# Disney Principled#

(MaterialPhysicalDisneyPrincipled)

• Category: /Material/Physical
• Default object name: disney_principled

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## 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.

## 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.
Multiple Scattering Strength double Strength of compensation for energy lost by multiple scattering.
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.
Base Color double[3] Defines the surface color.
Roughness double Surface roughness: controls diffuse, specular and transmission response.
Metallic double 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.
Specular double Incident specular amount.
Specular Tint double Tints incident specular towards the base color. Grazing specular is still achromatic.
Anisotropic double Degree of anisotropy. This controls the aspect ratio of the specular highlight. (0 = isotropic, 1 = max anisotropic).
Anisotropic Rotation double Rotates the direction of anisotropy, with 1.0 going full circle.
Clear Coat double A second, special-purpose specular lobe.
Clear Coat Glossiness double Controls clear coat glossiness (0 = a 'satin' appearance, 1 = a 'gloss' appearance).
Specular Color double[3] Defines the specular color.
Metallic Edge Color double[3] Color bias as the viewing direction becomes parallel to the surface.
Reflection Exit Color double[3] Sets the reflection color when there is no more bounce along the path.
Subsurface double Controls diffuse shape using a subsurface approximation.
Subsurface Color double[3] Defines the scattering color inside the material.
Subsurface Radius double Sets the light penetration distance inside the material.
Subsurface Simulation long 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.
Subsurface Group string Name of the group among which illumination propagates between SSS materials.
Transmission double An additional transmissive component.
Transmission Tint double Amount to tint transmission towards base color.
Transmission Color double[3] Defines the transmission color.
Transmission Exit Color double[3] Sets the transmission color when there is no more bounce along the path.
Sheen double An additional grazing component, primarily intended for cloth.
Sheen Tint double Amount to tint sheen towards base color.
Sheen Color double[3] Defines the sheen color.
Emission Weight double Controls the amount of emission.
Emission Color double[3] Defines the emission color.