Dielectric#
(MaterialPhysicalDielectric)
- Category:
/Material/Physical
- Default object name:
dielectric
Description#
Dielectric Material, combining reflection and refraction.
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. |
Glossy Reflection Sampling Multiplier | double |
Material glossy reflection sample count multiplier. |
Glossy Transmission Sampling Multiplier | double |
Material glossy transmission 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. |
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. |
Reflection Color | double[3] |
Define the reflection color. |
Reflection Gain | double |
Gain of the reflection color. |
Reflection Exit Color | double[3] |
Set the reflection color when there is no more bounce along the path. |
Refraction Color | double[3] |
Define the refraction color. |
Refraction Gain | double |
Gain of the refraction color. |
Refraction Exit Color | double[3] |
Set the refraction color when there is no more bounce along the path. |
Index Of Refraction | double |
Set the index of refraction of the dielectric surface. |
Transmittance Color | double[3] |
Set the transmittance color of the material. |
Transmittance Density | double |
Set the transmittance density of the material. |
Transmission Scatter | double[3] |
Color of the scattering |
Transmission Scatter Anisotropy | double |
Anisotropy of the scattering. |
Brdf | long |
BRDF used for both specular and transmission lobes. |
Roughness | double |
Roughness of the dielectric surface. |
Anisotropy Mode | long |
Controls how the anisotropy behaves. Stretch increases the roughness along Y axis, whereas Squash reduces the roughness along Y axis. |
Anisotropy | double |
Anisotropy of the dielectric surface. |
Anisotropy Space | long |
Space in which the specular lobe anisotropy direction is expressed. Tangent UV space uses a frame defined by the UV mapping of the textures connected to the dielectric reflect attributes. Tangent parametric uses, as the name suggests, the parametric frame. Finally, Object space uses the current object frame. |
Anisotropy Direction | double[3] |
Initial direction of specular lobe anisotropy (before a potential rotation) expressed in the space selected above. |
Anisotropy Rotation | double |
Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees). |