This shader was developed as the precursor for the new High Quality Lighting shader in Houdini 17.5 a lot of the calculations are the same with a few differences
Ambient Occlusion Map Support
Realtime Environment Cube Map Blurring
Basic Tint on the Albedo, defaults to .8 to avoid pure whites.
Enable AO Map
Index of Refraction, similar to the base PBR value of 0.04. High Values refract more light
Formula used to convert ior to spec is
Multiplier over the roughness texture
Fade the lighting at steep glancing angles in order to reduce light bleeding (Not reflected in Mantra)
Inverts the roughness so it behaves like Gloss (Not reflected in Mantra Shader)
Enable Roughness Map
Which channel from the texture to use as roughness. Helpful if you have packed textures.
1 means fully metallic, 0 means dialetric. Generally speaking in between values shouldn’t exist in the real world.
Enable Metallic Map
Which channel from the texture to use as metallic. Helpful if you have packed textures.
Enable Normal Mapping
Path for the Normal Map Texture
Invert the Red Channel
Invert the Green Channel
Use Model’s Tangent
Use the Model’s TangentU Attribute for MikkT Calculations
Controls the intensity of the AO map
Enable Ambient Occlusion Map
Ambient Occlusion Map
Which channel from the texture to use as Ambient Occlusion. Helpful if you have packed textures.
How Strong is the emissive(glowing) parts
The color of the glow
Enable Emissive Map
Emissive Multiplier (Mask w/ Color)
Toggle alpha (transparency)
Importance Sampled Ambient
Use a fancier way of sampling the diffuse information from Environment Lights
Number of Diffuse Samples
Number of Samples of the Environment Light during diffuse calculations
Importance Sampled Reflections
Realtime blurring of the cubemap based on the roughness of the object
Number of Specular Samples
Number of Samples of the Environment Light during specular calculations
Shade Both Sides As Front
Reverses the backsides to ensure they are shaded like the front