mdl::LwBase
===========

.. contents:: :local:

Definitions:
------------
[1/39] 'mdl::LwBase::Diffuse_2_2'
#################################
   * 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)

      * 'DiffuseRoughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'The 'Roughness' of the Diffuse component is different to the roughness of all the other Iray+ components. Increasing Diffuse roughness makes the surface look powdery or rubbery. In all of the other components the 'Roughness' parameter controls glossy roughness, which affects how blurred the reflections are.'
         * Types:
            * 'float' (SDTypeFloat)

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

[2/39] 'mdl::LwBase::Diffuse'
#############################
   * 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)) [CONNECTABLE]
         * Description: 'The 'Roughness' of the Diffuse component is different to the roughness of all the other Iray+ components. Increasing Diffuse roughness makes the surface look powdery or rubbery. In all of the other components the 'Roughness' parameter controls glossy roughness, which affects how blurred the reflections are.'
         * Types:
            * 'float' (SDTypeFloat)

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

[3/39] 'mdl::LwBase::DiffuseTransmission'
#########################################
   * 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)

[4/39] 'mdl::LwBase::DiffuseTransmission_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)

[5/39] 'mdl::LwBase::Dielectric'
################################
   * 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)

[6/39] 'mdl::LwBase::Dielectric_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)

[7/39] 'mdl::LwBase::Conductor'
###############################
   * 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)

[8/39] 'mdl::LwBase::Conductor_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)

[9/39] 'mdl::LwBase::AnisotropicConductor'
##########################################
   * 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)

[10/39] 'mdl::LwBase::AnisotropicConductor_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)

[11/39] 'mdl::LwBase::AnisotropicDielectric'
############################################
   * 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)

[12/39] 'mdl::LwBase::AnisotropicDielectric_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)

[13/39] 'mdl::LwBase::TwoLobeAnisoDielectric'
#############################################
   * 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)

[14/39] 'mdl::LwBase::TwoLobeAnisoDielectric_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)

[15/39] 'mdl::LwBase::TwoLobeDielectric'
########################################
   * 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)

[16/39] 'mdl::LwBase::TwoLobeDielectric_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)

[17/39] 'mdl::LwBase::SpecularReflection'
#########################################
   * 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)

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

[18/39] 'mdl::LwBase::ThinwallTransparent_2_1'
##############################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'IOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Description: 'The index of refraction. This controls the strength of reflections from the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[19/39] 'mdl::LwBase::ThinwallTransparent'
##########################################
   * SDPropertyCategory = 'Input'
      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'IOR' = SDValueFloat(float(1.5)) [CONNECTABLE]
         * Description: 'The index of refraction. This controls the strength of reflections from the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[20/39] 'mdl::LwBase::WovenAnisotropic_2_1'
###########################################
   * SDPropertyCategory = 'Input'
      * 'WarpToWeftRatio' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls the relative strength of reflections from the warp versus the weft.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WarpColour' = SDValueColorRGB(ColorRGB(0.300000012,0.550000012,0.600000024)) [CONNECTABLE]
         * Description: 'Controls the colour of the warp threads in the material. This can be a single colour or a map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

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

      * 'WarpDeformationStrength' = SDValueFloat(float(2)) [CONNECTABLE]
         * Description: 'Controls the spacing between the anisotropic highlights from the warp.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WarpUniformity' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'Controls the relative strength of the inner and outer anisotropic highlights from the warp.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WeftColour' = SDValueColorRGB(ColorRGB(0.5,0.800000012,0.899999976)) [CONNECTABLE]
         * Description: 'Controls the colour of the weft threads in the material. This can be a single colour or a map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

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

      * 'Transmission' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the maximum amount of light that passes through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(0.949999988,1,0.949999988)) [CONNECTABLE]
         * Description: 'Controls the colour of the transmitted light.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'TransmissionExponent' = SDValueFloat(float(3)) [CONNECTABLE]
         * Description: 'Controls how quickly the transmission of the material changes as you move across the surface. The maximum amount of light is transmitted when the material is viewed straight on. The transmission falls to zero when the material is viewed from a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Shadowing' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Increasing this parameter will make the material appear darker when it is viewed from shallow angles.'
         * Types:
            * 'float' (SDTypeFloat)

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

[21/39] 'mdl::LwBase::WovenAnisotropic'
#######################################
   * SDPropertyCategory = 'Input'
      * 'WarpToWeftRatio' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'Controls the relative strength of reflections from the warp versus the weft.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WarpColour' = SDValueColorRGB(ColorRGB(0.300000012,0.550000012,0.600000024)) [CONNECTABLE]
         * Description: 'Controls the colour of the warp threads in the material. This can be a single colour or a map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

