DwaVelvetMaterial_v2
Overview
DwaVelvetMaterial_v2 is used to create simple, mostly matte fabrics. For a more customizable cloth, see DwaFabricMaterial.
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.
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
Fuzz attributes
fuzz
Float bindable
default: 1.0
fuzz mask
fuzz_albedo
Rgb bindable
default: [ 1, 1, 1 ]
Color of the fuzz highlights.
fuzz_coverage
Float bindable
default: 0.25
Lower values result in glancing angle highlights while higher values result in a broad, uniform coverage
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
show_fuzz
Bool
default: True
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
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.