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Overview ¶
These properties control shader-specific options. They are in the Material Options
folder in the list of properties available under the Render Properties tab of the Edit parameter interface window. Select a node, and in the parameter editor click the Gear menu and choose Edit rendering properties to add or remove properties to a render driver, camera, object, shader, or properties node.
Properties ¶
glTF ¶
Specifies how the alpha value of the main factor and texture should be
interpreted: Opaque
, Mask
, Blend
. These correspond to how the glTF 2.0
spec interprets them.
IFD Bounds ¶
OpenGL ¶
These properties control how Houdini displays surfaces in the OpenGL viewport. These properties correspond to variables defined by the OpenGL specification.
Ambient material color. This controls how the material reacts to ambient lighting, by multiplying the total ambient light cast on the material. Decreasing this value will make the material less sensitive to ambient lighting.
Diffuse material color. This controls how the material reacts to diffuse lighting, by multiplying the total diffuse light cast on the material. Decreasing this value will make the material less sensitive to diffuse lighting.
Toggles contribution of the diffuse color. When off, the material will have no diffuse lighting.
The diffuse intensity multiplies the Diffuse color, allowing it to be easily adjusted without affecting the its hue or saturation.
The diffuse roughness determines the falloff of the Oren-Nader shading model used for diffuse lighting.
Specular material color. This controls how the material reacts to specular highlights, by multiplying specular highlights on the material. Decreasing this value will dim the material’s specular highlights.
Amount to tint the specular reflection with the Specular material color. This controls how the material reacts to specular highlights, by multiplying specular highlights on the material. Decreasing this value will desaturate the specular highlight to (1,1,1).
Toggles contribution of the specular color. When off, no specular highlights will appear.
The specular intensity multiplies the Specular color, allowing it to be easily adjusted without affecting the its hue or saturation.
Metallic edge tint for metallic materials. At grazing angles, metallic objects reflect with the tint rather than their specular tint.
Metallic factor, from 0-1. The more metallic a surface is (approaching 1), the less diffuse and more reflection the material will have. A metallic factor closer to zero behaves more like a dielectric material.
Specifies the model to use for specular highlights on the material: phong
,
blinn
or ggx
. Phong and Blinn are quick approximations, GGX is a more
realistic and computationally expensive specular model. This can also be
set to lambert
to remove specular highlights altogether.
Emission material color. The emission color is independent of lighting, and will appear as a constant color added to the diffuse, ambient, and specular lighting contributions.
Toggles contribution of the emission color. When off, the material will not be emissive.
The emission intensity multiplies the Emission color, allowing it to be easily adjusted without affecting the its hue or saturation.
Specular roughness. Rougher surfaces have larger but dimmer specular highlights. The valid range is 0 to 1.
Specular shininess, which is just the inverse of Roughness (1/ogl_rough). If Roughness is also present it takes precedence. This property is for backwards compatibility with shaders that use shininess instead of roughness.
When enabled, the color on the geometry (Cd
) is multiplied by the material color. When off, it is ignored.
When enabled, the color on the packed primitive (Cd
) is multiplied by the material color. When off, it is ignored.
Opacity of the surface. Opaque surfaces have an opacity of 1. Decreasing the value will make the material more translucent, and a value of 0 will cause it to disappear entirely.
Opacity of the surface when the surface is parallel to the viewing direction Opaque surfaces have an opacity of 1. Decreasing the value will make the material more translucent, and a value of 0 will cause it to disappear entirely.
Determines how the final alpha value of the material is handled. Blend
is the slowest mode, requiring an additional transparency pass.
Blend
Blend the material with the background or previous material layer.
Mask
Use the Alpha Cutoff to either render the material or suppress it. Pixels with Alpha values below the cutoff will not be rendered at all.
Opaque
Ignore the Alpha values and render the material as opaque.
If this property exists, define a cutoff point for alpha values. Any alpha value less than the cutoff will cause the material not be rendered. This is only valid for Cutout
mode. If the property does not exist, the cutoff is zero (draw all alpha values). If this property exists but Alpha Mode does not, the alpha mode is set to Cutout
.
Defines the transparency of the surface, which overrides the Alpha and Alpha Parallel properties if it is present. A value of zero means the surface has no transparency and is thus completely opaque. A value of one means that it is completely transparent and only reflections based on the Index of Refraction will be seen.
When disabled, Alpha, Alpha Parallel, and Transparency will have no effect. When enabled, Transparency is respected, and if not present, then Alpha and Alpha Parallel. This has no effect on Shader Alpha.
When present and enabled, this forces a transparency pass. This should be used when a custom shader generates alpha information without using the known GL alpha and texture parameters. If disabled or absent, the material is only considered transparent if one of the alpha parameters is less than one, or the diffuse or opacity texture has non-opaque alpha. If no materials are considered transparent, a transparency pass is not performed.
Whether to use lighting to shade this surface (1), or fill it with a constant color (0).
When enabled, use the map specified in ogl_emissionmap
for emission.
If this property is not present, it is assumed to be enabled.