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

      * 'WarpDeformationStrength' = SDValueFloat(float(2)) [CONNECTABLE]
         * Description: 'Controls the spacing between the anisotropic highlights from the warp.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WarpUniformity' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'Controls the relative strength of the inner and outer anisotropic highlights from the warp.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'WeftColour' = SDValueColorRGB(ColorRGB(0.5,0.800000012,0.899999976)) [CONNECTABLE]
         * Description: 'Controls the colour of the weft threads in the material. This can be a single colour or a map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

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

      * 'TransmissionWeight' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the maximum amount of light that passes through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(0.949999988,1,0.949999988)) [CONNECTABLE]
         * Description: 'Controls the colour of the transmitted light.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'TransmissionExponent' = SDValueFloat(float(3)) [CONNECTABLE]
         * Description: 'Controls how quickly the transmission of the material changes as you move across the surface. The maximum amount of light is transmitted when the material is viewed straight on. The transmission falls to zero when the material is viewed from a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Shadowing' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Increasing this parameter will make the material appear darker when it is viewed from shallow angles.'
         * Types:
            * 'float' (SDTypeFloat)

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

[22/39] 'mdl::LwBase::PhysicalTransparent_2_1'
##############################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'AbsorptionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'Scattering' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Allows the strength of the subsurface scattering effect to be changed, without altering the strength of the absorption effect. Setting it to zero means there will be no SSS. Setting it to 1.0 gives the strongest SSS effect (for a given distance scale).'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'AbbeNumber' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A non-zero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number - typical values range from 20 up to 85.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[23/39] 'mdl::LwBase::PhysicalTransparent'
##########################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'AbsorptionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'Scattering' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Allows the strength of the subsurface scattering effect to be changed, without altering the strength of the absorption effect. Setting it to zero means there will be no SSS. Setting it to 1.0 gives the strongest SSS effect (for a given distance scale).'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'AbbeNumber' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A non-zero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number - typical values range from 20 up to 85.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[24/39] 'mdl::LwBase::PhysicalTranslucent_2_1'
##############################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections and refracted light appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AbsorptionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[25/39] 'mdl::LwBase::PhysicalTranslucent'
##########################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'A colour tint that will be applied to both reflections and transmitted light. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections and refracted light appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'AbsorptionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.29999995)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[26/39] 'mdl::LwBase::SubsurfaceScattering_2_1'
###############################################
   * SDPropertyCategory = 'Input'
      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the transmitted light.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic surface colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseWeight' = SDValueFloat(float(0.649999976)) [CONNECTABLE]
         * Description: 'Controls the balance between the diffuse surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ReflectionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the glossy highlights on the material. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SubsurfaceColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'SubsurfaceScatterDistance' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material. Note that the useful range for this parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SubsurfaceAbsorbDistance' = SDValueFloat(float(0.699999988)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the SubsurfaceColour each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.39999998)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'AbbeNumber' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A non-zero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number - typical values range from 20 up to 85.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[27/39] 'mdl::LwBase::SubsurfaceScattering'
###########################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
         * Description: 'The basic surface colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseWeight' = SDValueFloat(float(0.649999976)) [CONNECTABLE]
         * Description: 'Controls the balance between the diffuse surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TransmissionColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the transmitted light.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'SpecularColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the glossy highlights on the material. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'SpecularRoughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SubsurfaceColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white colour means there will be no absorption, a pure black colour means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'SubsurfaceScatterDistance' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material. Note that the useful range for this parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SubsurfaceAbsorbDistance' = SDValueFloat(float(0.699999988)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the SubsurfaceColour each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.39999998)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'AbbeNumber' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A non-zero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number - typical values range from 20 up to 85.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[28/39] 'mdl::LwBase::PearlescentSSS_2_1'
#########################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseColour' = SDValueColorRGB(ColorRGB(0.600000024,0.600000024,0.699999988)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseWeight' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the balance between the diffuse surface tint and the light transmitted through the interior of the material. Increasing the value will make the material more opaque.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'This parameter controls how strong the glossy highlights appear when looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'This parameter control how strong the glossy highlights appear when looking at a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

