mdl::nvidia::core_definitions

Definitions:

[1/51] ‘mdl::nvidia::core_definitions::texture_return.tint(::base::texture_return)’

  • SDPropertyCategory = ‘Input’
    • ‘s’ [CONNECTABLE]
      • Types:
        • ‘mdl::base::texture_return’ (SDTypeStruct)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

[2/51] ‘mdl::nvidia::core_definitions::texture_return.mono(::base::texture_return)’

  • SDPropertyCategory = ‘Input’
    • ‘s’ [CONNECTABLE]
      • Types:
        • ‘mdl::base::texture_return’ (SDTypeStruct)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float’ (SDTypeFloat)

[3/51] ‘mdl::nvidia::core_definitions::material_type(::nvidia::core_definitions::material_type)’

  • Description: ‘used to annotate materials as hint for grouping in the ui’

  • SDPropertyCategory = ‘Input’
    • ‘v’ = SDValueEnum(“mdl::nvidia::core_definitions::material_type”,0) [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::material_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘mdl::nvidia::core_definitions::material_type’ (SDTypeEnum)

[4/51] ‘mdl::nvidia::core_definitions::int(::nvidia::core_definitions::material_type)’

  • Description: ‘used to annotate materials as hint for grouping in the ui’

  • SDPropertyCategory = ‘Input’
    • ‘x’ [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::material_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘int’ (SDTypeInt)

[5/51] ‘mdl::nvidia::core_definitions::emission_type(::nvidia::core_definitions::emission_type)’

  • Description: ‘Used in light sources to define the emission mode’

  • SDPropertyCategory = ‘Input’
    • ‘v’ = SDValueEnum(“mdl::nvidia::core_definitions::emission_type”,0) [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum)

[6/51] ‘mdl::nvidia::core_definitions::int(::nvidia::core_definitions::emission_type)’

  • Description: ‘Used in light sources to define the emission mode’

  • SDPropertyCategory = ‘Input’
    • ‘x’ [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘int’ (SDTypeInt)

[7/51] ‘mdl::nvidia::core_definitions::cell_type(::nvidia::core_definitions::cell_type)’

  • Description: ‘used to define the behavior of Worley noise’

  • SDPropertyCategory = ‘Input’
    • ‘v’ = SDValueEnum(“mdl::nvidia::core_definitions::cell_type”,0) [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_type’ (SDTypeEnum)

[8/51] ‘mdl::nvidia::core_definitions::int(::nvidia::core_definitions::cell_type)’

  • Description: ‘used to define the behavior of Worley noise’

  • SDPropertyCategory = ‘Input’
    • ‘x’ [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_type’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘int’ (SDTypeInt)

[9/51] ‘mdl::nvidia::core_definitions::cell_base(::nvidia::core_definitions::cell_base)’

  • Description: ‘used to annotate materials as hint for grouping in the ui’

  • SDPropertyCategory = ‘Input’
    • ‘v’ = SDValueEnum(“mdl::nvidia::core_definitions::cell_base”,0) [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum)

[10/51] ‘mdl::nvidia::core_definitions::int(::nvidia::core_definitions::cell_base)’

  • Description: ‘used to annotate materials as hint for grouping in the ui’

  • SDPropertyCategory = ‘Input’
    • ‘x’ [CONNECTABLE]
      • Types:
        • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum)

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘int’ (SDTypeInt)

[11/51] ‘mdl::nvidia::core_definitions::blend_colors(color,color,::base::color_layer_mode,float)’

  • Label: ‘Blend colors’

  • Description: ‘Allows combining textures in varied ways’

  • SDPropertyCategory = ‘Input’
    • ‘color_1’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color_2’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘mode’ = SDValueEnum(“mdl::base::color_layer_mode”,0) [CONNECTABLE]
      • Label: ‘Blend mode’

      • Description: ‘Describes how Color 1 and Color 2 are combined’

      • Types:
        • ‘mdl::base::color_layer_mode’ (SDTypeEnum) [Uniform]

    • ‘weight’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Blend weight’

      • Description: ‘Defines strength of the effect. At weight of 0, only color 1 will be visible. At weight 1, the blend function will have full effect’

      • Types:
        • ‘float’ (SDTypeFloat)

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

[12/51] ‘mdl::nvidia::core_definitions::file_texture(texture_2d,::base::mono_mode,float,float,float2,float2,float,bool,int,bool)’

  • Label: ‘Bitmap texture’

  • Description: ‘Allows texturing using image files of various file formats’

  • SDPropertyCategory = ‘Input’
    • ‘texture’ [CONNECTABLE]
      • Label: ‘Bitmap file’

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

    • ‘mono_source’ = SDValueEnum(“mdl::base::mono_mode”,1) [CONNECTABLE]
      • Label: ‘Scalar mode’

      • Description: ‘Defines how the texture applies to scalar parameters’

      • Types:
        • ‘mdl::base::mono_mode’ (SDTypeEnum) [Uniform]

    • ‘brightness’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Brightness’

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

    • ‘contrast’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Contrast’

