DwaFabricMaterial

Overview


DwaFabricMaterial Header

The DwaFabricMaterial is a streamlined material specifically targeted for modeling fabric surfaces.

local mtl = DwaFabricMaterial("mtl") {
    ["albedo"] = Rgb(1, 0, 0),
    ["show_specular"] = true,
    ["use_UVs_for_thread_direction"] = true,
    ["use_independent_weft_attributes"] = true,
    ["warp_color"] = Rgb(0, 0, 1),
    ["warp_roughness"] = 0.5,
    ["weft_color"] = Rgb(0, 1, 1),
    ["weft_roughness"] = 0.5,
    ["warp_thread_coverage"] = 0.3,
    ["warp_thread_direction"] = Vec3(0, 0, 1),
    ["warp_thread_elevation"] = 0
}

Attribute Reference

Common attributes

casts_caustics

Bool
default: False

allows continuation of caustic light paths.

casts caustics: true | false

presence

Float bindable
default: 1.0

controls the visibility of this object. Useful for fading an object in/out, or to specify a cut-out mask on thin single-sided geometry (eg. a complex leaf texture on a simple card).

presence: 0 - 1

thin_geometry

Bool
default: False

enables proper shading of infinitely thin geometry such as paper or leaves.

Diffuse attributes

albedo

Rgb bindable
default: [ 1, 1, 1 ]

the overall surface color as seen from a distance (ie. diffuse color)

albedo: Rgb(red, orange, yellow, green, blue, purple)

diffuse_roughness

Float bindable
default: 0.0

Roughness of the diffuse shading. If the value is zero a Lambertian model is used. If it's above zero the Oren Nayar model is used. Not compatible with subsurface scattering.

diffuse roughness: 0 - 1

diffuse_transmission

Float bindable
default: 1.0

multiplier on the amount of light that is transmitted through the surface.

diffuse transmission: 0 - 1

diffuse_transmission_blending_behavior

Int enum
  0 = “RGB”
  1 = “Monochromatic” (default)

Controls how diffuse transmission color attenuates diffuse reflection

diffuse_transmission_color

Rgb bindable
default: [ 0, 0, 0 ]

the color/amount of light that is transmitted through the surface.

diffuse transmission color: Rgb(red, orange, yellow, green, blue, purple)

fabric_diffuse_scattering

Float bindable
default: 0.2

Amount of diffuse to mix in fabric. A value of 1 means fully diffuse fabric.

fabric_diffuse_scattering: 0 -> 1, albedo: (1, 0, 0), warp_color: (0, 0, 1)

show_diffuse

Bool
default: True

enables/disables diffuse reflectance

Emission attributes

emission

Rgb bindable
default: [ 1, 1, 1 ]

the energy emitted from this material

emission: Rgb(0, 0, 0) - Rgb(4.76, 0.02, 0.02)

show_emission

Bool
default: False

enables/disable emission

Fabric attributes

show_specular

Bool
default: True

Enables/disables specular fabric lobes

use_UVs_for_thread_direction

Bool
default: True

Use UV texture coordinates to compute thread direction (along dPds). Switch OFF for seamless camera aligned thread direction. The warp_thread_direction parameter rotates this direction in tangent space.

use_independent_weft_attributes

Bool
default: False

Use a separate set of attributes for the 'weft' thread specular response.

warp_color

Rgb bindable
default: [ 1, 1, 1 ]

Color of the fabric specular highlights. Or if 'use independent weft attributes' is 'true,' just the color of the fabric specular highlights of the warp threads.

warp_roughness

Float bindable
default: 0.75

Roughness of the fabric specular highlights. Or if 'use independent weft attributes' is 'true,' just the roughness of the fabric specular highlights of the warp threads.

warp roughness: 0 -> 1

weft_color

Rgb bindable
default: [ 1, 1, 1 ]

Color of the fabric specular highlights from the weft threads.

weft_roughness

Float bindable
default: 0.75

Roughness of the fabric specular highlights from the weft threads.

weft_roughness: 0 -> 1

Fuzz attributes

fuzz

Float bindable
default: 1.0

fuzz mask

fuzz: 0 - 1

fuzz_albedo

Rgb bindable
default: [ 1, 1, 1 ]

Color of the fuzz highlights.

fuzz_normal

NormalMap
default: None

specifies an independent shading normal (normal map) for the fuzz lobe

fuzz_normal_dial

Float bindable
default: 1.0

controls the amount of infuence of the alternate fuzz normal

fuzz_roughness

Float bindable
default: 0.25

Lower values result in glancing angle highlights while higher values result in a broad, uniform coverage

show_fuzz

Bool
default: False

Enables/disables fuzz lobe

use_absorbing_fuzz_fibers

Bool
default: False

Specify whether dark fuzz fibers absorb energy or transmit it to the layers below.

