MaterialPhysicalSwitch#
(Switch)
- Category:
/Material/Physical
- Default object name:
switch
- Inherits from: ProjectItem > Material > MaterialPhysical
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
}
}