Parameters
enableDiffuse: Enable the diffuse lobe.
diffuseGain: Multiplier for the diffuse lobe.
diffuseColor: Diffuse color of this layer.
diffuseRoughness: If 0, this is a basic Lambert lobe. If it’s > 0, it is Oren Nayar model.The higher the number, the rougher it gets.
diffuseBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the diffuse lobe instead of using the normal bump in the Globals. Only valid when provided as a texture/connection.
diffuseBackColor: Diffuse back color of this layer.
diffuseTransmitGain: Diffuse transmit gain.
diffuseTransmitColor: Diffuse transmit color of this layer.
enableSpecular: Enable the specular lobe.
specularGain: Multiplier for the specular lobe.
specularFaceColor: Specular color at 0 degree incidence. This is the specular color for facing the camera.
specularEdgeColor: Specular color at 90 degree incidence. This is the specular color for the glancing angle on the edge.
specularRoughness: Specular roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.Suggested values range from 0 to 0.4.
specularIor: This is for physical specular fresnel mode only. Refractive Index is the dielectric index of refraction for the material. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be preferred over color pickers.
specularExtinctionCoeff: This is for physical specular only.Extinction Coefficient is a second refractive index for the material useful for characterizing metallic behaviors. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers. When 0, the material reacts as a dielectric glass, clearcoat)> When non-zero, the material responds as a conductor would.
specularAnisotropy: Controls the shape of the specular highlights and reflections.At 0 the shape is circular. Values from -1 to 1 produce the range of ellipses from fat to tall. The direction of anisotropycan also be controlled by your model texture parameters and bythe Shading Tangent parameter.
specularBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the specular lobe instead of using the global normal bump. Only valid when provided as a texture/connection.
enableRoughSpecular: Enable the rough specular lobe.
roughSpecularGain: Multiplier for the rough specular lobe.
roughSpecularFaceColor: Specular color at 0 degree incidence. This is the specular color for facing the camera.
roughSpecularEdgeColor: Specular color at 90 degree incidence. This is the specular color for the glancing angle on the edge.
roughSpecularRoughness: Specular roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.Suggested values range from 0.4 to 1.0.
roughSpecularIor: This is for physical specular fresnel mode only. Refractive Index is the dielectric index of refraction for the material. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be preferred over color pickers.
roughSpecularExtinctionCoeff: This is for physical specular fresnel mode only. Extinction Coefficient is a second refractive index for the material useful for characterizing metallic behaviors. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers. When 0, the material reacts as a dielectric glass, clearcoat)> When non-zero, the material responds as a conductor would.
roughSpecularAnisotropy: If > 0, this specular lobe will get anisotropic along a direction defined by the surface.
roughSpecularBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the specular lobe instead of using the global normal bump. Only valid when provided as a texture/connection.
enableClearcoat: Enable the clear coat lobe.
clearcoatGain: Multiplier for the clear coat lobe.
clearcoatFaceColor: Specular color at 0 degree incidence. This is the specular color for facing the camera.
clearcoatEdgeColor: Specular color at 90 degree incidence. This is the specular color for the glancing angle on the edge.
clearcoatRoughness: Clearcoat roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.Suggested values range from 0 to 0.2.
clearcoatIor: This is for physical specular fresnel mode only. Refractive Index is the dielectric index of refraction for the material. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be preferred over color pickers.
clearcoatExtinctionCoeff: This is for physical specular fresnel mode only. Extinction Coefficient is a second refractive index for the material useful for characterizing metallic behaviors. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers. When 0, the material reacts as a dielectric glass, clearcoat)> When non-zero, the material responds as a conductor would.
clearcoatAnisotropy: Controls the shape of the specular highlights and reflections.At 0 the shape is circular. Values from -1 to 1 produce the range of ellipses from fat to tall. The direction of anisotropycan also be controlled by your model texture parameters and bythe Shading Tangent parameter.
clearcoatBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the clearcoat lobe instead of using the global normal bump. Only valid when provided as a texture/connection.