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

      * 'Roughness' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'ScatterColour' = SDValueColorRGB(ColorRGB(0.600000024,0.600000024,0.699999988)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the ScatterColour each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.47000003)) [CONNECTABLE]
         * Description: 'Controls the amount of ideal (non-glossy) reflection on the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GelNoise' = SDMDLValueCall(mdl::state::normal()__default_call___358) [CONNECTABLE]
         * Description: 'Can be used to create gel effects within the subsurface such as bubbles and sheens.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[29/39] 'mdl::LwBase::PearlescentSSS'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(0.600000024,0.600000024,0.699999988)) [CONNECTABLE]
         * Description: 'The basic colour of the component. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'DiffuseWeight' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Controls the balance between the diffuse surface tint and the light transmitted through the interior of the material. Increasing the value will make the material more opaque.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'This parameter controls how strong the glossy highlights appear when looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'This parameter control how strong the glossy highlights appear when looking at a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'PearlescenceRoughness' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'TintScattering' = SDValueColorRGB(ColorRGB(0.600000024,0.600000024,0.699999988)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on this colour. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the ScatterColour each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'IOR' = SDValueFloat(float(1.47000003)) [CONNECTABLE]
         * Description: 'Controls the amount of ideal (non-glossy) reflection on the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GelNoise' = SDMDLValueCall(mdl::state::normal()__default_call___359) [CONNECTABLE]
         * Description: 'Can be used to create gel effects within the subsurface such as bubbles and sheens.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[30/39] 'mdl::LwBase::DiffuseSSS_2_1'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(0.980000019,0.899999976,0.400000006)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on the Tint colour. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Roughness' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle.'
         * 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)

      * '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)

[31/39] 'mdl::LwBase::DiffuseSSS'
#################################
   * SDPropertyCategory = 'Input'
      * 'Tint' = SDValueColorRGB(ColorRGB(0.980000019,0.899999976,0.400000006)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed based on the Tint colour. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'DistanceScale' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'PearlescenceRoughness' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'This parameter controls how shiny the object appears looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'This parameter control how shiny the object appears looking at a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

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

[32/39] 'mdl::LwBase::FibreAnisotropic_2_1'
###########################################
   * SDPropertyCategory = 'Input'
      * 'Diffuse' = 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, ideally a wood-grain texture.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness1' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the width of the glossy highlights from the wood fibres. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Roughness2' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the height of the glossy highlights from the wood fibres. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FibreWeight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the strength of the glossy highlights from the wood fibres. Higher values will make the reflections stronger.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Roughness' = SDValueFloat(float(0.180000007)) [CONNECTABLE]
         * Description: 'Simulates the level of polish on the varnished surface of the wooden object. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'FibreBump' = SDMDLValueCall(mdl::state::normal()__default_call___360) [CONNECTABLE]
         * Description: 'A bump map or normal map representing the fibres within the wood grain.'
         * Types:
            * 'float3' (SDTypeFloat3)

      * 'NormalTexture' = SDMDLValueCall(mdl::state::normal()__default_call___361) [CONNECTABLE]
         * Description: 'A bump map or normal map representing the surface of the object.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[33/39] 'mdl::LwBase::FibreAnisotropic'
#######################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseReflectance' = 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, ideally a wood-grain texture.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness1' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the width of the glossy highlights from the wood fibres. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'Roughness2' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the height of the glossy highlights from the wood fibres. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FibreWeight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the strength of the glossy highlights from the wood fibres. Higher values will make the reflections stronger.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'CoatRoughness' = SDValueFloat(float(0.180000007)) [CONNECTABLE]
         * Description: 'Simulates the level of polish on the varnished surface of the wooden object. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'FibreReflectanceBump' = SDMDLValueCall(mdl::state::normal()__default_call___362) [CONNECTABLE]
         * Description: 'A bump map or normal map representing the fibres within the wood grain.'
         * Types:
            * 'float3' (SDTypeFloat3)

      * 'NormalTexture' = SDMDLValueCall(mdl::state::normal()__default_call___363) [CONNECTABLE]
         * Description: 'A bump map or normal map representing the surface of the object.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[34/39] 'mdl::LwBase::MultiLayeredSSS_2_1'
##########################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseTexture' = 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)

      * 'DiffuseWeight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the balance between the DiffuseColour surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SubsurfaceColour' = SDValueColorRGB(ColorRGB(0.949999988,0.0199999996,0.0199999996)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed and the thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'SubsurfaceScatterDistance' = SDValueFloat(float(0.00100000005)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SubsurfaceAbsorbDistance' = SDValueFloat(float(0.00200000009)) [CONNECTABLE]
         * Description: 'This scale controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SpecularWeight' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the strength of the glossy highlights on the surface of the material. Higher values will make the reflections stronger.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SpecularRoughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(1.39999998)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[35/39] 'mdl::LwBase::MultiLayeredSSS'
######################################
   * SDPropertyCategory = 'Input'
      * 'DiffuseTexture' = 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)

