 0.0
}
long "btdf" {
doc "BTDF used for the specular lobe."
preset "GGX" "0"
preset "Beckmann" "1"
value 1
}
}
attribute_group "transmission>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 refraction 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 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 "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
}
}
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_reflection_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_reflection_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_reflection_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
}
set "reflective_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
}
}