Creates a new material model.
OptionalisInternalConstructor: booleanDetermines the active surface model.
Specify from which color channel of the texture the ambient occlusion will be sampled.
Determines the ambient occlusion value.
Base color of the object and color tint to apply to specular reflections. This controls the surface color.
The IOR (index of refraction) defines the refractive behavior of the material. The coating IOR is used to calculate the reflection intensity of the surface taking into account the viewing angle and material refraction index, as per Fresnel�s theory. The input Type for this parameter is normally a value from 1 to 3. The default IOR value is 1.5, which is the same as the glass refraction index.
The coating normal defines what normal map will be used by the coating layer of the material. The normal coating can be used to simulate scratches, paint scuffs and irregularities on the top coating layer or achieve a convincing worn-out effect.
The coating normal defines what normal map will be used by the coating layer of the material. The normal coating can be used to simulate scratches, paint scuffs and irregularities on the top coating layer or achieve a convincing worn-out effect.
The coating normal defines what normal map will be used by the coating layer of the material. The normal coating can be used to simulate scratches, paint scuffs and irregularities on the top coating layer or achieve a convincing worn-out effect.
The coating roughness defines the glossiness of the coating layer. Coating with zero roughness means a perfectly smooth surface with sharp and crisp specular reflections. Increasing the roughness values results in a more matte and rough appearance with dimmer and more blurry reflections. With high roughness values, the light is scattered in more directions, and the surface properties are closer to diffuse.
The coating thickness defines how thick the coating layer is. This parameter is used in combination with the coating transmission color. The thicker the coating, the more saturated is the transmission color in the coating layer, and less light is allowed down to the layer underneath.
The input type for this parameter is a numeric value. The soft range is from 0 to 10, but you can use a value greater than 10. The default thickness value of 0 disables the transmission color.
The coating transmission color defines the color of the light that travels through the coating layer. The transmission color allows simulation of the tint of the coating, for example, a yellowish tint to varnish on furniture.
Overlaid on top of another color, tinted coating changes the color of the base material. It absorbs certain colors and reflects others acting as a color filter. The resulting color is a mixture of the transmission color and the color of the layer underneath. A white transmission color does not change the color of the base material.
The coating weight is a scaling factor that defines how coating parameters contribute to the overall appearance of the material. Smaller coating weight values produce less reflections on the material surface, while greater values amplify coating properties. In range [0, 1]. Set to 0 to disable coating.
Works specially well for maps with radical height changes. Works for the Relaxed cone step only.
Specify from which color channel of the texture the Displacement will be sampled.
The height amount factor the parallax is meant to be displaced.
The Displacement Min/Max parameters control the displacement scale, i. e. the distance by which the geometry should be displaced. These minimum and maximum values correspond to the black and white colors of the grayscale displacement map. The minimum value controls the displacement scale for the black color, while the maximum value controls it for the white color.
The displacement distance is automatically adjusted to the scene measurement units. The input type for this parameter is a numeric value equal to or greater than 0. Note that the input cannot be a negative value, that is, displacement is done in the outward direction only (extrusion).
The quality of displacement, controls the number of steps of the searching ray.
Gray-scale map that controls displacement height over the material surface.
Determines the color of the emitted light.
Controls the strength of the emitted light. This will be multiplied with to yield the luminance. Set to zero to disable emission.
The foliage translucency controls the amount of light being transmitted by a surface. A thick object would have a lower translucency than a thin, paper-like object.
The color of the transmissive light that passes through the surface. The base color of the surface is modulated by this color, to allow surfaces to add a tint or hue change to the foliage light transmission.
Sets flag indicating that material normals are in object space.
Sets a flag indicating that the material is rendered alpha masked.
Determines if the material is dielectric (metalness = 0) or metallic (metalness = 1). For physically based materials this value should be either 0 or 1, but intermediate values can be used for more artistic (non-physically based) control.
Specify from which color channel of the texture the metalness will be sampled.
Provides surface normals to the underlying geometry. This simulates surface relief or fine details such as grooves, bumps or scratches, without actually changing the object's geometry.
Provides surface normals to the underlying geometry. This simulates surface relief or fine details such as grooves, bumps or scratches, without actually changing the object's geometry.
Provides surface normals to the underlying geometry. This simulates surface relief or fine details such as grooves, bumps or scratches, without actually changing the object's geometry.
Controls the opacity of the object. Value of 0 represents fully-opaque, while 1 represents fully-transparent.
Specify from which color channel of the texture the opacity will be sampled.
Determines backface culling mode. By default, Back.
Sets the level of anisotropy. A value of 0 is used for a fully isotropic reflection while values from -1 to 1 give a range of ellipses from wide to tall.
