mdl::LwFinish
=============

.. contents:: :local:

Definitions:
------------
[1/20] 'mdl::LwFinish::DiffuseLayer_2_2'
########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___366) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___367) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[2/20] 'mdl::LwFinish::DiffuseLayer'
####################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___370) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___371) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[3/20] 'mdl::LwFinish::ConductorLayer_2_1'
##########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___374) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___375) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[4/20] 'mdl::LwFinish::ConductorLayer'
######################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___378) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___379) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[5/20] 'mdl::LwFinish::DielectricLayer_2_1'
###########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___382) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___383) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[6/20] 'mdl::LwFinish::DielectricLayer'
#######################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___386) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___387) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[7/20] 'mdl::LwFinish::AnisotropicConductorLayer_2_1'
#####################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___390) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___391) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

      * '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) [Uniform]

      * 'LayerExponent' = 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)

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

[8/20] 'mdl::LwFinish::AnisotropicConductorLayer'
#################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___394) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

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

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___395) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[9/20] 'mdl::LwFinish::AnisotropicDielectricLayer_2_1'
######################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___398) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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(0.100000001)) [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(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)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___399) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[10/20] 'mdl::LwFinish::AnisotropicDielectricLayer'
###################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___402) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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(0.100000001)) [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(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)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___403) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[11/20] 'mdl::LwFinish::SpecularReflectionLayer'
################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___406) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___407) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[12/20] 'mdl::LwFinish::GlossLayer'
###################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___410) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Roughness' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Colour' = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
         * Description: 'Determines the colour tint of the reflections. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___411) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the coating, with control over the strength.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[13/20] 'mdl::LwFinish::InterferencePattern_2_1'
################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___414) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Weight' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. Note that this layer is always mostly transparent - setting a weight of 1.0 will maximise the strength of the interference pattern but will not block the underlying material from view.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Thickness' = SDValueFloat(float(600)) [CONNECTABLE]
         * Description: 'The thickness of the film in nanometres. In visual terms this parameter will determine the colours you see and the number of 'rings' in the interference pattern - higher thickness leads to more rings. The thickness should be approximately in the range of 100 to 10,000 nanometres in order to see the interference effects clearly.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(1.41299999)) [CONNECTABLE]
         * Description: 'The index of refraction of the material. This also affects the colours and number of rings in the interference pattern.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___415) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[14/20] 'mdl::LwFinish::InterferencePattern'
############################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___418) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'Weight' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. Note that this layer is always mostly transparent - setting a weight of 1.0 will maximise the strength of the interference pattern but will not block the underlying material from view.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Thickness' = SDValueFloat(float(600)) [CONNECTABLE]
         * Description: 'The thickness of the film in nanometres. In visual terms this parameter will determine the colours you see and the number of 'rings' in the interference pattern - higher thickness leads to more rings. The thickness should be approximately in the range of 100 to 10,000 nanometres in order to see the interference effects clearly.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'IOR' = SDValueFloat(float(1.53999996)) [CONNECTABLE]
         * Description: 'The index of refraction of the material. This also affects the colours and number of rings in the interference pattern.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___419) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[15/20] 'mdl::LwFinish::GlossFlakes_2_1'
########################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___422) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'FlakeColour' = SDValueColorRGB(ColorRGB(0.681999981,0.63499999,0.0430000015)) [CONNECTABLE]
         * Description: 'Determines colour of the flakes. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'FlakeRoughness' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.100000001)) [CONNECTABLE]
         * Description: 'Determines the maximum reflectivity of the flakes. This effectively controls the weight of the layer relative to the underlying material. If you are using multiple GlossFlakes layers, this parameters should be less than 1.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeSize' = SDValueFloat(float(0.00200000009)) [CONNECTABLE]
         * Description: 'Determines the size of the flakes. Higher values result in bigger flakes.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeAmount' = SDValueFloat(float(0.219999999)) [CONNECTABLE]
         * Description: 'This represents the density of flakes in the material. The higher the value, the less you will see the layers underneath.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeBumpiness' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'Controls the strength of the bump map associated with the flake layer.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[16/20] 'mdl::LwFinish::GlossFlakes'
####################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___425) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'FlakeColour' = SDValueColorRGB(ColorRGB(0.681999981,0.63499999,0.0430000015)) [CONNECTABLE]
         * Description: 'Determines colour of the flakes. This can be a single colour value or a texture map.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'FlakeRoughness' = SDValueFloat(float(0.200000003)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'FlakeIntensity' = SDValueFloat(float(1)) [CONNECTABLE]
         * Description: 'Determines the maximum reflectivity of the flakes. This effectively controls the weight of the layer relative to the underlying material. If you are using multiple GlossFlakes layers, this parameters should be less than 1.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeSize' = SDValueFloat(float(0.00200000009)) [CONNECTABLE]
         * Description: 'Determines the size of the flakes. Higher values result in bigger flakes.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeAmount' = SDValueFloat(float(0.219999999)) [CONNECTABLE]
         * Description: 'This represents the density of flakes in the material. The higher the value, the less you will see the layers underneath.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

