# Standard#

(MaterialPhysicalStandard)

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

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## Description#

A surface material based on the interface of the Al Surface shader : http://www.anderslanglands.com/alshaders/alSurface.html.

## 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.
Volume Depth long Maximum volume 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.
Fresnel Energy Conservation bool If enabled it will compute the Fresnel using the microfacet normals.
Diffuse Front Color double[3] Define the diffuse albedo. The diffuse layer sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both the specular lobes.
Diffuse Front Strength double Strength of the diffuse color.
Diffuse Roughness double Roughness of the diffuse lobe. A zero value yields the actual Lambertian model, whereas greater values increase backward scattering phenomena.
Diffuse Back Color double[3] Amount of light transmitted by the translucent surface.
Diffuse Back Strength double strength of the back color.
Diffuse Sss Mix double Mix between the SSS and the diffuse. 0 means no SSS, full diffuse. 1 means full SSS, no diffuse. The SSS lobe sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both specular lobes.
Diffuse Sss Mode long Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements.
Diffuse Sss Density Scale double Global density of the material, effectively dividing the mean subsurface scattering distance of all layers.
Diffuse Sss Color 1 double[3] Wavelength-dependent mean subsurface scattering distance of SSS layer 1.
Diffuse Sss Distance 1 double Scaling factor of the mean subsurface scattering distance of layer 1 at all wavelengths.
Diffuse Sss Weight 1 double Weight of layer 1 relative to that of all SSS layers.
Diffuse Sss Color 2 double[3] Wavelength-dependent mean subsurface scattering distance of SSS layer 2.
Diffuse Sss Distance 2 double Scaling factor of the mean subsurface scattering distance of layer 2 at all wavelengths.
Diffuse Sss Weight 2 double Weight of layer 2 relative to that of all SSS layers.
Diffuse Sss Color 3 double[3] Wavelength-dependent mean subsurface scattering distance of SSS layer 3.
Diffuse Sss Distance 3 double Scaling factor of the mean subsurface scattering distance of layer 3 at all wavelengths.
Diffuse Sss Weight 3 double Weight of layer 3 relative to that of all SSS layers.
Diffuse Sss Group string Name of the group among which illumination propagates between SSS materials.
Diffuse Normal Mode long Define which geometric normal to use for the shading.
Diffuse Normal Input double Override the shading normal by the one given as input. The value controls the blending with the original normal.
Specular 1 Color double[3] Reflection color of the specular 1 lobe. The specular 1 lobe sits on top of all the others and so both receives all the light and attenuates the light reaching all other lobes.
Specular 1 Strength double Reflection strength of the specular lobe.
Specular 1 Roughness double Roughness of the specular lobe.
Specular 1 Anisotropy double Anisotropy of the specular lobe.
Specular 1 Anisotropy Rotation double Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees).
Specular 1 Fresnel Preset long Set of measured Fresnel presets for well-known materials.
Specular 1 Fresnel Mode long Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals.
Specular 1 Index Of Refraction double Set the index of refraction.
Specular 1 Fresnel Reflectivity double[3] Reflectance color at normal incidence (aka F0).
Specular 1 Fresnel Edge Tint double[3] Color bias as the viewing direction becomes parallel to the surface.
Specular 1 Brdf long BRDF used for the specular lobe.
Specular 1 Exit Color double[3] Set the reflection color when there is no more bounce along the path.
Specular 1 Normal Mode long Define which geometric normal to use for the shading.
Specular 1 Normal Input double Override the shading normal by the one given as input. The value controls the blending with the original normal.
Specular 2 Color double[3] Reflection color of the second specular 2 lobe. The specular 2 lobe sits underneath the specular 1 lobe and so is attenuated by it and attenuates the light reaching all other lobes
Specular 2 Strength double Reflection strength of the specular lobe.
Specular 2 Roughness double Roughness of the specular lobe.
Specular 2 Anisotropy double Anisotropy of the specular lobe.
Specular 2 Anisotropy Rotation double Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees).
Specular 2 Fresnel Preset long Set of measured Fresnel presets for well-known materials.
Specular 2 Fresnel Mode long Selects which mode to use for the fresnel. Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals.
Specular 2 Index Of Refraction double Set the index of refraction.
Specular 2 Fresnel Reflectivity double[3] Reflectance color at normal incidence (aka F0).
Specular 2 Fresnel Edge Tint double[3] Color bias as the viewing direction becomes parallel to the surface.
Specular 2 Brdf long BRDF used for the specular lobe.
Specular 2 Exit Color double[3] Set the reflection color when there is no more bounce along the path.
Specular 2 Normal Mode long Define which geometric normal to use for the shading.
Specular 2 Normal Input double Override the shading normal by the one given as input. The value controls the blending with the original normal.
Transmission Color double[3] Set the refraction color of the material.
Transmission Strength double strength of the refraction color. The transmission lobe sits underneath the two specular layers and is attenuated by both.
Transmission Link To Specular bool The roughness and the ior will be the same as the specular lobe choose in Transmission Linked To.
Transmission Linked To long Choose which specular will be linked to the transmission
Transmission Index Of Refraction double Set the index of refraction.
Transmission Roughness double Roughness of the refraction surface.
Transmittance Color double[3] Set the transmittance color of the material.
Transmittance Density double Set the transmittance density of the material.
Transmission Scatter double[3] Color of the scattering
Transmission Scatter Anisotropy double Anisotropy of the scattering.
Transmission Exit Color double[3] Set the refraction color when there is no more bounce along the path.
Transmission Normal Mode long Define which geometric normal to use for the shading.
Transmission Normal Input double Override the shading normal by the one given as input. The value controls the blending with the original normal.
Emission Color double[3] Define the emission color.
Emission Weight double strength of the emission color