DwaMetalMaterial

Overview


DwaMetalMaterial

The DwaMetalMaterial is designed to create any metallic materials such as gold, copper, chrome, and steel. It is best to use physical values for the metallic_color and metallic_edge_color in order to create a realistic looking metal. Generally, the metallic_edge_color is a brighter version of the metallic_color and these two parameters define the conductor Fresnel behavior unique to the DwaMetalMaterial.


Attribute Reference

Advanced attributes

specular

Float bindable
default: 1.0

enables/disables specular reflections (binary 0|1 for plausibility)

specular: 0 | 1

Clearcoat attributes

clearcoat

Float bindable
default: 1.0

enables/disables clearcoat (binary 0|1 for plausibility)

clearcoat_attenuation_color

Rgb bindable
default: [ 0.5, 0.5, 0.5 ]

the attenuation color of the clearcoat when 'cleacoat thickness' > 0

clearcoat attenuation color: Rgb(0, 0, 0) - Rgb(1, 1, 1)

clearcoat_bending

Bool
default: True

(advanced, recommended ON) bends rays based on the clearcoat-refractive-index before evaluating the lobes under clearcoat

clearcoat_model

Int enum
  0 = “Beckmann”
  1 = “GGX” (default)

sets the normal distribution function for clearcoat. GGX is currently isotropic only

clearcoat_normal_dial

Float bindable
default: 1.0

controls the amount of infuence of the alternate clearcoat normal

clearcoat normal dial: 0 - 1

clearcoat_refractive_index

Float
default: 1.5

defines the Fresnel behavior

clearcoat refractive index: 1 - 2.3

clearcoat_roughness

Float bindable
default: 0.1

the roughness of the clearcoat lobe

clearcoat roughness: 0 - 1

clearcoat_thickness

Float bindable
default: 0.0

the thickness of the virtual clearcoat layer. Values > 0 enable absorption

clearcoat thickness: 0 - 1

independent_clearcoat_normal

NormalMap
default: None

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

show_clearcoat

Bool
default: False

enables/disables clearcoat

use_independent_clearcoat_normal

Bool
default: False

specifies whether the clearcoat lobe should use an independent normal

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).

presence: 0 - 1

thin_geometry

Bool
default: False

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

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

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

Iridescence attributes

iridescence

Float bindable
default: 0.0

controls the strength of the iridescence effect

iridescence: 0 - 1

iridescence_apply_to

Int enum
  0 = “primary specular” (default)
  1 = “clearcoat/moisture specular”

Apply iridescence to primary specular lobe or clearcoat/moisture lobe

iridescence_at_0_incidence

Float bindable
default: 1.0

Iridescence effect at 0 degree viewing angle

iridescence at 0 incidence: 0 - 1

iridescence_at_90_incidence

Float bindable
default: 1.0

Iridescence effect at 90 degree viewing angle

iridescence_color_control

Int enum
  0 = “use hue interpolation” (default)
  1 = “use ramp”

use hue interpolation: automatically cycles through hue wheel, use ramp: user specified color ramp

iridescence_colors

RgbVector
default: [[ 1, 0, 0 ], [ 1, 1, 0 ], [ 0, 1, 0 ], [ 0, 1, 1 ], [ 0, 0, 1 ], [ 1, 0, 1 ], [ 1, 0, 0 ]]

List of colors on the ramp

iridescence_exponent

Float bindable
default: 1.0

Tightens or broadens the distribution of colors

iridescence exponent: 0 - 2.5

iridescence_flip_hue_direction

Bool
default: False

flip interpolation around the hue wheel to counter-clockwise direction

iridescence flip hue direction: true | false

iridescence_interpolations

IntVector
default: {}

None: 0 | Linear: 1 | Exponential Up: 2 | Exponential Down: 3 |
   Smooth: 4 | Catmull Rom: 5 | Monotone Cubic: 6

iridescence_positions

FloatVector
default: {}

ramp positions

iridescence_primary_color

Rgb bindable
default: [ 1, 0, 0 ]

First color to interpolate from around the hue wheel

iridescence primary color: Rgb(orange, yellow, green, blue, purple, red)

iridescence_ramp_interpolation_mode

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

RGB: lerp in RGB space which matches UI preview but can lose saturation, HSV: lerp in HSV space which preserves saturation

iridescence_secondary_color

Rgb bindable
default: [ 1, 0, 0 ]

Second color to interpolate to around the hue wheel

iridescence secondary color: Rgb(orange, yellow, green, blue, purple, red)

iridescence_thickness

Float bindable
default: 1.0

Controls how much the color spectrum is repeated

iridescence thickness: 0 - 5

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

Normal Anti-aliasing attributes

normal_AA_dial

Float
default: 1.0

Controls the amount roughness compensation from the normal map AA strategy.

normal_AA_strategy

Int enum
  0 = “none” (default)
  1 = “toksvig”

Normal map anti-aliasing strategy to use - 'none' uses regular mip-mapping, 'toksvig' increases specular roughness corresponding to the geometric details filtered out because of mip-mapping.

Specular attributes

anisotropy

Float bindable
default: 0.0

controls the shape of the primary reflection

anisotropy: -1 - 1

metallic_color

Rgb bindable
default: [ 1, 1, 1 ]

the overall reflection color, defines Fresnel behavior

metallic color: physical values for gold, copper, silver, and alluminum

metallic_edge_color

Rgb bindable
default: [ 1, 1, 1 ]

the reflection color at grazing angles, defines Fresnel behavior

metallic edge color: Rgb(orange, yellow, green, blue, purple, red)

roughness

Float bindable
default: 0.5

the roughness of the surface (currently only affects reflection)

roughness: 0 - 1

shading_tangent

Vec2f bindable
default: [ 1, 0 ]

controls the orientation of anistropy

shading tangent: Vec2(1,0) - Vec2(0,1) - Vec2(-1,0) - Vec2(0,1)

show_specular

Bool
default: True

enables/disables specular reflections

specular_model

Int enum
  0 = “Beckmann”
  1 = “GGX” (default)

sets the normal distribution function for specular. GGX is currently isotropic only

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.