Disney Principled#
(MaterialPhysicalDisneyPrincipled)
- Category:
/Material/Physical
- Default object name:
disney_principled
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. |