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

    • ‘scaling’ = SDValueFloat2(float2(1,1)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘translation’ = SDValueFloat2(float2(0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘rotation’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘clip’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Clip’

      • Description: ‘If set to true, texture will not repeat. Outside of the texture, color will be black and the scalar value will be 0’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘invert’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Invert image’

      • Description: ‘Invert image’

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

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

[13/51] ‘mdl::nvidia::core_definitions::perlin_noise_texture(color,color,bool,int,bool,float,float,float3,float3,float3,int)’

  • Label: ‘Perlin noise texture’

  • Description: ‘Allow texturing with a random noise pattern’

  • SDPropertyCategory = ‘Input’
    • ‘color1’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color2’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘object_space’ = SDValueBool(bool(true)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘noise_levels’ = SDValueInt(int(3)) [CONNECTABLE]
      • Label: ‘Levels’

      • Description: ‘Higher amounts will add detail to the noise’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘absolute_noise’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Billowing appearance’

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

    • ‘noise_threshold_high’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Upper threshold’

      • Description: ‘Lowering this value will create bigger areas uniformly colored with Color 1’

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

    • ‘noise_threshold_low’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Lower threshold’

      • Description: ‘Increasing this value will create bigger areas uniformly colored with Color 2’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

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

[14/51] ‘mdl::nvidia::core_definitions::perlin_noise_bump_texture(float,float3,int,bool,bool,float,float,float3,float3,int)’

  • Label: ‘Perlin noise texture’

  • Description: ‘Allows texturing a random noise pattern’

  • SDPropertyCategory = ‘Input’
    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump strength’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘noise_levels’ = SDValueInt(int(1)) [CONNECTABLE]
      • Label: ‘Levels’

      • Description: ‘Higher amounts will add detail to the noise’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘object_space’ = SDValueBool(bool(true)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘absolute_noise’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Billowing appearance’

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

    • ‘noise_threshold_high’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Upper threshold’

      • Description: ‘Lowering this value will create bigger areas uniformly colored with Color 1’

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

    • ‘noise_threshold_low’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Lower threshold’

      • Description: ‘Increasing this value will create bigger areas uniformly colored with Color 2’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[15/51] ‘mdl::nvidia::core_definitions::worley_noise_texture(color,color,bool,int,::nvidia::core_definitions::cell_type,::nvidia::core_definitions::cell_base,float,float,float3,float3,float3)’

  • Label: ‘Cellular noise texture’

  • Description: ‘Allow texturing with a cell forming pattern’

  • SDPropertyCategory = ‘Input’
    • ‘color1’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color2’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘object_space’ = SDValueBool(bool(true)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘mode’ = SDValueEnum(“mdl::nvidia::core_definitions::cell_type”,0) [CONNECTABLE]
      • Label: ‘Cell type’

      • Description: ‘Cell pattern type’

      • Types:
        • ‘mdl::nvidia::core_definitions::cell_type’ (SDTypeEnum) [Uniform]

    • ‘metric’ = SDValueEnum(“mdl::nvidia::core_definitions::cell_base”,0) [CONNECTABLE]
      • Label: ‘Cell shape’

      • Description: ‘The shape of the cell form’

      • Types:
        • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum) [Uniform]

    • ‘noise_threshold_high’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Upper threshold’

      • Description: ‘Lowering this value will create bigger areas uniformly colored with Color 1’

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

    • ‘noise_threshold_low’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Lower threshold’

      • Description: ‘Increasing this value will create bigger areas uniformly colored with Color 2’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

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

[16/51] ‘mdl::nvidia::core_definitions::worley_noise_bump_texture(float,::nvidia::core_definitions::cell_base,bool,int,float,float,float3,float3,float3)’

  • Label: ‘Cellular noise texture’

  • Description: ‘Allow texturing with a cell forming pattern’

  • SDPropertyCategory = ‘Input’
    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump strength’

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

    • ‘metric’ = SDValueEnum(“mdl::nvidia::core_definitions::cell_base”,0) [CONNECTABLE]
      • Label: ‘Cell shape’

      • Description: ‘The shape of the cell form’

      • Types:
        • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum) [Uniform]

    • ‘object_space’ = SDValueBool(bool(true)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘noise_threshold_high’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Upper threshold’

      • Description: ‘Lowering this value will create bigger areas uniformly colored with Color 1’

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

    • ‘noise_threshold_low’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Lower threshold’

      • Description: ‘Increasing this value will create bigger areas uniformly colored with Color 2’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[17/51] ‘mdl::nvidia::core_definitions::flow_noise_texture(color,color,bool,int,int,bool,float,float,float,float,float,float3,float3,float3)’

  • Label: ‘Flow noise texture’

  • Description: ‘Allow texturing with a 2D noise pattern suitable for waves’

  • SDPropertyCategory = ‘Input’
    • ‘color1’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color2’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘object_space’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘noise_levels’ = SDValueInt(int(3)) [CONNECTABLE]
      • Label: ‘Levels’

      • Description: ‘Higher amounts will add detail to the noise’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘absolute_noise’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Billowing appearance’

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

    • ‘phase’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Phase offset’

      • Description: ‘Controls the 3rd dimension of the function’