Glitter attributes

glitter

Float bindable
default: 1.0

enables/disables glitter model (binary 0|1 for plausibility)

glitter_LOD_quality

Float
default: 0.5

controls quality of glitter at distances where individual flakes cannot be perceived; at lower values, approximation kicks in earlier

glitter_approximate_for_secondary_rays

Bool
default: True

use an approximation to shade glitter for non-mirror secondary rays

glitter_color_A

Rgb bindable
default: [ 1, 1, 1 ]

base flake color (use physical metallic color values)

glitter_color_B

Rgb bindable
default: [ 1, 1, 1 ]

base flake color (use physical metallic color values)

glitter_color_hue_variation

Float bindable
default: 0.0

introduce hue variation in flake color centered at the base flake color's hue on the hue wheel

glitter_color_saturation_variation

Float bindable
default: 0.0

introduce saturation variation in flake color centered at the base flake color's saturation

glitter_color_value_variation

Float bindable
default: 0.0

introduce value variation in flake color centered at the base flake color's value

glitter_compensate_reference_space_deformation

Bool
default: True

(In ReferenceSpace) Compensates for stretch/compression/shear in glitter shapes resulting from animation etc

glitter_debug_mode

Int enum
  0 = “off” (default)
  1 = “blend”
  2 = “color”
  3 = “averageColor”
  4 = “footprintArea”
  5 = “radius”

developer debug visualization modes

glitter_density

Float bindable
default: 1.0

controls the number of flakes per unit length; larger density packs more flakes into same space

glitter density: 10 - 20

glitter_jitter

Float bindable
default: 1.0

Controls how much the flakes are randomly offset from a regular grid

glitter_layering_mode

Int enum
  0 = “physical” (default)
  1 = “additive”

layering mode for glitter on top of the under material. physical: conserves energy and glitter attenuates under material, additive: breaks energy conservation but glitter is never darker than the under material (eg. use case: snow)

glitter_randomness

Float
default: 0.5

randomness of flake orientation

glitter_roughness_A

Float
default: 0.14

specular roughness of individual flakes (0 makes flakes mirror-like)

glitter_roughness_B

Float
default: 0.14

specular roughness of individual flakes (0 makes flakes mirror-like)

glitter_seed

Int
default: 0

The seed for the glitter random number generator

glitter_size_A

Float bindable
default: 1.0

size of the flakes. Apparent flake size may vary based on how much the flake spheres intersect the surface

glitter size A: 0.02 - 0.12

glitter_size_B

Float bindable
default: 1.0

size of the flakes. Apparent flake size may vary based on how much the flake spheres intersect the surface

glitter_space

Int enum
  4 = “object”
  5 = “reference” (default)

The space to calculate the worley noise in, defaults to reference space

glitter_style_A_frequency

Float bindable
default: 1.0

0 implies none of this style, 1 implies all the flakes will get this style

glitter_style_B_frequency

Float bindable
default: 0.0

0 implies none of this style, 1 implies all the flakes will get this style

glitter_texture_A

String filename
default:

filename that points to a texture .exr or .tx file (must be mip-mapped and tiled with maketx).

glitter_texture_B

String filename
default:

filename that points to a texture .exr or .tx file (must be mip-mapped and tiled with maketx).

glitter_texture_orientation_randomness

Float
default: 0.15

randomly orient each texture

show_glitter

Bool
default: False

Enables/disables glitter lobes

Normal attributes

input_normal

NormalMap
default: None

specifies an alternate shading normal in the tangent frame (normal map)

input_normal_dial

Float bindable
default: 1.0

controls the amount of influence of the alternate normal

input normal dial: 0 - 1

Threads attributes

warp_thread_coverage

Float
default: 0.75

When set to 1, creates specular highlights only relative to the warp thread direction. When less than one, starts acting like a 'woven' fabric with specular contributions added in by a corresponding 'weft' thread direction, perpendicular to the 'warp' thread direction.

warp thread coverage: 0 -> 1, albedo: (1, 0, 0), warp_color: (0, 0, 1), weft_color: (0, 1, 1)

warp_thread_direction

Vec3f bindable
default: [ 1, 1, 0 ]

Direction of the major/warp thread for the fabric. The fabric highlights will be relative to this direction.

warp_thread_direction: (0.0 -> 1.0, 0.5, 0.0)

warp_thread_elevation

Float bindable
default: 0.0

This attribute can be used to 'elevate/rotate' the threads from their default direction. When laying flat on the surface (thread_direction.z=0), a value around 45 works well for 'silky' looks. Range - -90, +90. When threads are upright (thread_direction.z=1), this attribute can be used to 'dishevel' the threads and create a 'velvety' look (see wiki).

warp thread elevation: 0 -> 90, warp thread direction: (0, 0, 1)

General attributes

extra_aovs

Map
default: None

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

invisible_refractive_cryptomatte

Bool
default: False

Indicates whether material should/should not appear in the refractive cryptomatte layers

label

String
default:

label used in material and light aovs

priority

Int
default: 0

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.