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Microfacets or tiny bits of roughness can scatter light in a way that has a blurry result. The less rough, the mirror-like and smooth/slick the material may look. High values will simply look diffuse.
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Roughness examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0
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How strong the reflection tail effect is as a linear measurement 0 to 1, or maximum strength
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Mix Examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0
Length 0.5
Length
How rough/wide the effect is from none at all to 1 or to none with a negative value.
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Defines the strength of the anisotropy that may appear as a stretching effect, negative values are also accepted.
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Anisotropy Examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0
Rotation : 0
Direction
Overrides the built-in surface direction using a signal from a pattern, which may be referred to as "brushing direction" for brushed or textured metals.
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Rotates the direction (possibly defined above) 0 to 360 degrees around the surface normal.
Rotation Example : 0 - 1
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Advanced Parameters
Exterior IOR
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This defines the name of the lobe output of the final lobe weight to an Arbitrary Output Variable (AOV)
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RenderMan Fundamentals
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