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

    • ‘level_gain’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Level intensity gain’

      • Description: ‘If multiple levels are used, “level_gain” specifies a weighting factor for subsequent levels’

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

    • ‘level_scale’ = SDValueFloat(float(2)) [CONNECTABLE]
      • Label: ‘Level scaling’

      • Description: ‘If multiple levels are used, “level_scale” specifies a global scaling factor for subsequent levels’

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

    • ‘level_progressive_u_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Progressive u scale’

      • Description: ‘If multiple levels are used, “level_progressive_u_scale” specifies an additional scaling factor in the “u” direction’

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

    • ‘level_progressive_v_motion’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Progressive v offset’

      • Description: ‘If multiple levels are used, “level_progressive_v_motion” specifies an offset for subsequent levels in the “v” direction’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

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

[18/51] ‘mdl::nvidia::core_definitions::flow_noise_bump_texture(float,float3,int,bool,int,bool,float,float,float,float,float,float3,float3)’

  • Label: ‘Flow noise texture’

  • Description: ‘Allow texturing with a 2D noise pattern suitable for waves’

  • SDPropertyCategory = ‘Input’
    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump strength’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘noise_levels’ = SDValueInt(int(1)) [CONNECTABLE]
      • Label: ‘Levels’

      • Description: ‘Higher amounts will add detail to the noise’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘object_space’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

    • ‘absolute_noise’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Billowing appearance’

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

    • ‘phase’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Phase offset’

      • Description: ‘Controls the 3rd dimension of the function’

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

    • ‘level_gain’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Level intensity gain’

      • Description: ‘If multiple levels are used, “level_gain” specifies a weighting factor for subsequent levels’

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

    • ‘level_scale’ = SDValueFloat(float(2)) [CONNECTABLE]
      • Label: ‘Level scaling’

      • Description: ‘If multiple levels are used, “level_scale” specifies a global scaling factor for subsequent levels’

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

    • ‘level_progressive_u_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Progressive u scale’

      • Description: ‘If multiple levels are used, “level_progressive_u_scale” specifies an additional scaling factor in the “u” direction’

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

    • ‘level_progressive_v_motion’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Progressive v offset’

      • Description: ‘If multiple levels are used, “level_progressive_v_motion” specifies an offset for subsequent levels in the “v” direction’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[19/51] ‘mdl::nvidia::core_definitions::checker_texture(color,color,float3,float3,bool,float,float3,int)’

  • Label: ‘3d checker texture’

  • Description: ‘Allows texturing a checkerboard pattern’

  • SDPropertyCategory = ‘Input’
    • ‘color1’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color2’ = SDValueColorRGB(ColorRGB(0,0,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘object_space’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘blur’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Blur’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

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

[20/51] ‘mdl::nvidia::core_definitions::checker_bump_texture(float,float,bool,float3,float3,float3,int)’

  • Label: ‘3d checker texture’

  • Description: ‘Allows texturing a checkerboard pattern’

  • SDPropertyCategory = ‘Input’
    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump strength’

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

    • ‘blur’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Blur’

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

    • ‘object_space’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Use object space’

      • Description: ‘If off, UV space will be used. If on, 3d texturing in object space will apply. For applications that do not support object space, world space will be used’

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

    • ‘scaling’ = SDValueFloat3(float3(10,10,10)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

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

    • ‘translation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

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

    • ‘rotation’ = SDValueFloat3(float3(0,0,0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Only applies if “Use object space” is off. Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[21/51] ‘mdl::nvidia::core_definitions::file_bump_texture(texture_2d,::base::mono_mode,float2,float2,float,bool,float,int)’

  • Label: ‘Bitmap texture’

  • Description: ‘Allows texturing using image files of various file formats’

  • SDPropertyCategory = ‘Input’
    • ‘texture’ [CONNECTABLE]
      • Label: ‘Bitmap file’

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

    • ‘bump_source’ = SDValueEnum(“mdl::base::mono_mode”,1) [CONNECTABLE]
      • Label: ‘Bump mode’

      • Description: ‘Defines how the texture is evaluated to create the bumps’

      • Types:
        • ‘mdl::base::mono_mode’ (SDTypeEnum) [Uniform]

    • ‘scaling’ = SDValueFloat2(float2(1,1)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘translation’ = SDValueFloat2(float2(0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘rotation’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘clip’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Clip’

      • Description: ‘If set to true, texture will not repeat. Outside of the texture the surface will be flat’

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

    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Bump strength’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[22/51] ‘mdl::nvidia::core_definitions::normalmap_texture(texture_2d,float2,float2,float,bool,float,int)’

  • Label: ‘Normalmap texture’

  • Description: ‘Allows the use of tangent space normal maps’

  • SDPropertyCategory = ‘Input’
    • ‘texture’ [CONNECTABLE]
      • Label: ‘Normalmap file’

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

    • ‘scaling’ = SDValueFloat2(float2(1,1)) [CONNECTABLE]
      • Label: ‘Tiling’

      • Description: ‘Controls the scale of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘translation’ = SDValueFloat2(float2(0,0)) [CONNECTABLE]
      • Label: ‘Offset’