      * 'DiffuseWeight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the balance between the DiffuseColour surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SubsurfaceColour' = SDValueColorRGB(ColorRGB(0.949999988,0.0199999996,0.0199999996)) [CONNECTABLE]
         * Description: 'Controls the colour of the inside of the material. Light passing through will gradually be absorbed and the thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'SubsurfaceScatterDistance' = SDValueFloat(float(0.00100000005)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SubsurfaceAbsorbDistance' = SDValueFloat(float(0.00200000009)) [CONNECTABLE]
         * Description: 'This scale controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material's appearance.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'SpecularWeight' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the strength of the glossy highlights on the surface of the material. Higher values will make the reflections stronger.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'SpecularRoughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls the size of the glossy highlights. Higher values will make reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(1.39999998)) [CONNECTABLE]
         * Description: 'The index of refraction of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[36/39] 'mdl::LwBase::Backscattering_2_1'
#########################################
   * SDPropertyCategory = 'Input'
      * 'NormalColour' = SDValueColorRGB(ColorRGB(0,0,0.529999971)) [CONNECTABLE]
         * Description: 'The colour when looking directly down onto the surface of an object.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'GrazingColour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'The colour when looking at the (grazing) edge of an object.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'How shiny the object appears looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
         * Description: 'How shiny the object appears looking at a very shallow angle.'
         * 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)

      * 'GlossyWeight' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'How much of the material should be made up of the Glossy function. Set this at 0.0 for pure backscattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GlossyRoughness' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Simulates the level of polish in the glossy part of the material. Higher values result in blurrier reflections.'
         * 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)

[37/39] 'mdl::LwBase::Backscattering'
#####################################
   * SDPropertyCategory = 'Input'
      * 'ColourInner' = SDValueColorRGB(ColorRGB(0,0,0.529999971)) [CONNECTABLE]
         * Description: 'The colour when looking directly down onto the surface of an object.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'ColourOuter' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'The colour when looking at the (grazing) edge of an object.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'NormalReflectivity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'How shiny the object appears looking straight on.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GrazingReflectivity' = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
         * Description: 'How shiny the object appears looking at a very shallow angle.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(3.20000005)) [CONNECTABLE]
         * Description: 'Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GlossyWeight' = SDValueFloat(float(0.400000006)) [CONNECTABLE]
         * Description: 'How much of the material should be made up of the Glossy function. Set this at 0.0 for pure backscattering.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'GlossyRoughness' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Simulates the level of polish in the glossy part of the material. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

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

[38/39] 'mdl::LwBase::Ocean_2_1'
################################
   * SDPropertyCategory = 'Input'
      * 'VolumeColour' = SDValueColorRGB(ColorRGB(0.40625,0.851562977,0.80350697)) [CONNECTABLE]
         * Description: 'Controls the colour of the material. Light passing through the material will gradually be absorbed based on this colour. The further the light travels in the material, the more light will be absorbed. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'VolumeDistance' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption and scattering effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ParticleDensity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls how much of the volume is taken up by particles. The higher the ParticleDensity, the less you will be able to see below the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'QuickParticles' = SDValueBool(bool(true)) [CONNECTABLE]
         * Description: 'Switches between a simplified and a more accurate representation of particles in the material. If set to true, particles are approximated by a simple but fast shading effect at the surface of the material. If false, particles are simulated using slower but more accurate subsurface scattering effects.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.34000003)) [CONNECTABLE]
         * Description: 'IOR (Index of Refraction) controls how much the material refracts (or distorts) the transmitted light.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ThinWalled' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Treats the objects to which the material is applied as thin sheets instead of solid, filled objects. If set to true, all refraction, subsurface absorption and subsurface scattering effects will be disabled.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

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

[39/39] 'mdl::LwBase::Ocean'
############################
   * SDPropertyCategory = 'Input'
      * 'VolumeColour' = SDValueColorRGB(ColorRGB(0.40625,0.851562977,0.80350697)) [CONNECTABLE]
         * Description: 'Controls the colour of the material. Light passing through the material will gradually be absorbed based on this colour. The further the light travels in the material, the more light will be absorbed. This must be a single colour value, it cannot be a texture map or noise function.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB) [Uniform]

      * 'VolumeDistance' = SDValueFloat(float(5)) [CONNECTABLE]
         * Description: 'This scale, in metres, controls the overall strength of the subsurface absorption and scattering effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ParticleDensity' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Controls how much of the volume is taken up by particles. The higher the ParticleDensity, the less you will be able to see below the surface of the material.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'QuickParticles' = SDValueBool(bool(true)) [CONNECTABLE]
         * Description: 'Switches between a simplified and a more accurate representation of particles in the material. If set to true, particles are approximated by a simple but fast shading effect at the surface of the material. If false, particles are simulated using slower but more accurate subsurface scattering effects.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

      * 'IOR' = SDValueFloat(float(1.34000003)) [CONNECTABLE]
         * Description: 'IOR (Index of Refraction) controls how much the material refracts (or distorts) the transmitted light.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'ThinWalled' = SDValueBool(bool(false)) [CONNECTABLE]
         * Description: 'Treats the objects to which the material is applied as thin sheets instead of solid, filled objects. If set to true, all refraction, subsurface absorption and subsurface scattering effects will be disabled.'
         * Types:
            * 'bool' (SDTypeBool) [Uniform]

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