Shadow Catcher#
(MaterialPhysicalShadowCatcher)
- Category:
/Material/Physical
- Default object name:
shadow_catcher
Description#
A shadow and indirect illumination catcher material
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. |
Volume Sampling Multiplier | double |
Material volume 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. |
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. |
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. |
Reflective Caustics | long |
Reflective caustics computation mode. |
Refractive Caustics | long |
Refractive caustics computation mode. |
Emission Color | double[3] |
Emission color. |
Underlying Material | reference (MaterialPhysical ) |
Material used to catch illumination and shadows. |
Opacity Mode | long |
Set opacity behavior for primary and transmission rays. |
Catch Illumination | bool |
Set whether the shadow catcher also catches indirect illumination or not. |
Ignore Normal | bool |
Remove illumination and shadowing artifacts caused by uneven surfaces. |