MaterialPhysical#
(Physical)
- Abstract Class
- Category:
/Material/Physical
- Default object name:
physical
- Inherits from: ProjectItem > Material
- Inherited by: MaterialPhysicalAutodeskStandardSurface, MaterialPhysicalBlend, MaterialPhysicalDielectric, MaterialPhysicalDiffuse, MaterialPhysicalDisneyPrincipled, MaterialPhysicalEmitter, MaterialPhysicalHair, MaterialPhysicalHairFiber, MaterialPhysicalIridescent, MaterialPhysicalLayered, MaterialPhysicalLightGeometry, MaterialPhysicalMultiblend, MaterialPhysicalReflection, MaterialPhysicalShadowCatcher, MaterialPhysicalSss, MaterialPhysicalStandard, MaterialPhysicalSwitch, MaterialPhysicalTransmission, MaterialPhysicalVolume
No corresponding User page.
Description#
An abstract material for physical materials.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
string |
light_path_expression_label |
VISUAL_HINT_DEFAULT |
Set the material label in light path expressions. |
long |
material_sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Material sample count per pixel. |
double |
diffuse_sampling_multiplier |
VISUAL_HINT_SCALE |
Material diffuse sample count multiplier. |
double |
glossy_reflection_sampling_multiplier |
VISUAL_HINT_SCALE |
Material glossy reflection sample count multiplier. |
double |
glossy_transmission_sampling_multiplier |
VISUAL_HINT_SCALE |
Material glossy transmission sample count multiplier. |
double |
subsurface_sampling_multiplier |
VISUAL_HINT_SCALE |
Material subsurface sample count multiplier. |
double |
volume_sampling_multiplier |
VISUAL_HINT_SCALE |
Material volume sample count multiplier. |
double |
russian_roulette |
VISUAL_HINT_PERCENTAGE |
Amount of Russian roulette used on the material samples. |
double |
roughness_noise_optimization |
VISUAL_HINT_PERCENTAGE |
Noise reduction strategy along rough light path. |
double |
multiple_scattering_strength |
VISUAL_HINT_PERCENTAGE |
Strength of compensation for energy lost by multiple scattering. |
long |
diffuse_depth |
VISUAL_HINT_DEFAULT |
Maximum diffuse depth. |
long |
specular_reflection_depth |
VISUAL_HINT_DEFAULT |
Maximum specular reflection depth. |
long |
glossy_reflection_depth |
VISUAL_HINT_DEFAULT |
Maximum glossy reflection depth. |
long |
specular_transmission_depth |
VISUAL_HINT_DEFAULT |
Maximum specular transmission depth. |
long |
glossy_transmission_depth |
VISUAL_HINT_DEFAULT |
Maximum glossy transmission depth. |
long |
volume_depth |
VISUAL_HINT_DEFAULT |
Maximum volume depth. |
double[3] |
opacity |
VISUAL_HINT_COLOR |
Opacity of the material. |
long |
normal_mode |
VISUAL_HINT_DEFAULT |
Define which geometric normal to use for the shading. |
double |
normal_input |
VISUAL_HINT_PERCENTAGE |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
long |
sidedness |
VISUAL_HINT_DEFAULT |
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. |
long |
shadow_casting_mode |
VISUAL_HINT_DEFAULT |
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. |
double |
shadow_opacity |
VISUAL_HINT_PERCENTAGE |
Defines how dark the shadows cast by this material are. |
double |
shadow_coloring |
VISUAL_HINT_PERCENTAGE |
Defines how much refraction and absorption colors affect shadowing. |
long |
reflective_caustics |
VISUAL_HINT_DEFAULT |
Reflective caustics computation mode. |
long |
refractive_caustics |
VISUAL_HINT_DEFAULT |
Refractive caustics computation mode. |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
export_aovs |
VISUAL_HINT_DEFAULT |
Compute and write Aovs defined in the shading graph |
reference (AovStore ) |
arbitrary_output_variables |
VISUAL_HINT_DEFAULT |
Set the list of extra channels to write to the image. |
CID#
class "MaterialPhysical" "Material" {
abstract yes
#version 0.9
category "/Material/Physical"
doc "An abstract material for physical materials."
attribute_group "AOV" {
string "light_path_expression_label" {
doc "Set the material label in light path expressions."
