mdl::Lw
=======

.. contents:: :local:

Definitions:
------------
[1/28] 'mdl::Lw::LwBaseMaterial'
################################
   * SDPropertyCategory = 'Input'
      * 'MaterialBase' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___293) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'MaterialBackface' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___296) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'MaterialGeometry' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___299) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'DoubleSided' = SDValueBool(bool(false)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[2/28] 'mdl::Lw::None'
######################
   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[3/28] 'mdl::Lw::WeightedLayer'
###############################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___302) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'LayerMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___305) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___306) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[4/28] 'mdl::Lw::FresnelLayer'
##############################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___309) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'LayerMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___312) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'IOR' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___313) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[5/28] 'mdl::Lw::CustomCurveLayer'
##################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___316) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'LayerMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___319) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___320) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[6/28] 'mdl::Lw::SimpleGlossyCustomCurveLayer'
##############################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___323) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'RoughnessU' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessV' = SDMDLValueParameterReference(1) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'TangentU' = SDMDLValueCall(mdl::state::texture_tangent_u(int)__default_call___324) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

      * 'ScatterMode' = SDValueEnum("mdl::df::scatter_mode",0) [CONNECTABLE]
         * Types:
            * 'mdl::df::scatter_mode' (SDTypeEnum) [Uniform]

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___325) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[7/28] 'mdl::Lw::SimpleGlossyFresnelLayer'
##########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___328) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'RoughnessU' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessV' = SDMDLValueParameterReference(1) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'TangentU' = SDMDLValueCall(mdl::state::texture_tangent_u(int)__default_call___329) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

      * 'ScatterMode' = SDValueEnum("mdl::df::scatter_mode",0) [CONNECTABLE]
         * Types:
            * 'mdl::df::scatter_mode' (SDTypeEnum) [Uniform]

      * 'IOR' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___330) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[8/28] 'mdl::Lw::AnisotropicFresnelLayer'
#########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___333) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ScatterMode' = SDValueEnum("mdl::df::scatter_mode",0) [CONNECTABLE]
         * Types:
            * 'mdl::df::scatter_mode' (SDTypeEnum) [Uniform]

      * 'IOR' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___334) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[9/28] 'mdl::Lw::AnisotropicCustomCurveLayer'
#############################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___337) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ScatterMode' = SDValueEnum("mdl::df::scatter_mode",0) [CONNECTABLE]
         * Types:
            * 'mdl::df::scatter_mode' (SDTypeEnum) [Uniform]

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___338) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[10/28] 'mdl::Lw::AnisotropicFresnelCustomLayer'
################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___341) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(true)) [CONNECTABLE]
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[11/28] 'mdl::Lw::TwoLobeAnisotropicCustomCurveLayer'
#####################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___344) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness1' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Roughness2' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___345) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[12/28] 'mdl::Lw::TwoLobeAnisotropicFresnelLayer'
#################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___348) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness1' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Roughness2' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'IOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___349) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[13/28] 'mdl::Lw::TwoLobeSimpleGlossyFresnelLayer'
##################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___352) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness1' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Roughness2' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'IOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___353) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[14/28] 'mdl::Lw::TwoLobeSimpleGlossyCustomCurveLayer'
######################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___356) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness1' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Roughness2' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,0)) [CONNECTABLE]
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___357) [CONNECTABLE]
         * Types:
            * 'float3' (SDTypeFloat3)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[15/28] 'mdl::Lw::ConductorComponent_2_1'
#########################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.00100000005)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(true)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(20)) [CONNECTABLE]
         * Description: 'Controls the amount of reflection and shape of the falloff curve.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[16/28] 'mdl::Lw::ConductorComponent'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.00100000005)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(20)) [CONNECTABLE]
         * Description: 'Controls the amount of reflection and shape of the falloff curve.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[17/28] 'mdl::Lw::AnisotropicDielectricComponent_2_1'
#####################################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.79999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[18/28] 'mdl::Lw::AnisotropicDielectricComponent'
#################################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.79999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[19/28] 'mdl::Lw::DielectricComponent_2_1'
##########################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.00499999989)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.0199999996)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[20/28] 'mdl::Lw::DielectricComponent'
######################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.00499999989)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.0199999996)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[21/28] 'mdl::Lw::AnisotropicConductorComponent_2_1'
####################################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. You can apply textures to this to get circular brushed effects. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(true)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(20)) [CONNECTABLE]
         * Description: 'Controls the amount of reflection and shape of the falloff curve.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[22/28] 'mdl::Lw::AnisotropicConductorComponent'
################################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. You can apply textures to this to get circular brushed effects. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(20)) [CONNECTABLE]
         * Description: 'Controls the amount of reflection and shape of the falloff curve.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[23/28] 'mdl::Lw::TwoLobeAnisoDielectricComponent_2_1'
######################################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map. '
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'RoughnessLobe1' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the primary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessLobe2' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the secondary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on surfaces that have parallel scratches or grooves, such as wood grain or carbon fibre. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameters.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.79999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[24/28] 'mdl::Lw::TwoLobeAnisoDielectricComponent'
##################################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map. '
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'RoughnessLobe1' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the primary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessLobe2' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the secondary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Simulates the effect of reflections on surfaces that have parallel scratches or grooves, such as wood grain or carbon fibre. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameters.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AnisotropyRotation' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.79999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[25/28] 'mdl::Lw::TwoLobeDielectricComponent_2_1'
#################################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map. '
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'RoughnessLobe1' = SDValueFloat(float(0.00499999989)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the primary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessLobe2' = SDValueFloat(float(0.0149999997)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the secondary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.0199999996)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[26/28] 'mdl::Lw::TwoLobeDielectricComponent'
#############################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map. '
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ReflectedColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Can be used to control the colour of reflections or using greyscale, the amount of reflections.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'RoughnessLobe1' = SDValueFloat(float(0.00499999989)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the primary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'RoughnessLobe2' = SDValueFloat(float(0.0149999997)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights for the secondary lobe. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.0199999996)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.899999976)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'UseIOR' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Ignores the normal and grazing values and exponent, and uses the 'IOR' parameter to define the falloff curve.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.'
         * Types:
            * 'float' (SDTypeFloat)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[27/28] 'mdl::Lw::DiffuseTransmissionComponent_2_2'
###################################################
   * SDPropertyCategory = 'Input'
      * 'ReflectionColour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseRoughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the Oren-Nayar roughness of the material. Increasing this makes the surface look powdery or rubbery.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TransmissionWeight' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'Controls how much light can pass through the material. Setting this to zero will make the material opaque. For real-world materials, this parameter should always be less than 0.5.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of light passing through the material. For most materials this would be the same as the ReflectionColour. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)

[28/28] 'mdl::Lw::DiffuseTransmissionComponent'
###############################################
   * SDPropertyCategory = 'Input'
      * 'ReflectionColour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the Oren-Nayar roughness of the material. Increasing this makes the surface look powdery or rubbery.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TransmissionWeight' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'Controls how much light can pass through the material. Setting this to zero will make the material opaque. For real-world materials, this parameter should always be less than 0.5.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of light passing through the material. For most materials this would be the same as the ReflectionColour. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

   * SDPropertyCategory = 'Output'
      * 'output' [CONNECTABLE, READ_ONLY]
         * Types:
            * 'mdl::material' (SDTypeStruct)
