DwaMetalMaterial
Overview
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)
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_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_refractive_index
Float
default: 1.5
defines the Fresnel behavior
clearcoat_roughness
Float bindable
default: 0.1
the roughness of the clearcoat lobe
clearcoat_thickness
Float bindable
default: 0.0
the thickness of the virtual clearcoat layer. Values > 0 enable absorption
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).
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
show_emission
Bool
default: False
enables/disable emission
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
Iridescence attributes
iridescence
Float bindable
default: 0.0
controls the strength of the iridescence effect
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_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_flip_hue_direction
Bool
default: False
flip interpolation around the hue wheel to counter-clockwise direction
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_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_thickness
Float bindable
default: 1.0
Controls how much the color spectrum is repeated
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
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
metallic_color
Rgb bindable
default: [ 1, 1, 1 ]
the overall reflection color, defines Fresnel behavior
metallic_edge_color
Rgb bindable
default: [ 1, 1, 1 ]
the reflection color at grazing angles, defines Fresnel behavior
roughness
Float bindable
default: 0.5
the roughness of the surface (currently only affects reflection)
shading_tangent
Vec2f bindable
default: [ 1, 0 ]
controls the orientation of anistropy
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
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.
record_reflected_cryptomatte
Bool
default: False
Indicates whether the next reflected surface should appear in the reflected cryptomatte layers
record_refracted_cryptomatte
Bool
default: False
Indicates whether the next refracted surface should appear in the refracted cryptomatte layers