Controls the orientation of the anisotropic specular highlight. This rotates the cone of reflection around UV. This rotation is represented in radians and must be in range [0, 1].
The index of refraction(IOR) defines the degree to which the light ray traveling through the material will be bent or refracted. The IOR of the empty space(air or vacuum) is taken as 1, which means no refraction. At IOR of 1, the light ray passes straight through the scene. Increasing the material IOR makes the light ray bend on the boundary of the material, and results in distortion of objects at the material�s background. The input Type for this parameter is normally a value from 1 to 3. The default IOR is 1.5, which corresponds to glass. For IOR values of other materials, use online resources such as thisIOR List
The refraction weight is a scaling factor that defines how refraction parameters contribute to the overall appearance of the material. A lower refraction weight makes the material look darker allowing less light through. Greater values make the color look brighter and the material more transparent. This value is in range [0, 1]. Set to 0 to disable refraction.
Higher roughness values add tiny irregularities and imperfections at the micro-surface level. In range [0, 1].
For dieletric (non-metallic) materials greater roughness values make the material look more matte and help mimic surfaces like concrete, plaster or rust. Lower roughness values are suitable for smoother, satin-like surfaces.
For metallic materials lower roughness results in sharper reflections. A value of 0 creates a perfectly sharp mirror reflection, while 1 results in reflections that are close to a diffuse reflection.
Specify from which color channel of the texture the roughness will be sampled.
The sheen color defines how the sheen will be tinted. The sheen color becomes more intense at grazing angles, giving the impression that an object is illuminated from behind. To simulate velvet-like materials, a brighter sheen tint (the color of the fabrics) and a darker base color should generally chosen.
The sheen tint controls the saturation level of the sheen color. The renderer multiplies the sheen color by the tint value to determine how intense the color should be. Greater values of tint result in richer and more saturate tint colors.
The sheen weight is a scaling factor that defines how sheen parameters contribute to the overall appearance of the material. The weight parameter determines how strong the sheen reflectance will be. The greatest intensity of the sheen is achieved with the highest weight values. In range [0, 1]. Set to 0 to disable sheen.
Defines the color of the SSS effect or, in other words, it tints the color of the light reflected by the subsurface effect. For layered materials, the color of the surface can differ from that of the depth layer. An example of such a material is human skin, with its depth layer having a more reddish tone.
The subsurface radius parameter defines how far a color will scatter from a place that was hit by a light ray. The subsurface radius is the distance that the light of a certain color can travel in the material.The greater the value, the further the light is dispersed.
Radius values can be set separately for the red, green and blue color channels.For example, in skin, the red color scatters deeper than blue and green, so its radius should be set to a greater value .Having the greatest radius value, red will be the predominating color in the perceived scattering color of the skin.
Typical values(in mm) of the subsurface radius for some translucent materials for red / green / blue respectively range from 4.76 / 0.58 / 0.39 for ketchup and 3.67 / 1.37 / 0.68 for skin to 6.96 / 6.40 / 1.90 for apple and 18.42 / 10.44 / 3.50 for skimmed milk [Jensen et al., 2001].
The subsurface scale is the measure of the subsurface model scaled in centimeters(cm), i.e. a value of 100 would mean the object scale is measured cubically as 1 meter long for every axis.
The subsurface radius parameter defines how far a color will scatter from a place that was hit by a light ray. The subsurface radius is the distance that the light of a certain color can travel in the material.The greater the value, the further the light is dispersed.
Radius values can be set separately for the red, green and blue color channels.For example, in skin, the red color scatters deeper than blue and green, so its radius should be set to a greater value .Having the greatest radius value, red will be the predominating color in the perceived scattering color of the skin.
Typical values(in mm) of the subsurface radius for some translucent materials for red / green / blue respectively range from 4.76 / 0.58 / 0.39 for ketchup and 3.67 / 1.37 / 0.68 for skin to 6.96 / 6.40 / 1.90 for apple and 18.42 / 10.44 / 3.50 for skimmed milk [Jensen et al., 2001].
The subsurface thickness is a measure that handles the amount of light that can traverse a surface from its lighten back face to the occluded front face.
The subsurface translucency is a measure that handles the amount of light being transmitted by a surface.
A texture type that represents both subsurfaceTranslucency and subsurfaceThickness.
A texture type that represents both subsurfaceTranslucency and subsurfaceThickness.
A texture type that represents both subsurfaceTranslucency and subsurfaceThickness.
The subsurface weight is the multiplier of the SSS effect, i.e.the scaling factor which defines how the SSS contributes to the overall appearance of the material.Greater weight values produce a more intense subsurface scattering with a more apparent color bleeding effect. This value is in range [0, 1]. Set to zero to disable refraction.
Material model used for physically based rendering of surfaces through principled BRDF.