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Since | 19.0 |
The MaterialX Standard Surface is a physically-based shader, useful for representing a wide variety of materials.
The MaterialX implementation is based on the Autodesk Standard Surface by Georgiev et al.
Tips
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Feed normal maps through
MtlX Normalmap, to transform them to -1 to 1 range.
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When rendering glass:
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Use [Render Geometry Settings|lop|rendergeometrysettings] to Enable Caustics on specific objects.
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Emissive materials should enable Treat As Light Source via
Render Geometry Settings, to render more efficiently with Karma.
パラメータ
Base
Multiplier on the intensity of the diffuse reflection.

Base Color
Color of the diffuse reflection.

Diffuse Roughness
Roughness of the diffuse reflection. Higher values cause the surface to appear flatter and darker.
Metalness
Specifies how metallic the material appears. At its maximum, the surface behaves like a metal, using fully specular reflection and complex fresnel.

Specular
Multiplier on the intensity of the specular reflection.

0, 0.25, 0.5, 0.75, 1.0
Specular Color
Color tint on the specular reflection.

Specular Roughness
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.
Specular Anisotropy
The directional bias of reflected and transmitted light resulting in materials appearing rougher or glossier in certain directions.
Specular Rotation
Rotation of the axis of specular anisotropy around the surface normal.
Transmission
Transmission of light through the surface for materials such as glass or water. The greater the value the more transparent the material.

Transmission Color
Color tint on the transmitted light.

Transmission Depth
Not Implemented.
Specifies the distance light travels inside the material before its becomes exactly the transmission color according to Beer’s law.
Transmission Scatter
Not Implemented.
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.
Transmission Anisotropy
Not Implemented.
The amount of directional bias, or anisotropy, of the scattering.
Transmission Dispersion
Not Implemented.
Dispersion amount, describing how much the index of refraction varies across wavelengths.
Transmission Roughness
Not Implemented.
Additional roughness on top of specular roughness. Positive values blur refractions more than reflections, and negative values blur refractions less.
Subsurface
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.

Subsurface Color
The color of the subsurface scattering effect.

Subsurface Radius
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.

Subsurface Scale
Scalar weight for the subsurface radius value.
Subsurface Anisotropy
The direction of subsurface scattering. 0 scatters light evenly, positive values scatter forward and negative values scatter backward.
Sheen
The weight of a sheen layer that can be used to approximate microfibers or fabrics such as velvet and satin.

Sheen Color
The color of the sheen layer.

Sheen Roughness
The roughness of the sheen layer.

Coat
The weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer.
Coat Color
The color of the clear-coat layer’s transparency.
Coat Roughness
The roughness of the clear-coat reflections. The lower the value, the sharper the reflection.
Coat Anisotropy
The amount of directional bias, or anisotropy, of the clear-coat layer.
Coat Rotation
The rotation of the anisotropic effect of the clear-coat layer.
Coat Index of Refraction
The index of refraction of the clear-coat layer.
Coat Normal
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.

Emission
The amount of emitted incandescent light.

Emission Color
The color of the emitted light.

Opacity
The opacity of the entire material.

Thin Walled
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.

入力
Normal
Input geometric normal. A worldspace vector in -1->1 range (デフォルトは current world-space normal).
Tangent
Input geometric tangent. A worldspace vector in -1->1 range (デフォルトは current world-space tangent).
出力
The output values can be connected to the output variables in the surface context of the same name.
out
surface
See also |