      • Description: ‘Controls position of the texture on the object’

      • Types:
        • ‘float2’ (SDTypeFloat2) [Uniform]

    • ‘rotation’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Rotation’

      • Description: ‘Rotation angle of the texture in degrees’

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

    • ‘clip’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Clip’

      • Description: ‘If set to true, texture will not repeat. Outside of the texture the surface will be flat’

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

    • ‘factor’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Strength’

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

    • ‘texture_space’ = SDValueInt(int(0)) [CONNECTABLE]
      • Label: ‘UV space index’

      • Description: ‘Selects a specific UV space’

      • Types:
        • ‘int’ (SDTypeInt) [Uniform]

  • SDPropertyCategory = ‘Output’
    • ‘output’ [CONNECTABLE, READ_ONLY]
      • Types:
        • ‘float3’ (SDTypeFloat3)

[23/51] ‘mdl::nvidia::core_definitions::diffuse’

  • Label: ‘Simple diffuse’

  • Description: ‘A basic diffuse material’

  • SDPropertyCategory = ‘Input’
    • ‘diffuse_color’ = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.800000012)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

      • Description: ‘Higher roughness values lead a powdery appearance’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___196) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[24/51] ‘mdl::nvidia::core_definitions::scratched_metal’

  • Label: ‘Metal’

  • Description: ‘A metallic material with stretched reflections’

  • SDPropertyCategory = ‘Input’
    • ‘metal_color’ = SDValueColorRGB(ColorRGB(0.899999976,0.899999976,0.899999976)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the metal’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘glossy_weight’ = SDValueFloat(float(0.899999976)) [CONNECTABLE]
      • Label: ‘Reflection weight’

      • Description: ‘Intensity of highlights and glossy reflections and highlights’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Higher values will stretch the highlight’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Changes the orientation of the anisotropy. A value of 1 will rotate the orientation 360 degrees’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___197) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[25/51] ‘mdl::nvidia::core_definitions::metal’

  • Label: ‘Simple metal, deprecated’

  • Description: ‘A basic metallic material’

  • SDPropertyCategory = ‘Input’
    • ‘metal_color’ = SDValueColorRGB(ColorRGB(0.899999976,0.899999976,0.899999976)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the metal’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘glossy_weight’ = SDValueFloat(float(0.899999976)) [CONNECTABLE]
      • Label: ‘Reflectivity’

      • Description: ‘Intensity of highlights and glossy reflections and highlights’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___198) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[26/51] ‘mdl::nvidia::core_definitions::plastic’

  • Label: ‘Simple plastic, deprecated’

  • Description: ‘A basic dielectric, works for everything opaque that is not metallic’

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

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.25)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___199) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[27/51] ‘mdl::nvidia::core_definitions::scratched_plastic’

  • Label: ‘Plastic’

  • Description: ‘A basic dielectric, works for everything opaque that is not metallic. Supports stretched highlights’

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

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Higher values will stretch the highlight’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Changes the orientation of the anisotropy. A value of 1 will rotate the orientation 360 degrees’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity’

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

    • ‘reflectivity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Reflection weight’

      • Description: ‘Additional Reflectivity control’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___200) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[28/51] ‘mdl::nvidia::core_definitions::retroreflective’

  • Label: ‘Retroreflective’

  • Description: ‘A material with a retroreflective component, works well for road signs and retroreflective stickers’

  • SDPropertyCategory = ‘Input’
    • ‘base_color’ = SDValueColorRGB(ColorRGB(0.200000003,0.0299999993,0.0299999993)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘reflection_color’ = SDValueColorRGB(ColorRGB(0.800000012,0.800000012,0.0299999993)) [CONNECTABLE]
      • Label: ‘Reflection color’

      • Description: ‘The color of the retroreflection’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.150000006)) [CONNECTABLE]
      • Label: ‘Roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal_reflectivity’ = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
      • Label: ‘Reflection weight facing’

      • Description: ‘Reflectivity control for geometry facing the viewer’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘grazing_reflectivity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Reflection weight edge’

      • Description: ‘Reflectivity control for the reflectivity at geometry edges’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___201) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[29/51] ‘mdl::nvidia::core_definitions::flex_material’

  • Label: ‘Flexible material model’

  • Description: ‘A complex material that can be configured to a wide variety of looks’

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

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘diffuse_roughness’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Diffuse roughness’

      • Description: ‘Higher roughness values lead to a more “powdery” look’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘is_metal’ = SDValueBool(bool(false)) [CONNECTABLE]
      • Label: ‘Metallic material’

      • Description: ‘If true, reflection will be colored and independent of view direction. If false, reflection will be white and direction dependent. Directional dependence is in this case based on the IOR (Fresnel effect)’

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

    • ‘reflectivity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Reflection weight’

      • Description: ‘Controls the amount of reflection’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘reflection_roughness’ = SDValueFloat(float(0.100000001)) [CONNECTABLE]
      • Label: ‘Reflection roughness’