An image file used for emission texturing. Unlike a diffuse map, the
emission map is not affected by lighting and appears constant. The RGB
values of the emission map are multiplied by the ogl_emit
color which
defaults to (0,0,0), so this should be set to (1,1,1) if an emission map
is used. The alpha of an emission map is ignored.
Treat the emission map as a MatCap (material capture) texture map, sampled by normals instead of UVs (similar to a lat-long environment map). Lighting should be disabled for this material, emission set to (1,1,1), and diffuse, specular, and ambient set to (0,0,0) for this to be a true MatCap material.
When enabled, the alpha channel of the base diffuse map is used to determine the surface’s opacity. When disabled, it is ignored.
Specifies a custom GLSL shader to use for the viewport. The shader can be given as a program file (.prog, which contains a list of shader files, inputs and outputs) or as a whitespace separated list of shader files. The extensions define the shader stage type:
-
.vert
: vertex shader -
.frag
: fragment shader -
.geom
: geometry shader -
.tcs
: tessellation control shader (GL4.0+) -
.tes
: tessellation evaluation shader (GL4.0+)
The format for the program file format is documented in the OpenGL shading section.
The reflectiveness of the material, from 0 (not at all reflective) to 1 (completely reflective).
Texture map which modulates the reflectiveness of the material. This is multiplied by the GL Reflect parameter for the overall reflectivity.
When enabled, the reflection map value is multiplied by the Index of Refraction before using IOR in lighting computations. The operation is IOR * (1+reflect), so that a value of zero in the map leaves the IOR as is, negative values decrease IOR, and positive values increase IOR.
The Texture map channel from which reflectivity is selected, either the luminance of the color or one of the red, green, blue, or alpha channels.
Intensity of coat specular reflections. If the intensity is zero, the material does not have a coat. Coat reflections are only supported in High Quality Lighting.
The roughness of the coat layer, from 0 to 1. Zero is highly reflective while one is diffuse.
When enabled, use the map specified in ogl_coat_intensity_map
for the
coat intensity. If this property is not present, it is assumed to be
enabled.
Texture map to modulate coat intensity. The texture map value is
multiplied by the Coat Intensity
to produce the final coat intensity
value.
The channel of Coat Intensity Map
from which coat intensity is selected,
either the luminance of the color or one of the red, green, blue, or alpha
channels.
When enabled, use the map specified in ogl_coat_roughness_map
for the
coat roughness. If this property is not present, it is assumed to be
enabled.
Texture map to modulate coat roughness. The texture map value is
multiplied by the Coat Roughness
to produce the final coat roughness
value.
The channel of Coat Roughness Map
from which coat roughness is selected,
either the luminance of the color or one of the red, green, blue, or alpha
channels.
Enable diffuse texture for layer #
. If this property is not present, the
map is assumed to be enabled.
Texture map to use for diffuse layer #
. UDIM textures can be used by
placing <UDIM>
in the filename where the UDIM number is, and UVTile
textures by using %(UVTILE)d
or %(U)d
and %(V)d
.
UV Set to use for diffuse layer #
. The naming scheme for the standard
uv sets is uv
, uv2
, uv3
. If no uv set is specified, the default
uv set for the layer will be used (eg. uv for layer 1, uv2 for layer 2).
When the texture is applied to geometry such that there are more texels
per screen pixels, OpenGL uses a minification filter to reduce aliasing
noise. By default, trilinear filtering is used to smooth out the texture,
which requires the Use Mip Map
display option to be on, otherwise Linear
is used.
When the texture is applied to geometry such that a single texel is applied to multiple screen pixels, OpenGL uses a magnification filter to reduce pixelation in the texture. By default a bilinear interpolation is used, but no filtering can also be selected as well. Magnification filtering does not use or require mipmapping.
Defines how textures are displayed outside of the 0-1 range, using one of three wrapping modes. If Texture V Wrap isn’t specified, this setting is used for both U and V.
Repeat
The texture is repeated in a tiling pattern.
Streak
The texture coordinate is clamped to 0-1, streaking the edge pixels when outside of this range..
Decal
The texture color is (0,0,0,0) outside of 0-1.
Mirror
The texture is repeated in a tiling pattern, flipping the texture each time.
Defines how textures are sampled when the V coordinate is outside of [0,1]
. If this is not specified, Texture Wrap is used for U and V, otherwise Texture Wrap only applies to U and this parameter controls V.
Selects between using a Bump Map or a Normal Map for perturbing geometric normals. The default is to use a normal map.
When enabled, use the map specified in ogl_normalmap
for the
normal map. If this property is not present, it is assumed to be
enabled.
Use a normal map to specify normals instead of interpolating normals across a polygon. The RGB values are used for the normal’s XYZ vector.
Specifies the space that the normal map operates in: UV Tangent, World, or Object space.
Scales the X and Y components of a tangent normal map to increase or decrease the effect the normal map has on the normals.
The range of the normal map is either 0-1 (8b map) or -1 to 1 (floating point map). This bias must match the type of normal map used.
Flip the normal’s X direction when applying the normal map. This may be needed for normal maps generated by other applications.