enableIridescence: Enable the iridescence lobe.
iridescenceFaceGain: Iridescence gain at 0 degree incidence.This is the iridescence gain for facing the camera.
iridescenceEdgeGain: Iridescence gain at 90 degree incidence.This is the iridescence gain for the glancing angle on the edge.
iridescencePrimaryColor: Iridescence primary color on the hue wheel to start from.
iridescenceSecondaryColor: Iridescence secondary color on the hue wheel to end at.
iridescenceRoughness: Iridescence roughness.The higher the number, it rougher it gets.The range is between 0 to 1. Negative number is not allowed.
iridescenceThickness: This is for physical mode only. Thin film thickness in nanometer.
enableFuzz: Enable the fuzz lobe.
fuzzGain: Multiplier for the fuzz lobe.
fuzzColor: Fuzz color. This sets the color for the fuzz lobe.
fuzzConeAngle: Fuzz roughness corresponding to Marschner R cone angle).
fuzzBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the fuzz lobe instead of using the global normal bump. Only valid when provided as a texture/connection.
enableSubsurface: Enable the subsurface lobe.
subsurfaceGain: Multiplier for the subsurface lobe.
subsurfaceColor: Subsurface color. This sets the color for the subsurface lobe.
subsurfaceDmfp: Subsurface mean free path scalar distance.This specifies how far the light travels. This gets multiplied to the Mean Free Path Color below.
subsurfaceDmfpColor: Subsurface mean free path color. This specifies how far the light travels in the R, G and B spectra.
shortSubsurfaceGain: Multiplier for the subsurface lobe.
shortSubsurfaceColor: Subsurface color. This sets the color for the subsurface lobe.
shortSubsurfaceDmfp: Subsurface mean free path scalar distance.This specifies how far the light travels. This gets multiplied to the Mean Free Path Color below.
longSubsurfaceGain: Multiplier for the subsurface lobe.
longSubsurfaceColor: Subsurface color. This sets the color for the subsurface lobe.
longSubsurfaceDmfp: Subsurface mean free path scalar distance.This specifies how far the light travels. This gets multiplied to the Mean Free Path Color below.
subsurfacePostTint: Tint that is applied at the end of the subsurface computation.
enableSinglescatter: Enable the single scatter lobe.
singlescatterGain: Multiplier for the single scatter lobe.
singlescatterColor: Single scatter color. This is the color for the single scatter lobe.
singlescatterMfp: Single scatter mean free path scalar distance.This specifies how far the light travels. This gets multiplied to the Mean Free Path Color below.
singlescatterMfpColor: Single scatter mean free path color. This specifies how far the light travels in the R, G and B spectra.
singlescatterDirectionality: 0 isotropic no effect). 1 forward scatter more light on backside). -1 backwards scatter more light on front side)
singlescatterIor: Affects how light bends when entering the medium. 1.5 makes sense for glass. Skin is aound 1.3.
singlescatterBlur: Spread of the rays when entering the surface. Affects both single scatter and its 'direct' component.
singlescatterDirectGain: Independent from singlescatterK, this defines a gain for rays going straight through the geometry not scattered)
singlescatterDirectGainTint: Independent from singlescatterTint, this defines a color for rays going straight through the geometry not scattered).
enableRR: Global toggle for the glass lobe, both reflection and refraction
rrRefractionGain: Multiplier for the refraction component of this lobe.
rrReflectionGain: Multiplier for the reflection component of this lobe.
rrRefractionColor: Tint the objects seen through this medium.
rrRoughness: Shared roughness for both reflection and refraction.
rrIor: Defines how much rays curve in refraction, as well as the fresnel effect of the reflection.
enableGlow: Enable the glow lobe.
glowGain: Multiplier for the glow lobe.
glowColor: Controls the glow incandescence) of the material.
bumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals. Only valid when provided as a texture/connection. If the individual lobe’s bump normal is set, this global bump be ignored for that lobe.