      • Description: ‘Higher roughness values lead to more blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Higher values will stretch the highlight’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Changes the orientation of the anisotropy. A value of 1 will rotate the orientation 360 degrees’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Weights how much light passes through the object vs. its diffuse reflectivity’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Color effect for transmission independent of thickness of the object. Think stained glass’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

      • Description: ‘If the material is not “Thin walled”, “Volume color” will be reached at “Volume reference distance”(m)’

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

    • ‘transmission_roughness’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Transmission roughness’

      • Description: ‘higher values lead to objects seen through the material to appear blurry’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘base_thickness’ = SDValueFloat(float(0.100000001)) [CONNECTABLE]
      • Label: ‘Volume reference distance’

      • Description: ‘If the material is not “Thin walled”, “Volume color” will be reached at this distance (m). Enter a typical thickness of objects made of this material here’

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

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

      • Description: ‘Determines refraction in the volume. It also influences the reflectivity for materials that are not metallic’

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

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

      • Description: ‘Thin walled materials do not refract and do not have volume effects. Good for soap bubbles or window glass’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___202) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

    • ‘abbe_number’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Abbe number’

      • Description: ‘Controls dispersion. 0 switches dispersion off, dispersive materials have Abbe numbers between 25 and 85’

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

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

[30/51] ‘mdl::nvidia::core_definitions::thin_glass’

  • Label: ‘Thin glass’

  • Description: ‘A basic transmissive dielectric without refraction or volume’

  • SDPropertyCategory = ‘Input’
    • ‘glass_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Transmission color’

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___203) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[31/51] ‘mdl::nvidia::core_definitions::thin_translucent’

  • Label: ‘Thin translucent’

  • Description: ‘A diffuse transmissive dielectric material’

  • SDPropertyCategory = ‘Input’
    • ‘surface_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Diffuse color’

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘translucent_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Translucence color’

      • Description: ‘The color of the volume of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘translucency’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Translucence weight’

      • Description: ‘Fraction of the incoming light that should be visible on the backside’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___204) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[32/51] ‘mdl::nvidia::core_definitions::thick_glass’

  • Label: ‘Thick glass’

  • Description: ‘A basic transmissive dielectric with refraction and coloring in the volume’

  • SDPropertyCategory = ‘Input’
    • ‘transmission_color’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Transmission color’

      • Description: ‘Colors the light entering the volume. Think stained glass’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘glass_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Volume color’

      • Description: ‘The color of the glass body’

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

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

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity as well as amount of refraction’

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

    • ‘base_thickness’ = SDValueFloat(float(0.100000001)) [CONNECTABLE]
      • Label: ‘Volume reference distance’

      • Description: ‘“Volume color” will be reached at this distance (m). Enter a typical thickness of objects made of this material here’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___205) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

    • ‘abbe_number’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Abbe number’

      • Description: ‘Controls dispersion. 0.0 switches dispersion off, dispersive materials have Abbe numbers between 25.0 and 85.0’

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

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

[33/51] ‘mdl::nvidia::core_definitions::thick_translucent’

  • Label: ‘Thick translucent’

  • Description: ‘A subsurface scattering material’

  • SDPropertyCategory = ‘Input’
    • ‘transmission_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Transmission color’

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘volume_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Volume color’

      • Description: ‘The color of the volume at “Volume reference distance”’

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

    • ‘volume_scattering’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Volume scattering’

      • Description: ‘Amount of scattering for objects at “Volume reference distance”’

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

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

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘reflectivity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Reflection weight’

      • Description: ‘Overall reflectivity of the material’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘base_thickness’ = SDValueFloat(float(0.100000001)) [CONNECTABLE]
      • Label: ‘Volume reference distance’

      • Description: ‘“Volume color” and “Volume scattering” will be reached at this distance (m). Enter a typical thickness of objects made of this material here’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___206) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity as well as amount of refraction’

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

    • ‘abbe_number’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Abbe number’

      • Description: ‘Controls dispersion. 0 switches dispersion off, dispersive materials have Abbe numbers between 25 and 85’

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

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

[34/51] ‘mdl::nvidia::core_definitions::blend’

  • Label: ‘Surface blender’

  • Description: ‘Blend surface characteristics of 2 materials or mask them using a texture’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_plastic__default_call___208) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material the blend is based on’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘blend’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_metal__default_call___210) [CONNECTABLE]
      • Label: ‘Blend Material’

      • Description: ‘Surface properties to use for the blend’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘weight’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Blend weight’

      • Description: ‘Blend weight or mask texture’

      • Types:
        • ‘float’ (SDTypeFloat)

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

[35/51] ‘mdl::nvidia::core_definitions::apply_clearcoat’

  • Label: ‘Apply clear coating’

  • Description: ‘Apply clear coat to an existing material’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___212) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a clear coating applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘ior’ = SDValueFloat(float(1.60000002)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity of the clear coat’

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

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

      • Description: ‘Determines roughness of the clear coat’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘visibility’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Coat visibility’

      • Description: ‘Determines visibility of the clear coat’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___213) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

      • Description: ‘For simulating coatings with colored resins that modulate the color of underlying layers’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

[36/51] ‘mdl::nvidia::core_definitions::apply_thinfilm’

  • Label: ‘Apply thin film’