Flip the normal’s Y direction when applying the normal map. This may be needed for normal maps generated by other applications.
When enabled, use the map specified in ogl_bumpmap
for the
bump map. If this property is not present, it is assumed to be
enabled.
When enabled, use the map specified in ogl_roughmap
for the
roughness map. If this property is not present, it is assumed to be
enabled.
Texture map for Roughness. Rougher surfaces have larger but dimmer specular highlights. This overrides the constant ogl_rough
.
Invert Roughness Map (Glossiness)
Invert the roughness map so that it is interpreted as a gloss map - zero is no gloss (dull), one is very glossy (shiny).
Texture component used for Roughness within the Roughness texture map, which can be the luminance of RGB, red, green, blue or alpha. This allows roughness to be sourced from packed texture maps which contain parameters in the other texture channels.
When enabled, use the map specified in ogl_metallicmap
for the
metallic map. If this property is not present, it is assumed to be
enabled.
Texture map for Metallic. The GL Metallic parameter is multiplied by the texture map value.
Channel of the metallic texture map to sample (luminance, red, green, blue, alpha).
When enabled, use the map specified in ogl_occlusionmap
for the
occlusion map. If this property is not present, it is assumed to be
enabled.
Channel of the occlusion texture map to sample (luminance, red, green, blue, alpha).
When enabled, use the map specified in ogl_specmap
for the
specular map. If this property is not present, it is assumed to be
enabled.
The image file to use for modifying specular reflections. The RGB values of the file are multiplied by the specular colors of lights when shading.
When enabled, use the map specified in ogl_opacitymap
for the
opacity map. If this property is not present, it is assumed to be
enabled.
The image file to use for the opacity of the material. Only the alpha
channel is used in an RGBA image file. The map values are multiplied by
both ogl_alpha
or ogl_transparency
, and point/vertex alpha
,
if present.
Invert the values of the opacity map so that zero is opaque and one is completely transparent. When off, zero is completely transparent and one is opaque.
When enabled, use the map specified in ogl_envmap
for the
environment map. If this property is not present, it is assumed to be
enabled.
The image file that defines an environment map for reflection mapping. If the image file is an RGBA image, it is assumed to be a lat-long map. If a deep raster image with 6 planes is specified, it is assumed to be a cube map if the planes are named Left, Right, Top, Bottom, Front, and Back.
The reflection color is multiplied by the specular map’s RGB, if one is present.
The rotation order for the Euler rotation angles. Can be one of xyz
, xzy
, yxz
, yzx
, zxy
, zyx
.
Scales the reflection color sourced from the environment map to alter the intensity of reflections.
When enabled, use the map specified in ogl_displacemap
for displacement
mapping.
The image file that defines a height-based displacement. The surface will be tessellated and displaced along the normal by the height when this map is valid.
Factor applied to the height sampled from the displacement map, after
ogl_displaceoffset
has been added. This affects the scale of the
displacement.
Value added to the height sampled from the displacement map. Usual values are 0 and -0.5, depending on whether the height in the map is centered around 0 or 0.5.
Displacement can be done along the surface normal (“Along Normal”) or using full vector displacement (“Vector”).
For full vector displacement, the vector can be relative to the UV tangent space, object space, or world space.
OpenGL Hair ¶
The texture map for the overall diffuse color of the hair. It is multiplied by the blended diffuse root and tip color. The map lookup is based on the hair’s UV value.
An op:
reference to a ramp parameter which controls the blending between the root and tip diffuse colors.
Produces a specular highlight when the reflected ray is within a certain number of degrees of the eye ray. 0 maps to 0 degrees (no specular produced) and 1 maps to 180 degrees (all angles produce some specular reflection). The specular lobe uses a Gaussian falloff.
The texture map for the overall specular color of the hair. It is multiplied by the blended specular root and tip colors. The map lookup is based on the hair’s UV value.
An op: reference to a ramp parameter which controls the blending between the root and tip specular colors.
Makes hair translucent if less than 1.0 (opaque). The viewport uses a sample-masking technique to approximate transparency which is more accurate as the number of samples in the framebuffer increase. The default is 4 samples.
An op: reference to a ramp parameter which controls the falloff of opacity from root (0.0) to tip (1.0).
When enabled, the hue of the final diffuse hair color is adjusted slightly by a random amount. The hue range is specified by ogl_hair_diff_random_hue_range
.
Controls the amount of random hue variation of the final diffuse hair color when ogl_diff_random_hue
is enabled.
When enabled, the saturation of the final diffuse hair color is adjusted slightly by a random amount. The saturation range is specified by ogl_hair_diff_random_sat_range
.
Controls the amount of random saturation variation of the final diffuse hair color when ogl_diff_random_sat
is enabled.
When enabled, the intensity of the final diffuse hair color is adjusted slightly by a random amount. The intensity range is specified by ogl_hair_diff_random_int_range
.
Controls the amount of random intensity variation of the final diffuse hair color when ogl_diff_random_int
is enabled.
When enabled, the intensity of the final specular hair color is adjusted slightly by a random amount. The intensity range is specified by ogl_hair_spec_random_int_range
.