mdl::alg::materials::designer::pbr

Definitions:

[1/3] ‘mdl::alg::materials::designer::pbr::physically_metallic_roughness’

  • Label: ‘Physically Metallic Roughness’

  • SDPropertyCategory = ‘Input’
    • ‘baseColor’ = SDValueColorRGB(ColorRGB(0.214040995,0.214040995,0.214040995)) [CONNECTABLE]
      • Label: ‘Base Color/Diffuse’

      • Description: ‘Base Color channel’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___189) [CONNECTABLE]
      • Label: ‘Normal’

      • Description: ‘Normal channel’

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

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

      • Description: ‘Roughness channel’

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

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

      • Description: ‘Metallic channel’

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

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

      • Description: ‘Height channel’

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

    • ‘heightScale’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Scale’

      • Description: ‘provides significant physical detail to the surface by manipulating the vertices of the mesh’

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

    • ‘ambientOcclusion’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Ambient Occlusion’

      • Description: ‘Ambient Occlusion channel’

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

    • ‘anisotropyLevel’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Level’

      • Description: ‘Anisotropy Level channel’

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

    • ‘anisotropyAngle’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Angle’

      • Description: ‘Anisotropy Angle channel’

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

    • ‘emissiveColor’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Emissive’

      • Description: ‘Emissive channel’

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

    • ‘emissiveIntensity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Emissive Intensity’

      • Description: ‘Controls how much light is emitted from the surface’

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

    • ‘specularLevel’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Specular Level’

      • Description: ‘Specular Level channel’

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

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

      • Description: ‘Opacity channel’

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

    • ‘refraction’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Refraction’

      • Description: ‘Refraction channel’

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

    • ‘refractionIOR’ = SDValueFloat(float(1.5)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Index of Refraction’

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

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

      • Description: ‘controls how much light is scattered through the surface’

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

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

      • Description: ‘controls how much light is absorbed through the surface’

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

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

      • Description: ‘simulates shifts in color when light passes through the surface’

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

    • ‘scalarZeroValue’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Scalar Zero Value’

      • Description: ‘Determine the neutral height value’

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

    • ‘tiling’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Tiling value to keep displacement tiling independent’

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

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

[2/3] ‘mdl::alg::materials::designer::pbr::physically_metallic_roughness_coated’

  • Label: ‘Physically Metallic Roughness - Coating’

  • Description: ‘The usual PBR shader, with a coated layer color’

  • SDPropertyCategory = ‘Input’
    • ‘baseColor’ = SDValueColorRGB(ColorRGB(0.214040995,0.214040995,0.214040995)) [CONNECTABLE]
      • Label: ‘Base Color/Diffuse’

      • Description: ‘Base Color channel’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___190) [CONNECTABLE]
      • Label: ‘Normal’

      • Description: ‘Normal channel’

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

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

      • Description: ‘Roughness channel’

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

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

      • Description: ‘Metallic channel’

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

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

      • Description: ‘Height channel’

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

    • ‘heightScale’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Scale’

      • Description: ‘provides significant physical detail to the surface by manipulating the vertices of the mesh’

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

    • ‘ambientOcclusion’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Ambient Occlusion’

      • Description: ‘Ambient Occlusion channel’

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

    • ‘anisotropyLevel’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Level’

      • Description: ‘Anisotropy Level channel’

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

    • ‘anisotropyAngle’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Angle’

      • Description: ‘Anisotropy Angle channel’

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

    • ‘emissiveColor’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Emissive’

      • Description: ‘Emissive channel’

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

    • ‘emissiveIntensity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Emissive Intensity’

      • Description: ‘Controls how much light is emitted from the surface’

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

    • ‘specularLevel’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Specular Level’

      • Description: ‘Specular Level channel’

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

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

      • Description: ‘Opacity channel’

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

    • ‘refraction’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Refraction’

      • Description: ‘Refraction channel’