  • Description: ‘Apply thin film to an existing material’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_metal__default_call___215) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get shows a thin film effect’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘ior’ = SDValueFloat(float(1.60000002)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘The IOR of the thin film interface’

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

    • ‘thickness’ = SDValueFloat(float(400)) [CONNECTABLE]
      • Label: ‘Thickness’

      • Description: ‘Thickness of the thin film in nm’

      • Types:
        • ‘float’ (SDTypeFloat)

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

[37/51] ‘mdl::nvidia::core_definitions::apply_metalcoat’

  • Label: ‘Apply thin metal coating’

  • Description: ‘Apply metal coat to an existing material’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___217) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a metallic coating applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘metal_color’ = SDValueColorRGB(ColorRGB(0.949999988,0.949999988,0.949999988)) [CONNECTABLE]
      • Label: ‘Reflection color’

      • Description: ‘the color of the metal’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘visibility’ = SDValueFloat(float(0.300000012)) [CONNECTABLE]
      • Label: ‘Reflection weight’

      • Description: ‘the opacity of the coat’

      • Types:
        • ‘float’ (SDTypeFloat)

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

      • Description: ‘Determines roughness of the metal coat’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___218) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[38/51] ‘mdl::nvidia::core_definitions::apply_dustcover’

  • Label: ‘Apply a cover of dust’

  • Description: ‘Apply a diffuse cover of dust or dirt’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___220) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a clear coating applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘dust_color’ = SDValueColorRGB(ColorRGB(0.699999988,0.699999988,0.699999988)) [CONNECTABLE]
      • Label: ‘Dust color’

      • Description: ‘The color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘visibility’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Dust density’

      • Description: ‘The opacity of the cover’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘dust_density’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Dust amount’

      • Description: ‘How dusty the material is’

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

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___221) [CONNECTABLE]
      • Label: ‘Bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[39/51] ‘mdl::nvidia::core_definitions::apply_colorfalloff_v2’

  • Label: ‘Apply a color falloff’

  • Description: ‘Makes the color view dependent’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_metal__default_call___223) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a clear coating applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘color_0’ = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Description: ‘Color 1 (facing direction)’

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

    • ‘color_1’ = SDValueColorRGB(ColorRGB(0,1,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Description: ‘Color 2’

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

    • ‘color_2’ = SDValueColorRGB(ColorRGB(0,0,1)) [CONNECTABLE]
      • Label: ‘Color 3’

      • Description: ‘Color 3’

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

    • ‘color_3’ = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
      • Label: ‘Color 4’

      • Description: ‘Color 4’

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

    • ‘color_4’ = SDValueColorRGB(ColorRGB(0,1,0)) [CONNECTABLE]
      • Label: ‘Color 5’

      • Description: ‘Color 5 (object edges)’

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

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

[40/51] ‘mdl::nvidia::core_definitions::apply_colorfalloff’

  • Label: ‘Apply a color falloff, deprecated’

  • Description: ‘Makes the color view dependent’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_metal__default_call___225) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a clear coating applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘color_0’ = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
      • Label: ‘Color 1’

      • Description: ‘the color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color_1’ = SDValueColorRGB(ColorRGB(0,1,0)) [CONNECTABLE]
      • Label: ‘Color 2’

      • Description: ‘the color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color_2’ = SDValueColorRGB(ColorRGB(0,0,1)) [CONNECTABLE]
      • Label: ‘Color 3’

      • Description: ‘the color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color_3’ = SDValueColorRGB(ColorRGB(1,0,0)) [CONNECTABLE]
      • Label: ‘Color 4’

      • Description: ‘the color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘color_4’ = SDValueColorRGB(ColorRGB(0,1,0)) [CONNECTABLE]
      • Label: ‘Color 5’

      • Description: ‘the color of the dust’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

[41/51] ‘mdl::nvidia::core_definitions::apply_metallicflakes’

  • Label: ‘Apply flake coating’

  • Description: ‘Apply layer of metallic flakes to an existing material’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___227) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a flake layer applied’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘flake_color’ = SDValueColorRGB(ColorRGB(0.899999976,0.699999988,0.5)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the Flakes’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

      • Description: ‘Determines roughness of the metallic flakes’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘size’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Flake size’

      • Description: ‘Determines size of the metallic flakes, in mm’

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

    • ‘amount’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Flake amount’

      • Description: ‘Determines amount of visible metallic flakes’

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

    • ‘opacity’ = SDValueFloat(float(0.5)) [CONNECTABLE]
      • Label: ‘Flake opacity’

      • Description: ‘Determines visibility of the metallic flakes’

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

    • ‘bump’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Flake orientation randomness’

      • Description: ‘Larger numbers will increase the sparkle radius around highlights’

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

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

[42/51] ‘mdl::nvidia::core_definitions::flake_paint’

  • Label: ‘Flaky paint’

  • Description: ‘A multi layer paint material containing flakes’

  • SDPropertyCategory = ‘Input’
    • ‘base_color’ = SDValueColorRGB(ColorRGB(0.300000012,0.00999999978,0.00999999978)) [CONNECTABLE]
      • Label: ‘Base color’

