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

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A specular physical material


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.
Glossy Reflection Sampling Multiplier double Material glossy reflection 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.
Specular Reflection Depth long Maximum specular reflection depth.
Glossy Reflection Depth long Maximum glossy reflection 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.
Color double[3] Reflection color of the specular lobe.
Gain double Reflection gain of the specular lobe.
Exit Color double[3] Set the reflection color when there is no more bounce along the path.
Roughness double Roughness of the specular lobe.
Brdf long BRDF used for the specular lobe.
Anisotropy double Anisotropy of the specular lobe.
Anisotropy Mode long Controls how the anisotropy behaves. Stretch increases the roughness along Y axis, whereas Squash reduces the roughness along Y axis.
Anisotropy Space long 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.
Anisotropy Direction double[3] Initial direction of specular lobe anisotropy (before a potential rotation) expressed in the space selected above.
Anisotropy Rotation double Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees).
Use Fresnel bool Enable or disable Fresnel
Fresnel Preset long Set of measured Fresnel presets for well-known materials.
Fresnel Incident Tint double[3] Reflectance color at normal incidence (aka F0).
Fresnel Edge Tint double[3] Color bias as the viewing direction becomes parallel to the surface.