Blend#
(MaterialPhysicalBlend)
- Category:
/Material/Physical
- Default object name:
blend
Description#
Blend two physical materials
Attributes#
Name | Type | Description |
---|---|---|
Export Aovs | bool |
Compute and write Aovs defined in the shading graph |
Arbitrary Output Variables | reference (AovStore ) |
Set the list of extra channels to write to the image. |
Light Path Expression Label | string |
Set the material label in light path expressions. |
Material Sample Count | long |
Material sample count per pixel. |
Diffuse Sampling Multiplier | double |
Material diffuse sample count multiplier. |
Glossy Reflection Sampling Multiplier | double |
Material glossy reflection sample count multiplier. |
Glossy Transmission Sampling Multiplier | double |
Material glossy transmission sample count multiplier. |
Subsurface Sampling Multiplier | double |
Material subsurface sample count multiplier. |
Volume Sampling Multiplier | double |
Material volume sample count multiplier. |
Russian Roulette | double |
Amount of Russian roulette used on the material samples. |
Roughness Noise Optimization | double |
Noise reduction strategy along rough light path. |
Diffuse Depth | long |
Maximum diffuse depth. |
Specular Reflection Depth | long |
Maximum specular reflection depth. |
Glossy Reflection Depth | long |
Maximum glossy reflection depth. |
Specular Transmission Depth | long |
Maximum specular transmission depth. |
Glossy Transmission Depth | long |
Maximum glossy transmission depth. |
Opacity | double[3] |
Opacity of the material. |
Normal Mode | long |
Define which geometric normal to use for the shading. |
Normal Input | double |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
Sidedness | long |
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. |
Shadow Casting Mode | long |
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. |
Shadow Opacity | double |
Defines how dark the shadows cast by this material are. |
Shadow Coloring | double |
Defines how much refraction and absorption colors affect shadowing. |
Reflective Caustics | long |
Reflective caustics computation mode. |
Refractive Caustics | long |
Refractive caustics computation mode. |
Input 1 | reference (MaterialPhysical ) |
Material of this layer |
Input 2 | reference (MaterialPhysical ) |
Material of this layer |
Mix | double |
Define the weight of the layers. (First material use this value and the second 1 - value.) |