      • Description: ‘The color of the base paint’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘flake_color’ = SDValueColorRGB(ColorRGB(0.600000024,1,0.100000001)) [CONNECTABLE]
      • Label: ‘Flake color’

      • Description: ‘The color of the Flakes’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.150000006)) [CONNECTABLE]
      • Label: ‘Flake roughness’

      • Description: ‘Determines roughness of the metallic flakes’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘size’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Flake size’

      • Description: ‘Determines size of the metallic flakes, in mm’

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

    • ‘amount’ = SDValueFloat(float(0.400000006)) [CONNECTABLE]
      • Label: ‘Flake amount’

      • Description: ‘Determines amount of visible metallic flakes’

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

    • ‘opacity’ = SDValueFloat(float(0.800000012)) [CONNECTABLE]
      • Label: ‘Flake weight’

      • Description: ‘Determines visibility of the metallic flakes’

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

    • ‘bump’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Flake orientation randomness’

      • Description: ‘Larger numbers will increase the sparkle radius around highlights’

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

    • ‘ior’ = SDValueFloat(float(1.60000002)) [CONNECTABLE]
      • Label: ‘IOR’

      • Description: ‘Determines reflectivity of the clear coat’

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

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

      • Description: ‘Determines roughness of the clear coat’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘coat_bump’ = SDMDLValueCall(mdl::state::normal()__default_call___228) [CONNECTABLE]
      • Label: ‘Coat bump’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[43/51] ‘mdl::nvidia::core_definitions::add_cutout’

  • Label: ‘Add cut-outs’

  • Description: ‘Adds cut-outs to existing materials. Also forces material to be thin-walled. Good for modeling leaves, grass or fences’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_plastic__default_call___230) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a cut-out’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘cutout’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Cutout’

      • Description: ‘Determines where the object is visible’

      • Types:
        • ‘float’ (SDTypeFloat)

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

[44/51] ‘mdl::nvidia::core_definitions::add_simple_sticker’

  • Label: ‘Add simple sticker’

  • Description: ‘A quick way for adding simple stickers to a material. The sticker is a simple dielectric and needs a mask to define its extent’

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

      • Description: ‘The color of the material’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘roughness’ = SDValueFloat(float(0.0500000007)) [CONNECTABLE]
      • Label: ‘Sticker roughness’

      • Description: ‘Higher roughness values lead to bigger highlights and blurry reflections’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘ior’ = SDValueFloat(float(1.39999998)) [CONNECTABLE]
      • Label: ‘Sticker IOR’

      • Description: ‘Determines reflectivity’

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

    • ‘reflectivity’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Sticker reflectivity’

      • Description: ‘Additional Reflectivity control’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘sticker_normal’ = SDMDLValueCall(mdl::state::normal()__default_call___231) [CONNECTABLE]
      • Label: ‘Sticker bumps’

      • Description: ‘Attach bump or normal maps here’

      • Types:
        • ‘float3’ (SDTypeFloat3)

    • ‘sticker_mask’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Sticker mask’

      • Description: ‘Determines extent of the sticker’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_plastic__default_call___233) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a sticker added’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

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

[45/51] ‘mdl::nvidia::core_definitions::add_globalbump’

  • Label: ‘Add global bumpmap’

  • Description: ‘Adds global bumpmap to existing materials. Local bump map of the base material is preserved’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_plastic__default_call___235) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a bump map’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘normal’ = SDMDLValueCall(mdl::state::normal()__default_call___236) [CONNECTABLE]
      • Label: ‘Bump’

      • Description: ‘An additional global bump map for the material. Local bump map of the base material is preserved’

      • Types:
        • ‘float3’ (SDTypeFloat3)

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

[46/51] ‘mdl::nvidia::core_definitions::add_displacement’

  • Label: ‘Add displacement’

  • Description: ‘Adds displacement to existing materials’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::scratched_plastic__default_call___238) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get a bump map’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘displacement’ = SDValueFloat(float(0)) [CONNECTABLE]
      • Label: ‘Displacement amount’

      • Description: ‘Attach displacement texture here. Note that the object needs to be set up correctly to have good displacement results’

      • Types:
        • ‘float’ (SDTypeFloat)

    • ‘displacement_scale’ = SDValueFloat(float(1)) [CONNECTABLE]
      • Label: ‘Displacement scale’

      • Description: ‘A global scale factor for the displacement amount’

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

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

[47/51] ‘mdl::nvidia::core_definitions::add_emission’

  • Label: ‘Add emission’

  • Description: ‘Adds emission to a material’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___240) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get emission added’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

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

      • Description: ‘The color of the Light’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘intensity’ = SDValueFloat(float(1000)) [CONNECTABLE]
      • Label: ‘Intensity’

      • Description: ‘The brightness of the light source’

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

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

      • Description: ‘Modeling unit to meter conversion factor’

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

    • ‘unit’ = SDValueEnum(“mdl::nvidia::core_definitions::emission_type”,0) [CONNECTABLE]
      • Label: ‘Unit for emission’

      • Description: ‘The physical unit of Intensity’

      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum) [Uniform]