      * 'FlakeBumpiness' = SDValueFloat(float(0.25)) [CONNECTABLE]
         * Description: 'Controls the strength of the bump map associated with the flake layer.'
         * Types:
            * 'float' (SDTypeFloat) [Uniform]

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

[17/20] 'mdl::LwFinish::FlipFlop_2_1'
#####################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___428) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'FlipColour' = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
         * Description: 'Determines the colour tint of the reflections when the material is viewed at a grazing angle.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'FlopColour' = SDValueColorRGB(ColorRGB(0,0,1)) [CONNECTABLE]
         * Description: 'Determines the colour tint of the reflections when the material is viewed face on.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the relative weighting of the Flip and Flop colours at intermediate angles. At high values the FlopColour dominates, at low values the FlipColour dominates.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. This layer is always partially transparent so you will still see underlying layers even when the weight is set to 1.'
         * Types:
            * 'float' (SDTypeFloat)

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

[18/20] 'mdl::LwFinish::FlipFlop'
#################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___431) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * 'FlipColour' = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
         * Description: 'Determines the colour tint of the reflections when the material is viewed at a grazing angle.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'FlopColour' = SDValueColorRGB(ColorRGB(0,0,1)) [CONNECTABLE]
         * Description: 'Determines the colour tint of the reflections when the material is viewed face on.'
         * Types:
            * 'ColorRGB' (SDTypeColorRGB)

      * 'Roughness' = SDValueFloat(float(0.300000012)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values will make the reflections appear more blurred.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Exponent' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the relative weighting of the Flip and Flop colours at intermediate angles. At high values the FlopColour dominates, at low values the FlipColour dominates.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. This layer is always partially transparent so you will still see underlying layers even when the weight is set to 1.'
         * Types:
            * 'float' (SDTypeFloat)

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

[19/20] 'mdl::LwFinish::DiffuseTransmissionLayer_2_2'
#####################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___434) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___435) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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

[20/20] 'mdl::LwFinish::DiffuseTransmissionLayer'
#################################################
   * SDPropertyCategory = 'Input'
      * 'BaseMaterial' = SDMDLValueCall(mdl::material(bool,material_surface,material_surface,color,material_volume,material_geometry,hair_bsdf)__default_call___438) [CONNECTABLE]
         * Types:
            * 'mdl::material' (SDTypeStruct)

      * '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)

      * 'Weight' = SDValueFloat(float(0.5)) [CONNECTABLE]
         * Description: 'Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Normal' = SDMDLValueCall(mdl::state::normal()__default_call___439) [CONNECTABLE]
         * Description: 'Adds a bump map or normal map to the layer.'
         * Types:
            * 'float3' (SDTypeFloat3)

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