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The MaterialX Standard Surface is a physically-based shader, useful for representing a wide variety of materials.
Feed normal maps through MtlX Normalmap, to transform them to -1 to 1 range.
When rendering glass:
Use [Render Geometry Settings|lop|rendergeometrysettings] to Enable Caustics on specific objects.
Emissive materials should enable Treat As Light Source via Render Geometry Settings, to render more efficiently with Karma.
Multiplier on the intensity of the diffuse reflection.
Color of the diffuse reflection.
Roughness of the diffuse reflection. Higher values cause the surface to appear flatter and darker.
Specifies how metallic the material appears. At its maximum, the surface behaves like a metal, using fully specular reflection and complex fresnel.
Multiplier on the intensity of the specular reflection.
0, 0.25, 0.5, 0.75, 1.0
Color tint on the specular reflection.
The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections.
Index of Refraction
Index of refraction for specular reflection.
The directional bias of reflected and transmitted light resulting in materials appearing rougher or glossier in certain directions.
Rotation of the axis of specular anisotropy around the surface normal.
Transmission of light through the surface for materials such as glass or water. The greater the value the more transparent the material.
Color tint on the transmitted light.
Specifies the distance light travels inside the material before its becomes exactly the transmission color according to Beer’s law.
Scattering coefficient of the interior medium. Suitable for a large body of liquid or one that is fairly thick, such as an ocean, honey, ice, or frosted glass.
The amount of directional bias, or anisotropy, of the scattering.
Dispersion amount, describing how much the index of refraction varies across wavelengths.
Additional roughness on top of specular roughness. Positive values blur refractions more than reflections, and negative values blur refractions less.
The blend between diffuse reflection and subsurface scattering. A value of 1.0 indicates full subsurface scattering and a value 0 for diffuse reflection only.
The color of the subsurface scattering effect.
The mean free path. The distance which light can travel before being scattered inside the surface. A vector value is used to specify the the radius for each color component separately.
Scalar weight for the subsurface radius value.
The direction of subsurface scattering. 0 scatters light evenly, positive values scatter forward and negative values scatter backward.
The weight of a sheen layer that can be used to approximate microfibers or fabrics such as velvet and satin.
The color of the sheen layer.
The roughness of the sheen layer.
The weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer.
The color of the clear-coat layer’s transparency.
The roughness of the clear-coat reflections. The lower the value, the sharper the reflection.
The amount of directional bias, or anisotropy, of the clear-coat layer.
The rotation of the anisotropic effect of the clear-coat layer.
Coat Index of Refraction
The index of refraction of the clear-coat layer.
Input normal for clear-coat layer
Coat Affect Color
Controls the saturation of diffuse reflection and subsurface scattering below the clear-coat.
Coat Affect Roughness
Controls the roughness of the specular reflection in the layers below the clear-coat.
Thin Film Thickness
The thickness of the thin film layer on a surface. Use for materials such as multitone car paint or soap bubbles.
Thin Film Index of Refraction
The index of refraction of the medium surrounding the material.
The amount of emitted incandescent light.
The color of the emitted light.
The opacity of the entire material.
If true, the surface is double-sided and represents an infinitely thin shell, suiteable for thin objects such as tree leafs or paper. Only Subsurface and Subsurface Color parameters take effect when thin walled geometry is enabled.
Input geometric normal. A worldspace vector in -1->1 range (defaults to current world-space normal).
Input geometric tangent. A worldspace vector in -1->1 range (defaults to current world-space tangent).
The output values can be connected to the output variables in the surface context of the same name.