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MaterialPhysicalSwitch

MaterialPhysicalSwitch#

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Description#

Switch material.

Public Attributes#

Type Name Visual Hint Description
long seed VISUAL_HINT_DEFAULT Set the seed of the random generator
long mode VISUAL_HINT_DEFAULT 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.
double[3] input VISUAL_HINT_COLOR Define the input color used to pick the material.
reference (MaterialPhysical) materials VISUAL_HINT_DEFAULT Set the list of material picked according to input color.

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.
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.
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 normal_mode VISUAL_HINT_DEFAULT Define which geometric normal to use for the shading.
long reflective_caustics VISUAL_HINT_DEFAULT Reflective caustics computation mode.
long refractive_caustics VISUAL_HINT_DEFAULT Refractive caustics computation mode.

CID#

class "MaterialPhysicalSwitch" "MaterialPhysical" {
    #version 0.93
    icon "material_switch.iconrc"
    doc "Switch material."
    attribute_group "input" {
        long "seed" {
            doc "Set the seed of the random generator"
            animatable yes
            numeric_range yes 0.0 65535
            ui_range yes 0.0 65535
            value 0
        }
        long "mode" {
            doc "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."
            preset "Randomize" "0"
            preset "Luminance" "1"
            preset "Value" "2"
            value 0
        }
        color "input" {
            doc "Define the input color used to pick the material."
            texturable yes
            animatable yes
            value 0.0 0.0 0.0
        }
        list<reference> "materials" {
            doc "Set the list of material picked according to input color."
            filter "MaterialPhysical"
            value <empty>
        }
    }
    set "multiple_scattering_strength" {
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 1
        ui_range yes 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value 1
    }
    set "volume_depth" {
        null_label "Use Renderer Settings"
        null_value "-1"
        private no
        hidden yes
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range yes 0.0 65536
        ui_range yes 0.0 16
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value -1
    }
    set "opacity" {
        private no
        hidden yes
        saveable yes
        texturable yes
        animatable yes
        slider no
        numeric_range yes 0.0 1
        ui_range yes 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable yes
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value 1 1 1
    }
    set "normal_input" {
        private no
        hidden yes
        saveable yes
        texturable yes
        animatable yes
        slider no
        numeric_range yes 0.0 1
        ui_range yes 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value 1
    }
    set "sidedness" {
        private no
        hidden yes
        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 no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        preset "Single" "0"
        preset "Double" "1"
        preset "Invert" "2"
        value 0
    }
    set "shadow_casting_mode" {
        private no
        hidden yes
        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 no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        preset "Opaque" "0"
        preset "Artistic" "1"
        preset "Physical" "3"
        value 3
    }
    set "shadow_opacity" {
        private no
        hidden yes
        saveable yes
        texturable yes
        animatable yes
        slider yes
        numeric_range yes 0.0 1
        ui_range yes 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only yes
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value 1
    }
    set "shadow_coloring" {
        private no
        hidden yes
        saveable yes
        texturable yes
        animatable yes
        slider yes
        numeric_range yes 0.0 1
        ui_range yes 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only yes
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value 0.5
    }
}