Parameters
diffuseGain: Diffuse gain. This is a multiplier for the diffuse lobe.
diffuseColor: Diffuse color. This sets the color for the diffuse lobe.
diffuseRoughness: Diffuse roughness (OrenNayar model). The higher the number, the rougher it gets.
diffuseExponent: Diffuse falloff exponent. This is for Lambertian model only, i.e. when diffuse roughness is 0.
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.
diffuseDoubleSided: If on, illuminate on both sides of the surface for this diffuse lobe.
diffuseBackUseDiffuseColor: If on, the back side will use the regular Diffuse Color. Turn it off to enable a specific Back Color field.
diffuseBackColor: Diffuse back color.
diffuseTransmitGain: This only applies when Double Sided is on. Instead of using Diffuse Gain for controlling the intensity of the diffuse transmission, we use Diffuse Transmit Gain. If it is set to 0.0, the diffuse transmission is off.
diffuseTransmitColor: This only applies when Double Sided is on. This sets the color for diffuse transmission.
specularFresnelMode: Artistic mode uses Face and Edge Color and Fresnel Exponent. Physical mode uses Refractive Index and Extinction Coefficient as in PxrLM Bxdf.
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.
specularFresnelShape: Specular Fresnel curve exponent. 5.0 is a good default. This is normaly unchanged. If changed, this affects the face and edge falloff.
specularIor: 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: 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.
specularRoughness: Specular roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.
specularModelType: Select a specular model. Both are competitively good models. If you need to match the look to existing PxrLM Bxdf, use Ggx because PxrLM is hard coded to use Ggx. Beckmann highlight is sharper while Ggx highlight provides softer falloff. There is no set rule, pick the model which delivers the targeted visual result you are after.
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 anisotropy can also be controlled by your model texture parameters and by the Shading Tangent parameter.
specularAnisotropyDirection: Controls the anisotropy direction. Only valid when provided as a texture/connection.
specularBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the specular lobe instead of using the normal bump in the Globals. Only valid when provided as a texture/connection.
specularDoubleSided: If on, illuminate on both sides of the surface for this specular lobe.
roughSpecularFresnelMode: Artistic mode uses Face and Edge Color and Fresnel Exponent. Physical mode uses Refractive Index and Extinction Coefficient as in PxrLM Bxdf.
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.
roughSpecularFresnelShape: Specular Fresnel curve exponent. 5.0 is a good default. This is normaly unchanged. If changed, this affects the face and edge falloff.
roughSpecularIor: 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: 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.
roughSpecularRoughness: Specular roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.
roughSpecularModelType: Select a specular model. Both are competitively good models. If you need to match the look to existing PxrLM Bxdf, use Ggx because PxrLM is hard coded to use Ggx. Beckmann highlight is sharper while Ggx highlight provides softer falloff. There is no set rule, pick the model which delivers the targeted visual result you are after.
roughSpecularAnisotropy: 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 anisotropy can also be controlled by your model texture parameters and by the Shading Tangent parameter.
roughSpecularAnisotropyDirection: Controls the anisotropy direction. Only valid when provided as a texture/connection.
roughSpecularBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the rough specular lobe instead of using the normal bump in the Globals. Only valid when provided as a texture/connection.
roughSpecularDoubleSided: If on, illuminate on both sides of the surface for this specular lobe.
clearcoatFresnelMode: Artistic mode uses Face and Edge Color and Fresnel Exponent. Physical mode uses Refractive Index and Extinction Coefficient as in PxrLM Bxdf.
clearcoatFaceColor: Clearcoat color at 0 degree incidence. This is the clearcoat color for facing the camera.
clearcoatEdgeColor: Clearcoat color at 90 degree incidence. This is the clearcoat color for the glancing angle on the edge.
clearcoatFresnelShape: Clearcoat Fresnel curve exponent. 5.0 is a good default. This is normaly unchanged. If changed, this affects the face and edge falloff.
clearcoatIor: 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: 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.
clearcoatRoughness: Clearcoat roughness. The higher the number, the rougher it gets. The range is between 0 to 1. Negative number is not allowed.
clearcoatModelType: Select a specular model. Both are competitively good models. If you need to match the look to existing PxrLM Bxdf, use Ggx because PxrLM is hard coded to use Ggx. Beckmann highlight is sharper while Ggx highlight provides softer falloff. There is no set rule, pick the model which delivers the targeted visual result you are after.
