Assigns a material to the surface based on the incoming ray type. The supported ray types are as follows:
- camera ray
- indirect diffuse ray
- indirect mirror ray
- indirect glossy ray
If no material is specified for the incoming ray type, the default_material will be used.
The material to use if the incoming ray is a camera ray.
If true, this material acts as a cutout material, i.e. we terminate any rays that encounter this material.
The default material to use if no material was specified for the incoming ray type.
Bind this attribute to a 'ListMap' that contains references to ExtraAovMaps that specify additional outputs that can be assigned to a RenderOutput "light aov" result
The material to use if the incoming ray is an indirect diffuse ray.
The material to use if the incoming ray is an indirect glossy ray.
The material to use if the incoming ray is an indirect mirror ray.
Indicates whether material should/should not appear in the refractive cryptomatte layers
label used in material and light aovs
The material's place in an order of precedence for overlapping dielectrics. A value of 0 means the priority should be ignored. Materials with lower numbers (higher priority) "override" materials with higher numbers (lower priority). To enable automatic removal of self-overlapping geometry, a non-zero priority must be set on the geometry's material.