DwaToonMaterial


Attribute Reference

Advanced attributes

prevent_light_culling

Bool
default: False

WARNING: Experimental and must be used with max_depth: 0 and only for non-photoreal looks. Prevents culling of lights so surfaces can be lit purely with respect to the shading normal irrespective of geometry

specular

Float bindable
default: 1.0

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

sss_trace_set

TraceSet
default: None

Set of geometries that contribute neighboring subsurface points. By default, only the geometry associated with this material contributes to subsurface. If you want adjacent geometry with different material to contribute as well, specify all those parts here.

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.

Diffuse attributes

albedo

Rgb bindable
default: [ 1, 1, 1 ]

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

bssrdf

Int enum
  0 = “normalized diffusion” (default)
  1 = “dipole”
  2 = “random walk”

0 for NormalizedDiffuse, 1 for Dipole, 2 for random walk

colors

RgbVector
default: [[ 0, 0, 0 ], [ 0.25, 0.25, 0.25 ], [ 0.75, 0.75, 0.75 ], [ 1, 1, 1 ]]

List of colors on the ramp

diffuse_flatness

Float bindable
default: 0.0

Flattens out the diffuse response by bending the normal towards the light direction

diffuse_flatness_falloff

Float bindable
default: 0.0

Fades out flatness with respect to light direction

diffuse_model

Int enum
  0 = “oren-nayar” (default)
  1 = “ramp”

The method used to render the diffuse response.

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.

enable_sss_input_normal

Bool
default: False

enables sampling the normal map for sss samples. More accurate but potentially expensive

extend_ramp

Bool
default: False

Extends the last ramp color to unlit portions. IMPORTANT: Only works in conjuction with prevent_light_culling ON and visible_shadows OFF

interpolations

IntVector
default: {}

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

positions

FloatVector
default: {}

ramp positions, maximum 10 allowed

ramp_color_multiplier0

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier1

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier2

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier3

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier4

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier5

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier6

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier7

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier8

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_color_multiplier9

Rgb bindable
default: [ 1, 1, 1 ]

Bindable multiplier on the ramp color

ramp_input_scale

Float bindable
default: 1.0

Factor to apply to the input diffuse reflectance before using it as the input to the ramp

ramp_position_offset0

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset1

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset2

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset3

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset4

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset5

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset6

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset7

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset8

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

ramp_position_offset9

Float bindable
default: 0.0

Bindable offset to the ramp-position, add a small variation using noise etc for art-directable ramp thresholds

resolve_self_intersections

Bool
default: True

tries to resolve self-intersecting geometry automatically by only evaluating 'exiting' intersections for subsurface evaluations

scattering_color

Rgb bindable
default: [ 1, 1, 1 ]

the subsurface scattering 'falloff' color

scattering_radius

Float bindable
default: 0.0

the distance the light scatters beneath the surface. When 0 surface diffuse (lambertian or toon) is used

show_diffuse

Bool
default: True

enables/disables diffuse reflectance

terminator_shift

Float bindable
default: 0.05

Controls how the diffuse ligthing falls off. Values greater than 0.0 shift the falloff point closer to the light source and values less than 0.0 shift the falloff point further away

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

Float bindable
default: 0.0

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

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

refractive_index

Float
default: 1.5

defines the Fresnel behavior (affects only refraction when model is Toon)

roughness

Float bindable
default: 0.5

the roughness of the surface

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)
  2 = “Toon”

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

toon_specular_enable_indirect_reflections

Bool
default: False

enables indirect GGX reflections for toon specular model

toon_specular_enable_input_normal

Bool
default: False

enables sampling the normal map for toon toon specular

toon_specular_fresnel_blend

Float bindable
default: 1.0

The amount of fresnel to use for the toon specular response

toon_specular_indirect_reflections_intensity

Float bindable
default: 1.0

the intensity for the indirect reflections of the toon specular model

toon_specular_indirect_reflections_roughness

Float bindable
default: 0.5

the roughness for the indirect reflections of the toon specular model

toon_specular_input_U

Vec3f bindable
default: [ 0, 0, 0 ]

input U / tangent for specular stretch

toon_specular_input_V

Vec3f bindable
default: [ 0, 0, 0 ]

input V / bitangent for specular stretch

toon_specular_input_normal

NormalMap
default: None

specifies an alternate shading normal for toon toon specular

toon_specular_input_normal_dial

Float bindable
default: 1.0

controls influence of input normal versus hair normal for toon toon specular

toon_specular_intensity

Float bindable
default: 1.0

The overall intensity of the toon specular response

toon_specular_interpolations

IntVector
default: {}

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

toon_specular_mult0

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult1

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult2

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult3

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult4

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult5

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult6

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult7

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult8

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_mult9

Float bindable
default: 1.0

Bindable multiplier on the toon specular ramp value

toon_specular_offset0

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset1

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset2

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset3

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset4

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset5

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset6

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset7

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset8

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_offset9

Float bindable
default: 0.0

Bindable offset to the toon specular ramp-position, add a small variation using noise etc for art-directable ramp thresholds

toon_specular_positions

FloatVector
default: {}

ramp positions, maximum 10 allowed

toon_specular_ramp_input_scale

Float bindable
default: 1.0

Scales the input value x to the ramp lookup y, where x is based on the angle between the sample direction and normal. This has the effect of squashing or stretching the ramp point positions towards/away from 0.

toon_specular_stretch_u

Float bindable
default: 0.0

Amount to stretch or compress the specular in the u direction

toon_specular_stretch_v

Float bindable
default: 0.0

Amount to stretch or compress the specular in the v direction

toon_specular_tint

Rgb bindable
default: [ 1, 1, 1 ]

No documentation available

toon_specular_use_input_vectors_for_stretch

Bool
default: False

when checked, use input_U and V. otherwise use geometry dPds/t

toon_specular_values

FloatVector
default: {}

List of colors on the ramp

Transmission attributes

dispersion_abbe_number

Float
default: 34.0

The amount of dispersion/chromatic-aberration via refractions. Lower this number to increase the effect. A value of 0 turns off dispersion. Around [25-80] makes sense for realistic glass. Lower values may look better on gemstones.

independent_transmission_refractive_index

Float
default: 1.5

defines a separate IOR for the bending of light with transmission

independent_transmission_roughness

Float bindable
default: 0.5

separate roughness for transmission

show_transmission

Bool
default: True

enables/disables refractive solid model

transmission

Float bindable
default: 0.0

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

transmission_color

Rgb bindable
default: [ 1, 1, 1 ]

the desired color of transmitted light

use_dispersion

Bool
default: False

use dispersion effects in transmission

use_independent_transmission_refractive_index

Bool
default: False

use a separate IOR for transmission

use_independent_transmission_roughness

Bool
default: False

use a separate roughness for transmission

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.