Contents
Basic
Base Color
The surface color, usually supplied by texture maps
Emit Color
The emission energy. Non-black values represent glow.
Specular Reflection
Metallic
The metallic-ness (0=dielectric, 1=metallic). This is a linear blend between two different models. The metallic model has no diffuse component and also has a tinted incident specular equal to the base color.
Specular Tint
A concession for artistic control that tints incident specular towards the base color. Grazing specular is still achromatic (i.e. it doesn't tint incoming light).
Roughness
Surface roughness controls both diffuse and specular responses.
Anisotropic
The degree of anisotropy, controls the aspect ratio of the specular highlight. 0: isotropic, 1: maximally anisotropic.
Index of Refraction
The index of refraction of the material which controls refraction and also the amount of specular reflection. (It also influences subsurface scattering.)
Specular Reflection Scale
Controls the intensity of specular reflection; 0.0 removes it and 1.0 maintains the full specular reflection response. This parameter is usually not needed as the specular response is determined by the incident angle of light and the roughness and IOR parameters in a physically correct way, but this parameter can override that.
Clearcoat
A second, special-purpose specular lobe, useful for adding varnish or clear coat layer to your materials.
Clearcoat Gloss
Controls clearcoat glossiness. 0 produces blurry highlights, 1 produces tight highlights. Note: this parameter has the inverse sense of roughness.
Sheen
Sheen
An additional grazing angle / forward scatter diffuse component, primarily intended for cloth.
Sheen Tint
Amount of tint sheen toward base color. At 0, sheen is achromatic (i.e. doesn't tint incoming light).
Transmission
Diffuse Transmission
The amount of diffuse light that is transmitted rather than reflected. 0 means 0% transmitted, 100% reflected; 1 means 50% transmitted, 50% reflected; 2 means 100% transmitted, 0% reflected.
Specular Transmission
Incident (maximum) specular transmission amount.
Thin Surface
Whether the surface should be considered thin or that it forms the interface to a thick material. When set to Thin, the index of refraction is 1.0
Transmission Color
The color of transmitted light for volumetric absorption (Beer's exponential extinction law).
Transmittance Distance
The distance at which absorption yields the specified transmittance color. Sometimes also labeled as "atDistance." The smaller the distance, the more saturated the transmittance color.
Subsurface Scatter
Subsurface
Controls the amount of subsurface scattering.
Subsurface Color
The color to mix with diffuse response according to the subsurface parameter.
Scattering Distances
The mean distances at which red, green, and blue scatter for subsurface. If 0, reverts to the diffuse BRDF.
Subsurface Anisotropy
Subsurface volume anisotropy (mean cosine for scattering) in path-traced subsurface scattering.
Transmission Behavior
Select a transmission behavior for shadow rays: opaque or use baseColor.
Presence
Connect a mask function 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 antialias the
shape. Useful for modeling leaves and other thin, complex shapes.
IMPORTANT NOTE: This value should be either 0 or 1. A value between 0 and 1 will produce unwanted noise !!!
Bump Normal
An optional connection point for bumped normals.
Shadow Bump Terminator
Hide the abrupt shadow terminator line when strong bump or normal maps are used.
Input AOV
Plug a MatteID node here.