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

    • ‘refractionIOR’ = SDValueFloat(float(1.5)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Index of Refraction’

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

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

      • Description: ‘controls how much light is scattered through the surface’

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

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

      • Description: ‘controls how much light is absorbed through the surface’

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

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

      • Description: ‘simulates shifts in color when light passes through the surface’

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

    • ‘coatWeight’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Weight’

      • Description: ‘How much of the coating is present’

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

    • ‘coatSpecularLevel’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Specular Level’

      • Description: ‘Specular control for F0 : 0 -> 0%, 1 -> 8%’

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

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

      • Description: ‘Coating color which affects transmitted light going to below layers’

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

    • ‘coatRoughness’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘How irregular are surface micro detail : 0 -> regular (i.e. polished)

, 1 -> irregular (i.e. rough)’

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

  • ‘coatNormal’ = SDMDLValueCall(mdl::state::normal()__default_call___191) [CONNECTABLE]
    • Label: ‘Normal’

    • Description: ‘Desribes surface relief details’

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

  • ‘coatInheritNormal’ = SDValueBool(bool(false)) [CONNECTABLE]
    • Label: ‘Inherit normal’

    • Description: ‘Whether the coat surface inherit the same relief as below layer or if it has its own’

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

  • ‘scalarZeroValue’ = SDValueFloat(float(0.5)) [CONNECTABLE]
    • Label: ‘Scalar Zero Value’

    • Description: ‘Determine the neutral height value’

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

  • ‘tiling’ = SDValueFloat(float(1)) [CONNECTABLE]
    • Label: ‘Tiling’

    • Description: ‘Tiling value to keep displacement tiling independent’

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

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

  • Label: ‘Physically Specular Glossiness’

  • SDPropertyCategory = ‘Input’
    • ‘baseColor’ = SDValueColorRGB(ColorRGB(0.214040995,0.214040995,0.214040995)) [CONNECTABLE]
      • Label: ‘Diffuse’

      • Description: ‘Diffuse channel’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___193) [CONNECTABLE]
      • Label: ‘Normal’

      • Description: ‘Normal channel’

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

    • ‘specular’ = SDValueColorRGB(ColorRGB(0.214040995,0.214040995,0.214040995)) [CONNECTABLE]
      • Label: ‘Specular’

      • Description: ‘Specular channel’

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

    • ‘glossiness’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Glossiness’

      • Description: ‘Glossiness channel’

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

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

      • Description: ‘Height channel’

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

    • ‘heightScale’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Scale’

      • Description: ‘provides significant physical detail to the surface by manipulating the vertices of the mesh’

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

    • ‘ambientOcclusion’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Ambient Occlusion’

      • Description: ‘Ambient Occlusion channel’

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

    • ‘anisotropyLevel’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Level’

      • Description: ‘Anisotropy Level channel’

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

    • ‘anisotropyAngle’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Anisotropy Angle’

      • Description: ‘Anisotropy Angle channel’

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

    • ‘emissiveColor’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Emissive’

      • Description: ‘Emissive channel’

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

    • ‘emissiveIntensity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Emissive Intensity’

      • Description: ‘Controls how much light is emitted from the surface’

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

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

      • Description: ‘Opacity channel’

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

    • ‘refraction’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Refraction’

      • Description: ‘Refraction’

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

    • ‘refractionColor’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Refraction Color’

      • Description: ‘Refraction channel’

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

    • ‘refractionIOR’ = SDValueFloat(float(1.5)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Index of Refraction’

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

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

      • Description: ‘controls how much light is scattered through the surface’

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

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

      • Description: ‘controls how much light is absorbed through the surface’

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

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

      • Description: ‘simulates shifts in color when light passes through the surface’

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

    • ‘scalarZeroValue’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Scalar Zero Value’

      • Description: ‘Determine the neutral height value’

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

    • ‘tiling’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Tiling value to keep displacement tiling independent’

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

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