mdl::alg::materials::designer

Definitions:

[1/1] ‘mdl::alg::materials::designer::adobe_standard_material’

  • Label: ‘Adobe Standard Material Definition’

  • Description: ‘Material definition for Adobe interchange.’

  • SDPropertyCategory = ‘Input’
    • ‘base_color’ = SDValueColorRGB(ColorRGB(0.5,0.5,0.5)) [CONNECTABLE]
      • Label: ‘Base color’

      • Description: ‘The color of the surface.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘roughness’ = SDValueFloat(float(0.300000012)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘How smooth or matte the surface is.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘metallic’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Metallic’

      • Description: ‘The degree of metallic luster the surface has.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘opacity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Opacity’

      • Description: ‘The visibility of the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘ambient_occlusion’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Ambient occlusion’

      • Description: ‘Shadows from cavities and creases preventing light from hitting the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘specular_level’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Specular level’

      • Description: ‘The strength of light reflections on the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘specular_edge_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Specular edge color’

      • Description: ‘The color of light reflections. Affects glancing angles for metallic materials.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___175) [CONNECTABLE]
      • Label: ‘Normal’

      • Description: ‘Simulate surface details like bumps and cracks.’

      • Types:
        • ‘float3’ (SDTypeFloat3) [Varying]

    • ‘normal_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Normal scale’

      • Description: ‘The strength of the normal effect.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘combine_normal_and_height’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Combine normal and height’

      • Description: ‘Applies the normal texture on top of the height texture.’

      • Types:
        • ‘bool’ (SDTypeBool) [Uniform]

    • ‘height’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Height’

      • Description: ‘Creates surface details using bump or geometry displacement.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘height_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Height scale’

      • Description: ‘The scale of height in scene units. Applies to both bump and displacement.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘height_level’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Height level’

      • Description: ‘The value of the height texture representing zero displacement.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘anisotropy’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy level’

      • Description: ‘The amount that reflections stretch in one direction along the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘anisotropy_rotation’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy angle’

      • Description: ‘The counterclockwise rotation of the anisotropic effect.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘emission’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Emission intensity’

      • Description: ‘The intensity of light emitted from the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘emission_color’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Emission color’

      • Description: ‘The color of emitted light.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘sheen’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Sheen opacity’

      • Description: ‘Simulates the effect microscopic fibers or fuzz on the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘sheen_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Sheen color’

      • Description: ‘The color of the sheen effect.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘sheen_roughness’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Sheen roughness’

      • Description: ‘Softness of the sheen effect.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘translucency’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Translucency’

      • Description: ‘The amount of light able to transmit through the surface.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘thin_walled’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Thin-walled’

      • Description: ‘Treats all surfaces as a thin shell. Disables refraction, absorption, and scattering.’

      • Types:
        • ‘bool’ (SDTypeBool) [Uniform]

    • ‘absorption_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Absorption color’

      • Description: ‘The color light will converge to as it is absorbed.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘absorption_distance’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Absorption distance’

      • Description: ‘Approximate distance in scene units that light will travel before reaching absorption color. If set to zero, thickness will not affect absorption color.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘specular_ior’ = SDValueFloat(float(1.5)) [CONNECTABLE]
      • Label: ‘Index of refraction’

      • Description: ‘The amount light bends as it passes through the object.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘dispersion’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Dispersion’

      • Description: ‘The amount the color spectrum spreads out when refracted.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘scatter’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Subsurface scattering’

      • Description: ‘Scatters light below the surface, rather than passing straight through.’

      • Types:
        • ‘bool’ (SDTypeBool) [Uniform]

    • ‘scatter_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Scattering color’

      • Description: ‘The color below the surface that scattered light will become.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘scatter_distance’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Scattering distance’

      • Description: ‘Approximate distance light must travel before reaching full scattering.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘scatter_distance_scale’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Scattering distance scale’

      • Description: ‘A multiplier of the scatter distance. May be different for each color channel.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘scatter_red_shift’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Red shift’

      • Description: ‘Sets red light to travel further than other light colors. Useful for skin.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘scatter_rayleigh’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Rayleigh scattering’

      • Description: ‘Sets orange light to travel further beneath the surface and blue light to travel less.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘volume_thickness’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Volume thickness’

      • Description: ‘ The thickness of the surface relative to the bounding box of the object. Used for interior effects when the real thickness is not known.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘volume_thickness_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Volume thickness scale’

      • Description: ‘Multiplier of the volume thickness.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘coat’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Coat opacity’

      • Description: ‘Simulates a layer on top of the material. Used to create clear coats, lacquers, and varnishes.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘coat_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Coat color’

      • Description: ‘The color of the coat.’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB) [Varying]

    • ‘coat_roughness’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Coat roughness’

      • Description: ‘How smooth or matte the coat surface is.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘coat_ior’ = SDValueFloat(float(1.60000002)) [CONNECTABLE]
      • Label: ‘Coat index of refraction’

      • Description: ‘The amount light bends as it passes through the coating.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

    • ‘coat_specular_level’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Coat specular level’

      • Description: ‘The strength of light reflections on the coat at glancing angles.’

      • Types:
        • ‘float’ (SDTypeFloat) [Varying]

    • ‘coat_normal’ = SDMDLValueCall(mdl::state::normal()__default_call___182) [CONNECTABLE]
      • Label: ‘Coat normal’

      • Description: ‘Simulate surface details like bumps and cracks on the coat surface.’

      • Types:
        • ‘float3’ (SDTypeFloat3) [Varying]

    • ‘coat_normal_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Coat normal scale’

      • Description: ‘The strength of the coat normal effect.’

      • Types:
        • ‘float’ (SDTypeFloat) [Uniform]

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘mdl::material’ (SDTypeStruct)