Switch#
(MaterialPhysicalSwitch)
- Category:
/Material/Physical
- Default object name:
switch
Description#
Switch 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. |
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. |
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. |
Normal Mode | long |
Define which geometric normal to use for the shading. |
Reflective Caustics | long |
Reflective caustics computation mode. |
Refractive Caustics | long |
Refractive caustics computation mode. |
Seed | long |
Set the seed of the random generator |
Mode | long |
Define how input color will be used to pick the material. In Randomize mode, it will randomly pick a material according to the input color. In Luminance mode, it will divide the computed luminance from the input color according to the number of materials. The material located in the right luminance interval will be selected. In Value mode, it will take the red channel of the input, the material located in the red value interval will be selected. |
Input | double[3] |
Define the input color used to pick the material. |
Materials | reference (MaterialPhysical ) |
Set the list of material picked according to input color. |