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 anisotropy can also be controlled by your model texture parameters and by the Shading Tangent parameter.
clearcoatAnisotropyDirection: Controls the anisotropy direction. Only valid when provided as a texture/connection.
clearcoatBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the clearcoat lobe instead of using the normal bump in the Globals. Only valid when provided as a texture/connection.
clearcoatDoubleSided: If on, illuminate on both sides of the surface for this clearcoat lobe.
specularEnergyCompensation: When this is set to > 0.0, it applies energy compensation to the diffuse and subsurface illumination. This is a view dependent fresnel energy compensation. This effect is visible when we have a low specular face color and high edge color. A value of 1.0 attempts to fully balance those illuminations by darkening them against the specular and rough specular illumination responses. Specular and Rough Specular roughness are also taken into account. The effect fades off as specular face or edge color approaches 1.0.
clearcoatEnergyCompensation: When clearcoat energy compensation is set to > 0.0, it applies energy compensation to all the lobes other than the clearcoat itself. We assume clearcoat is the layer above diffuse, subsurface, and specular. This is a view dependent fresnel energy compensation. This effect is visible when we have a low clearcoat face color and high edge color. A value of 1.0 attempts to fully balance those illums by darkening them against the clearcoat illumination response. Clearcoat roughness is also taken into account. The effect fades off as clearcoat face or edge color approaches 1.0.
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.
iridescenceFresnelShape: Iridescence fresnel curve exponent. 5.0 is a good default. This is normally unchanged. If changed, this affects the face and edge falloff.
iridescenceMode: In Artistic mode, we just set 2 colors. Depending on the iridescence scale factor, we will see N number of 'rainbows'. In Physical mode, we pass the thickness of your thin film in nanometer. The iridescence effect happens when the physical thickness is close to the visible spectrum. You can start around 800nm and increase the value to see the effect.
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.
iridescenceCurve: Falloff speed from Primary Color to Secondary Color. Bigger number falloffs slower.
iridescenceScale: Falloff Scale. This sets how many times the 'rainbows' repeat.
iridescenceFlip: Flip the hue wheel direction between primary and secondary colors. By default, the hue wheel direction is counter clockwise.
iridescenceThickness: Thin film thickness in nanometer.
iridescenceDoubleSided: If on, illuminate on both sides of the surface for this iridescence lobe.
fuzzGain: Fuzz gain. This is a multiplier for the fuzz lobe.
fuzzColor: Fuzz color. This sets the color for the fuzz lobe.
fuzzConeAngle: Since fuzz is a hair-like property, its roughness is controlled by a cone angle in degree which typically ranges from 6 to 20. It is in fact derived from PxrMarchnerHair’s specular R lobe where it assumes each hair is oriented along the surface normal and is softened by multiplying LdotN.
fuzzBumpNormal: Connect a PxrBump node here if you need bump or normal-mapped normals for the fuzz lobe instead of using the normal bump in the Globals. Only valid when provided as a texture/connection.
fuzzDoubleSided: If this is set, this normal will be used for the fuzz illumination instead of the bump normal set in the Globals.
subsurfaceType: Subsurface profile types. Jensen’s dipole and d'Eon’s better dipole profiles model subsurface diffusion, i.e. subsurface scattering after many bounces of scattering. Burley’s normalized profile models both diffusion and single-scattering. Path traced implements brute-force Monte Carlo scattering.
subsurfaceGain: Subsurface gain. This is a multiplier on the subsurface lobe (subsurfaceColor).
subsurfaceColor: Subsurface color. For the Jensen, dEon, and Burley models, this sets the color for the subsurface lobe. (For the Multiple Mean Free Paths subsurface scattering model this is the color of medium-distance scattering.)
subsurfaceDmfp: Subsurface mean free path scalar distance. This specifies how far the light travels. It gets multiplied on the Mean Free Path Color below.
subsurfaceDmfpColor: Subsurface mean free path color tint. This gets multiplied on subsurfaceDmfp to specify how far the light (in the red, green, and blue band) travels on average. (Only used by the Jensen, dEon, and Burley models; ignored for the Multiple Mean Free Paths model.)
shortSubsurfaceGain: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Gain for the short-range subsurface scattering color: multiplier on shortSubsurfaceColor.
shortSubsurfaceColor: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Subsurface color for short-range subsurface scattering.
shortSubsurfaceDmfp: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Mean free path length for short-range subsurface scattering.
longSubsurfaceGain: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Gain for the long-range subsurface scattering color: multiplier on longSubsurfaceColor.
longSubsurfaceColor: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Subsurface color for long-range subsurface scattering.
longSubsurfaceDmfp: This is only applicable to the Multiple Mean Free Paths subsurface scattering model. Mean free path length for long-range subsurface scattering.
subsurfacePostTint: Tint that is applied at the end of the subsurface computation.
subsurfaceDiffuseSwitch: Switch the subsurface computation to a diffuse computation if the dmfp is smaller than the ray footprint. This gives a useful speed-up for frontlit objects, but gives incorrect results for thin backlit objects where the subsurface scattering will traverse the object whereas diffuse will not.
subsurfaceDoubleSided: If on, illuminate on both sides of the surface for this subsurface lobe.
subsurfaceTransmitGain: This only applies when Double Sided is on. Instead of using Subsurface Gain for controlling the intensity of the subsurface transmission, we use Subsurface Transmit Gain. If it is set to 0.0, the subsurface transmission is off.
