mdl::iray_for_rhino::rhino_5_material

Definitions:

[1/1] ‘mdl::iray_for_rhino::rhino_5_material::rhino_5_material’

  • Label: ‘Rhino5’

  • Description: ‘An MDL version of the builtin Rhino 5 default material’

  • SDPropertyCategory = ‘Input’
    • ‘diffuse_color’ = SDValueColorRGB(ColorRGB(0.5,0.5,0.5)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The diffuse material color’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘glossy_finish_glossiness’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Gloss Finish’

      • Description: ‘The glossiness of the surface’

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

    • ‘glossy_finish_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Gloss Finish Color’

      • Description: ‘The color of the glossy material finish’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘reflectivity’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Reflectivity’

      • Description: ‘The reflective layer of the material’

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

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

      • Description: ‘The color of the specular reflection of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘transparency’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Transparency’

      • Description: ‘the transparency of the material’

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

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

      • Description: ‘The transparency color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘ior’ = SDValueFloat(float(1.45000005)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Index of Refraction of the material’

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

    • ‘use_color_texture’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use Color Texture’

      • Description: ‘When enabled, the diffuse color texture will be used for the diffuse color of the material. Otherwise the Base color input is used’

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

    • ‘color_texture’ = SDMDLValueTextureReference() [CONNECTABLE]
      • Label: ‘Color Texture’

      • Description: ‘Use a texture to drive the diffuse material input’

      • Types:
        • ‘mdl::texture_2d’ (SDMDLTypeTextureReference) [Uniform]

    • ‘color_texture_weight’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Color Texture Weight’

      • Description: ‘When texturing for the diffuse color is enabled, this parameter adjusts the blending of the color texture with the diffuse color of the material’

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

    • ‘use_transparency_texture’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use Transparency Texture’

      • Description: ‘When enabled, the transparency texture will be used to drive the transparency of the material. When disabled, the input of Transparency will be used’

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

    • ‘transparency_texture’ = SDMDLValueTextureReference() [CONNECTABLE]
      • Label: ‘Transparency Texture’

      • Description: ‘Use a texture to drive the transparency of the material’

      • Types:
        • ‘mdl::texture_2d’ (SDMDLTypeTextureReference) [Uniform]

    • ‘transparency_texture_weight’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Transparency Texture Weight’

      • Description: ‘When texturing for the transparency is enabled, this parameter adjusts the blending of the transparency texture with the transparency of the material’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘use_bump_texture’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use Bump Texture’

      • Description: ‘When enabled, the bump texture will be used to drive the bump of the material.’

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

    • ‘bump_texture’ = SDMDLValueTextureReference() [CONNECTABLE]
      • Label: ‘Bump Texture’

      • Description: ‘Use a texture to modify the surface bump of the material’

      • Types:
        • ‘mdl::texture_2d’ (SDMDLTypeTextureReference) [Uniform]

    • ‘bump_amount’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump Amount’

      • Description: ‘Light emission color’

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

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

      • Description: ‘Light emission color’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘emission_intensity’ = SDValueFloat(float(100)) [CONNECTABLE]
      • Label: ‘Emission Intensity’

      • Description: ‘Intensity of the light emission’

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

    • ‘unit_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Unit Scale’

      • Description: ‘Scales the material accordingly to a given factor’

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

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