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

[48/51] ‘mdl::nvidia::core_definitions::add_thermal_emission’

  • Label: ‘Add thermal emission’

  • Description: ‘Adds emission to a material, color is based on a “color temperature”’

  • SDPropertyCategory = ‘Input’
    • ‘base’ = SDMDLValueCall(mdl::nvidia::core_definitions::diffuse__default_call___242) [CONNECTABLE]
      • Label: ‘Base material’

      • Description: ‘The material that will get emission added’

      • Types:
        • ‘mdl::material’ (SDTypeStruct)

    • ‘temperature’ = SDValueFloat(float(6500)) [CONNECTABLE]
      • Label: ‘Temperature’

      • Description: ‘The color temperature of the Light in Kelvin’

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

    • ‘intensity’ = SDValueFloat(float(1000)) [CONNECTABLE]
      • Label: ‘Intensity’

      • Description: ‘The brightness of the light source’

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

    • ‘unit’ = SDValueEnum(“mdl::nvidia::core_definitions::emission_type”,0) [CONNECTABLE]
      • Label: ‘Unit for emission’

      • Description: ‘The physical unit of Intensity’

      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum) [Uniform]

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

[49/51] ‘mdl::nvidia::core_definitions::light_omni’

  • Label: ‘Diffuse emission’

  • Description: ‘Emissive material emitting in all directions’

  • SDPropertyCategory = ‘Input’
    • ‘tint’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the Light’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘intensity’ = SDValueFloat(float(1000)) [CONNECTABLE]
      • Label: ‘Intensity’

      • Description: ‘The brightness of the light source’

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

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

      • Description: ‘Modeling unit to meter conversion factor’

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

    • ‘unit’ = SDValueEnum(“mdl::nvidia::core_definitions::emission_type”,0) [CONNECTABLE]
      • Label: ‘Unit for emission’

      • Description: ‘The physical unit of Intensity’

      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum) [Uniform]

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

[50/51] ‘mdl::nvidia::core_definitions::light_spot’

  • Label: ‘Spotlight emission’

  • Description: ‘Emissive material emitting focused in one direction’

  • SDPropertyCategory = ‘Input’
    • ‘tint’ = SDValueColorRGB(ColorRGB(1,1,1)) [CONNECTABLE]
      • Label: ‘Color’

      • Description: ‘The color of the Light’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

    • ‘intensity’ = SDValueFloat(float(1000)) [CONNECTABLE]
      • Label: ‘Intensity’

      • Description: ‘The brightness of the light source’

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

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

      • Description: ‘Modeling unit to meter conversion factor’

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

    • ‘spot_exponent’ = SDValueFloat(float(30)) [CONNECTABLE]
      • Label: ‘Spot focus’

      • Description: ‘larger values lead to more focused spotlights’

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

    • ‘unit’ = SDValueEnum(“mdl::nvidia::core_definitions::emission_type”,0) [CONNECTABLE]
      • Label: ‘Unit for emission’

      • Description: ‘The physical unit of Intensity’

      • Types:
        • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum) [Uniform]

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

[51/51] ‘mdl::nvidia::core_definitions::light_ies’

  • Label: ‘IES file based emission’

  • Description: ‘Emissive material emitting as described in an IES file’

  • SDPropertyCategory = ‘Input’
    • ‘profile’ [CONNECTABLE]
      • Label: ‘IES light profile data’

      • Description: ‘data to describe the distribution of the light’

      • Types:
        • ‘mdl::light_profile’ (SDMDLTypeLightProfileReference) [Uniform]

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

      • Description: ‘The color of the Light’

      • Types:
        • ‘ColorRGB’ (SDTypeColorRGB)

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

      • Description: ‘The brightness of the light source’

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

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

      • Description: ‘Modeling unit to meter conversion factor’

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

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

Types:

[1/4] ‘mdl::nvidia::core_definitions::emission_type’

  • ‘mdl::nvidia::core_definitions::emission_type’ (SDTypeEnum)
    • int lumen_m2 = SDValueInt(int(0))

    • int lumen = SDValueInt(int(1))

    • int candela = SDValueInt(int(2))

    • int nit = SDValueInt(int(3))

[2/4] ‘mdl::nvidia::core_definitions::material_type’

  • ‘mdl::nvidia::core_definitions::material_type’ (SDTypeEnum)
    • int simple_material = SDValueInt(int(0))

    • int complex_material = SDValueInt(int(1))

    • int combiner_material = SDValueInt(int(2))

    • int modifier_material = SDValueInt(int(3))

[3/4] ‘mdl::nvidia::core_definitions::cell_type’

  • ‘mdl::nvidia::core_definitions::cell_type’ (SDTypeEnum)
    • int simple_cells = SDValueInt(int(0))

    • int crystal_cells = SDValueInt(int(1))

    • int bordered_cells = SDValueInt(int(2))

[4/4] ‘mdl::nvidia::core_definitions::cell_base’

  • ‘mdl::nvidia::core_definitions::cell_base’ (SDTypeEnum)
    • int circular_cells = SDValueInt(int(0))

    • int diamond_cells = SDValueInt(int(1))