DwaFabricMaterial
Overview
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.
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).
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)
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_transmission
Float bindable
default: 1.0
multiplier on the amount of light that is transmitted through the surface.
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.
fabric_diffuse_scattering
Float bindable
default: 0.2
Amount of diffuse to mix in fabric. A value of 1 means fully diffuse fabric.
show_diffuse
Bool
default: True
enables/disables diffuse reflectance
Emission attributes
emission
Rgb bindable
default: [ 1, 1, 1 ]
the energy emitted from this material
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.
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.
Fuzz attributes
fuzz
Float bindable
default: 1.0
fuzz mask
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_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_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
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_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_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).
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.