mdl::LwMeasuredBase
===================

.. contents:: :local:

Definitions:
------------
[1/16] 'mdl::LwMeasuredBase::AluminiumCopper'
#############################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[2/16] 'mdl::LwMeasuredBase::Aluminium'
#######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[3/16] 'mdl::LwMeasuredBase::Chromium'
######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[4/16] 'mdl::LwMeasuredBase::Copper'
####################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[5/16] 'mdl::LwMeasuredBase::Gold'
##################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[6/16] 'mdl::LwMeasuredBase::Molybdenum'
########################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[7/16] 'mdl::LwMeasuredBase::Nickel'
####################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[8/16] 'mdl::LwMeasuredBase::Platinum'
######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[9/16] 'mdl::LwMeasuredBase::Rhodium'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[10/16] 'mdl::LwMeasuredBase::Silver'
#####################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[11/16] 'mdl::LwMeasuredBase::Titanium'
#######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[12/16] 'mdl::LwMeasuredBase::Tungsten'
#######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[13/16] 'mdl::LwMeasuredBase::Vanadium'
#######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[14/16] 'mdl::LwMeasuredBase::Iron'
###################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[15/16] 'mdl::LwMeasuredBase::Lead'
###################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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

[16/16] 'mdl::LwMeasuredBase::Mercury'
######################################
   * SDPropertyCategory = 'Input'
      * 'Roughness' = SDValueFloat(float(0)) [CONNECTABLE]
         * Description: 'Simulates the level of polish. Higher values result in blurrier reflections.'
         * Types:
            * 'float' (SDTypeFloat)

      * 'Anisotropy' = SDValueFloat(float(0)) [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)

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