considerBackside: Whether subsurface respects surfaces on the otherside. 'Off' - It will ignore surfaces on the other side completely. This is useful to make objects appear thicker than they are. 'On' - Normal mode, where the diffusion happens between the front and the first surface behind it.
continuationRayMode: Control continuation ray mode. 'Off' - Simply trace out of the object (default) 'LastHit' - Ignore internal geometry and jump to the last surface * 'AllHits' - Scatter (collect light) on all hits as the ray leaves the object. This can bring additional brightness, at the cost of additional noise.
maxContinuationHits: Maximum number of hits to test in all hits mode.
followTopology: Controls how strongly normals are considered in the subsurface computation.
subsurfaceDirectionality: Anisotropy ('specularity') of the subsurface medium. Higher values makes light scatter predominantly forward.
subsurfaceBleed: Controls the depth of light bleed in the subsurface medium. Has the effect of increasing the distance light travels in the medium while preserving fine detail, compared to increasing the Mean Free Path.
subsurfaceZeroScatterAttenuation: Attenuates zero-scatter events by narrowing the contribution cone along the entry direction. Helps avoid retroreflective effects in path traced subsurface scattering.
subsurfaceDiffuseBlend: Blends a diffuse component into the subsurface calculation. Useful on objects with very sharp edges where dark artifacts can be seen.
subsurfaceResolveSelfIntersections: If the geometry has self-intersections, enabling this option will track the surfaces so that only the outer-most ones are active for subsurface light transport.
singlescatterGain: Single scatter gain. This is a 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: Single scatter directionality (1: forward, -1: backward, 0:isotropic).
singlescatterIor: Single scatter index of refraction.
singlescatterBlur: Blur strength for single scatter.
singlescatterDirectGain: Gain for direct illumination from the other side.
singlescatterDirectGainTint: Tinting color for the direct gain.
singlescatterDoubleSided: If on, illuminate on both sides of the surface for this single scatter lobe.
singlescatterConsiderBackside: Whether single scatter respects surfaces on the otherside. 'Off' - It will ignore surfaces on the other side completely. This is useful to make objects apear thicker than they are. 'On' - Normal mode, where the scattering happens between the front and the first surface behind it.
singlescatterContinuationRayMode: Control continuation ray mode. 'Off' - Simply trace out of the object (default) 'LastHit' - Ignore internal geometry and jump to the last surface * 'AllHits' - Scatter (collect light) on all hits as the ray leaves the object. This can bring additional brightness, at the cost of additional noise.
singlescatterMaxContinuationHits: Maximum number of hits to test in all hits mode.
singlescatterDirectGainMode: Control the continuation ray mode for direct gain. 'FirstHit' - Simply trace to the next surface (this is tied to considerBackside) 'LastHit' - Ignore internal geometry and jump to the last surface * 'AllHits' - Scatter (collect light) on all hits as the ray leaves the object. This can bring additional brightness, at the cost of additional noise.
irradianceTint: A tint applied to illumination before being scattered by subsurface or single scatter.
irradianceRoughness: Diffuse roughness (OrenNayar model) to be applied for subsurface or single scatter.
unitLength: Subsurface and single scatter unit length. It is a multiplier on Mean Free Path Distance. Mean Free Path Distance is often measured in millimeters. If the scene is modeled in some other scale, Unit Length should be set accordingly. The default value of 0.1 is appropriate for scenes modeled in centimeters and Mean Free Path Distance measured in millimeters.
refractionGain: Refraction gain. This is a multiplier for the refraction.
reflectionGain: Reflection gain. This is a multiplier for the reflection.
refractionColor: Refraction color. This sets the color for the refraction.
glassRoughness: Roughness for both reflection and refraction. Bigger number is rougher.
glassIor: Index of refraction.
thinGlass: If on, correctly split energy according to ior between reflection and refraction, but do not bend the ray in refraction (simulating a double pane of glass with a single pane).
ignoreAccumOpacity: If on, even if the integrator has Accum Opacity on (where the intention is to generate a partial alpha from refraction for compositing), the alpha will be locally forced to 1.0 after refraction.
ssAlbedo: Color of the particles in the volume.
extinction: Extinction coefficient that controls how light is absorbed as it travels through the volume. Higher values will block more light.
g: Controls the directionality of the scattering (1: forward, -1: backward, 0:isotropic).
enableOverlappingVolumes: If enable, the interior volume can be overlapped with other volumes to create combined effects.
glowGain: Glow gain. This is a multiplier for the glow.
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.
shadowColor: Shadow color.
shadowMode: Shadow computation mode. 'Shade and shadow color' mode evaluates the shader for the opacity color for computing the shadow color.
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.
utilityPattern: Utility patterns are evaluated but their results are not used by the bxdf. This is where input AOV is connected.