Standard#
(MaterialPhysicalStandard)
- Category:
/Material/Physical
- Default object name:
standard
Description#
A surface material based on the interface of the Al Surface shader : http://www.anderslanglands.com/alshaders/alSurface.html.
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. |
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. |
Fresnel Energy Conservation | bool |
If enabled it will compute the Fresnel using the microfacet normals. |
Diffuse Front Color | double[3] |
Define the diffuse albedo. The diffuse layer sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both the specular lobes. |
Diffuse Front Strength | double |
Strength of the diffuse color. |
Diffuse Roughness | double |
Roughness of the diffuse lobe. A zero value yields the actual Lambertian model, whereas greater values increase backward scattering phenomena. |
Diffuse Back Color | double[3] |
Amount of light transmitted by the translucent surface. |
Diffuse Back Strength | double |
strength of the back color. |
Diffuse Sss Mix | double |
Mix between the SSS and the diffuse. 0 means no SSS, full diffuse. 1 means full SSS, no diffuse. The SSS lobe sits underneath both specular layers and so its intensity is scaled according to the Fresnel transmission of both specular lobes. |
Diffuse Sss Mode | long |
Diffusion profile used to model the attenuation of light with distance due to subsurface scattering. The Gaussian profile is a blurry phenomenological model. The cubic profile is a sharper and more efficient approximation. The empirical profile is a good fit to actual SSS measurements. |
Diffuse Sss Density Scale | double |
Global density of the material, effectively dividing the mean subsurface scattering distance of all layers. |
Diffuse Sss Color 1 | double[3] |
Wavelength-dependent mean subsurface scattering distance of SSS layer 1. |
Diffuse Sss Distance 1 | double |
Scaling factor of the mean subsurface scattering distance of layer 1 at all wavelengths. |
Diffuse Sss Weight 1 | double |
Weight of layer 1 relative to that of all SSS layers. |
Diffuse Sss Color 2 | double[3] |
Wavelength-dependent mean subsurface scattering distance of SSS layer 2. |
Diffuse Sss Distance 2 | double |
Scaling factor of the mean subsurface scattering distance of layer 2 at all wavelengths. |
Diffuse Sss Weight 2 | double |
Weight of layer 2 relative to that of all SSS layers. |
Diffuse Sss Color 3 | double[3] |
Wavelength-dependent mean subsurface scattering distance of SSS layer 3. |
Diffuse Sss Distance 3 | double |
Scaling factor of the mean subsurface scattering distance of layer 3 at all wavelengths. |
Diffuse Sss Weight 3 | double |
Weight of layer 3 relative to that of all SSS layers. |
Diffuse Sss Group | string |
Name of the group among which illumination propagates between SSS materials. |
Diffuse Normal Mode | long |
Define which geometric normal to use for the shading. |
Diffuse Normal Input | double |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
Specular 1 Color | double[3] |
Reflection color of the specular 1 lobe. The specular 1 lobe sits on top of all the others and so both receives all the light and attenuates the light reaching all other lobes. |
Specular 1 Strength | double |
Reflection strength of the specular lobe. |
Specular 1 Roughness | double |
Roughness of the specular lobe. |
Specular 1 Anisotropy | double |
Anisotropy of the specular lobe. |
Specular 1 Anisotropy Rotation | double |
Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees). |
Specular 1 Fresnel Preset | long |
Set of measured Fresnel presets for well-known materials. |
Specular 1 Fresnel Mode | long |
Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals. |
Specular 1 Index Of Refraction | double |
Set the index of refraction. |
Specular 1 Fresnel Reflectivity | double[3] |
Reflectance color at normal incidence (aka F0). |
Specular 1 Fresnel Edge Tint | double[3] |
Color bias as the viewing direction becomes parallel to the surface. |
Specular 1 Brdf | long |
BRDF used for the specular lobe. |
Specular 1 Exit Color | double[3] |
Set the reflection color when there is no more bounce along the path. |
Specular 1 Normal Mode | long |
Define which geometric normal to use for the shading. |
Specular 1 Normal Input | double |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
Specular 2 Color | double[3] |
Reflection color of the second specular 2 lobe. The specular 2 lobe sits underneath the specular 1 lobe and so is attenuated by it and attenuates the light reaching all other lobes |
Specular 2 Strength | double |
Reflection strength of the specular lobe. |
Specular 2 Roughness | double |
Roughness of the specular lobe. |
Specular 2 Anisotropy | double |
Anisotropy of the specular lobe. |
Specular 2 Anisotropy Rotation | double |
Rotates the anisotropy direction of the specular lobe around the normal (100% equates to 180 degrees). |
Specular 2 Fresnel Preset | long |
Set of measured Fresnel presets for well-known materials. |
Specular 2 Fresnel Mode | long |
Selects which mode to use for the fresnel. Dielectric is appropriate for non-conductive materials such as most organics, plastic, glass and water etc. Metallic is appropriate for metals. |
Specular 2 Index Of Refraction | double |
Set the index of refraction. |
Specular 2 Fresnel Reflectivity | double[3] |
Reflectance color at normal incidence (aka F0). |
Specular 2 Fresnel Edge Tint | double[3] |
Color bias as the viewing direction becomes parallel to the surface. |
Specular 2 Brdf | long |
BRDF used for the specular lobe. |
Specular 2 Exit Color | double[3] |
Set the reflection color when there is no more bounce along the path. |
Specular 2 Normal Mode | long |
Define which geometric normal to use for the shading. |
Specular 2 Normal Input | double |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
Transmission Color | double[3] |
Set the refraction color of the material. |
Transmission Strength | double |
strength of the refraction color. The transmission lobe sits underneath the two specular layers and is attenuated by both. |
Transmission Link To Specular | bool |
The roughness and the ior will be the same as the specular lobe choose in Transmission Linked To. |
Transmission Linked To | long |
Choose which specular will be linked to the transmission |
Transmission Index Of Refraction | double |
Set the index of refraction. |
Transmission Roughness | double |
Roughness of the refraction 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. |
Transmission Exit Color | double[3] |
Set the refraction color when there is no more bounce along the path. |
Transmission Normal Mode | long |
Define which geometric normal to use for the shading. |
Transmission Normal Input | double |
Override the shading normal by the one given as input. The value controls the blending with the original normal. |
Emission Color | double[3] |
Define the emission color. |
Emission Weight | double |
strength of the emission color |