# Autodesk Standard Surface#

(MaterialPhysicalAutodeskStandardSurface)

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

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## Description#

A surface material based on the Ai Standard of Arnold 5.3.

## 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.
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.
Material Preset action
Base Weight double Weight of the base color of the diffuse and metallic layers.
Base Color double[3] Base color of the diffuse and metallic layers.
Diffuse Roughness double Roughness of the diffuse and thin-walled subsurface layers.
Metalness double The metallic-ness (0 = dielectric, 1 = metallic) of the material.
Specular IOR Preset action
Specular Weight double Weight of the specular color.
Specular Color double[3] Color of the specular lobe. If metallic, this color is used to tint the edge.
Specular Roughness double Roughness of the specular, transmission and metallic layers.
Specular IOR double Index of refraction of the thin-film-less specular and non-thin-walled transmission bxdf.
Specular Anisotropy double Anisotropy of the specular/metallic brdf.
Specular Rotation double Rotation of the anisotropy of the specular/metallic brdf.
Transmission Weight double Weight of the transmission color.
Transmission Color double[3] Color of the transmission
Transmittance Depth double Set the transmittance depth of the material.
Transmission Scatter double[3] Color of the scattering
Transmission Scatter Anisotropy double Anisotropy of the scattering.
Transmission Extra Roughness double Add extra roughness to the base transmission. The base transmission roughness is the specular roughness.
Subsurface Preset action
Subsurface Mode long Select which SSS mode to use. The Random Walk give better results.
Subsurface Weight double Weight of the subsurface color. This weight is used to blend between the diffuse and sss brdf. 1 means full sss, 0 full diffuse.
Subsurface Color double[3] Color of the subsurface scattering brdf
Subsurface Radius double[3] Wavelength-dependent mean subsurface scattering distance of the material.
Subsurface Scale double Scaling factor of the mean subsurface scattering distance at all wavelengths.
Subsurface Anisotropy double The anistropy of the volumetric phase function. -1 is highly back-scattering, 0 is isotropic and 1 is highly forward-scattering.
Subsurface Group string Name of the group among which illumination propagates between SSS materials.
Coat IOR Preset action
Coat Weight double Weight of the coat color. This weight is used to define the coat color by blending a white color with the coat color attribute. 0 means white, 1 means coat color.
Coat Color double[3] Transmittance of the coat layer.
Coat Roughness double Roughness of the coat brdf
Coat IOR double Index of refraction of the coat brdf.
Coat Anisotropy double Anisotropy of the coat brdf.
Coat Rotation double Anisotropy rotation of the coat brdf.
Coat Normal double[3] Replace the shading normal by this normal when evaluating the coat component.
Sheen Weight double Weight of the sheen color.
Sheen Color double[3] Color of the sheen brdf.
Sheen Roughness double Roughness of the sheen brdf.
Emission Weight double Weight of the emission.
Emission Color double[3] Color of the emission.
Thin Film Thickness double Set the thickness of the thin film in nm (nanometers) on the metallic and specular layers.
Thin Film IOR double Set the index of refraction of the thin film medium.
Thin Walled bool Defined if the geometry is defined as thin for this material. If true, the transmission IOR will be one with 0 roughness and the SSS will be replaced by a back diffuse.