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Refraction and reflection roughness.
Index of refraction.
If on, correctly split energy according to Refractive Index between reflection and refraction, but do not bend the ray in refraction (simulating a double pane of glass with a single pane).
Single Scatter Albedo
Single scatter albedo. Connect this to a 3D pattern to control the intensity of the scattering.
Controls the directionality of the scattering.0 : isotropic1 : forward-1 : backward
Extinction color. Connect this to a 3D pattern to control the density of the interior.
Control volume integration type:Ray MarchingRatio Tracking. Unused, this is currently internal to the PixarAnimation Pixar Animation Studios.
Min Extinction Color
Minimum extinction color.
Max Extinction Color
Maximum extinction color.
Ray marching step size. Step size is based on the resolution of the 3D pattern that is connected. Inadequate step size will produce artifacts.
Max number of steps.
This section provide global controls for the entire material. For example, if a Bump is only supplied here, it applies to all the above lobes. Presence is also a global parameter that will mask out or "cutout" all the lobes as-if the object isn't present where the mask has a value of 0.0
Normal to use for all illumination unless it is overridden by the individual lobe's bump normal.
Connect a mask here to apply a cutout pattern to your object. Presence is defined as a binary (0 or 1) function that can take on continuous values to anti-alias the shape. Useful for creating leaves and other thin, complex shapes.
Specify whether presence is cached or not.
Shadow opacity computation mode:
Specify shadow color. This parameter is useful for faking a shadow color for art direction purposes.