null_label "materials"
null_value "materials"
shading_variable yes
value "materials"
}
}
attribute_group "material_sampling" {
collapsed yes
sample_per_pixel "material_sample_count" {
doc "Material sample count per pixel."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 16384
ui_range yes 0.0 512
shading_variable yes
value -1
}
scale "diffuse_sampling_multiplier" {
doc "Material diffuse sample count multiplier."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 1000
ui_range yes 0.0 10
shading_variable yes
value -1
}
scale "glossy_reflection_sampling_multiplier" {
doc "Material glossy reflection sample count multiplier."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 1000
ui_range yes 0.0 10
shading_variable yes
value -1
}
scale "glossy_transmission_sampling_multiplier" {
doc "Material glossy transmission sample count multiplier."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 1000
ui_range yes 0.0 10
shading_variable yes
value -1
}
scale "subsurface_sampling_multiplier" {
doc "Material subsurface sample count multiplier."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 1000
ui_range yes 0.0 10
shading_variable yes
value -1
}
scale "volume_sampling_multiplier" {
doc "Material volume sample count multiplier."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 1000
ui_range yes 0.0 10
shading_variable yes
value -1
}
percentage "russian_roulette" {
doc "Amount of Russian roulette used on the material samples."
null_label "Use Renderer Settings"
null_value "-1.0"
numeric_range yes 0.0 5
ui_range yes 0.0 1
value -1
}
percentage "roughness_noise_optimization" {
doc "Noise reduction strategy along rough light path."
null_label "Use Renderer Settings"
null_value "-1.0"
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value -1
}
distance "material_sampling_clipping_distance" {
null_label "Use Renderer Settings"
null_value "-1.0"
hidden yes
numeric_range yes 0.0 1.79769313486232e+308
ui_range yes 0.0 1.79769313486232e+308
value -1
}
}
attribute_group "energy conservation" {
collapsed yes
percentage "multiple_scattering_strength" {
doc "Strength of compensation for energy lost by multiple scattering."
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
}
attribute_group "material_sampling>path_depths" {
collapsed yes
long "diffuse_depth" {
doc "Maximum diffuse depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
long "specular_reflection_depth" {
doc "Maximum specular reflection depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
long "glossy_reflection_depth" {
doc "Maximum glossy reflection depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
long "specular_transmission_depth" {
doc "Maximum specular transmission depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
long "glossy_transmission_depth" {
doc "Maximum glossy transmission depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
long "volume_depth" {
doc "Maximum volume depth."
null_label "Use Renderer Settings"
null_value "-1"
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value -1
}
}
attribute_group "surface_geometry" {
collapsed yes
color "opacity" {
doc "Opacity of the material."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
shading_variable yes
value 1 1 1
}
long "normal_mode" {
doc "Define which geometric normal to use for the shading."
preset "Flat" "0"
preset "Smooth" "1"
value 1
}
percentage "normal_input" {
doc "Override the shading normal by the one given as input. The value controls the blending with the original normal."
texturable yes
animatable yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 1
}
long "sidedness" {
doc "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."
preset "Single" "0"
preset "Double" "1"
preset "Invert" "2"
value 0
}
}
attribute_group "transparent_shadows" {
collapsed yes
long "shadow_casting_mode" {
doc "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."
preset "Opaque" "0"
preset "Artistic" "1"
preset "Physical" "3"
value 3
}
percentage "shadow_opacity" {
doc "Defines how dark the shadows cast by this material are."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 1
}
percentage "shadow_coloring" {
doc "Defines how much refraction and absorption colors affect shadowing."
texturable yes
animatable yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
read_only yes
value 0.5
}
}
attribute_group "caustics" {
collapsed yes
long "reflective_caustics" {
doc "Reflective caustics computation mode."
preset "Off" "0"
preset "Glossy only" "1"
preset "Specular only" "2"
preset "Full" "3"
value 0
}
long "refractive_caustics" {
doc "Refractive caustics computation mode."
preset "Off" "0"
preset "Glossy only" "1"
preset "Specular only" "2"
preset "Full" "3"
value 0
}
}
set "arbitrary_output_variables" {
filter "AovStore" "LightPathExpressionConstant"
private no
hidden no
saveable yes
texturable no
animatable no
slider no
numeric_range no 0.0 1
ui_range no 0.0 1
dg_active yes
dg_cyclic no
dirtiness_pass_through yes
read_only no
shading_variable no
experimental no
advanced no
overriden no
promote_attribute no
allow_expression yes
localizable yes
value <empty>
}
}