Reflection#
(MaterialPhysicalReflection)
- Category:
/Material/Physical
- Default object name:
reflection
Description#
A specular physical material
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. |
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. |