HairToonMaterial


Attribute Reference

Advanced attributes

back_hair_color

Rgb bindable
default: [ 1, 1, 1 ]

(advanced only) hair color used for back-lit hair (transmission/forward reflectance)

front_hair_color

Rgb bindable
default: [ 1, 1, 1 ]

(advanced only) hair color used for front-lit hair (backward reflectance)

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.

use_independent_front_and_back_hair_color

Bool
default: False

(advanced) use a separate hair color for front and back

Common attributes

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).

Diffuse attributes

hair_color

Rgb bindable
default: [ 1, 1, 1 ]

No documentation available

hair_diffuse

Float bindable
default: 1.0

Amount of hair diffuse

show_hair_diffuse

Bool
default: True

Show the hair diffuse lobe

Emission attributes

emission

Rgb bindable
default: [ 1, 1, 1 ]

the energy emitted from this material

show_emission

Bool
default: False

enables/disable emission

Specular 1 attributes

specular_1_enable_indirect_reflections

Bool
default: False

enables indirect GGX reflections for toon specular model

specular_1_enable_input_normal

Bool
default: False

enables sampling the normal map for toon specular 1

specular_1_indirect_reflections_intensity

Float bindable
default: 1.0

the intensity for the indirect reflections of the toon specular model

specular_1_indirect_reflections_roughness

Float bindable
default: 0.5

the roughness for the indirect reflections of the toon specular model

specular_1_input_U

Vec3f bindable
default: [ 0, 0, 0 ]

input U / tangent for specular stretch

specular_1_input_V

Vec3f bindable
default: [ 0, 0, 0 ]

input V / bitangent for specular stretch

specular_1_input_normal

NormalMap
default: None

specifies an alternate shading normal for toon specular 1

specular_1_input_normal_dial

Float bindable
default: 1.0

controls influence of input normal versus hair normal for toon specular 1

specular_1_intensity

Float bindable
default: 1.0

The overall intensity of the specular response

specular_1_interpolations

IntVector
default: {}

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

specular_1_model

Int enum
  2 = “Toon_Surface” (default)
  3 = “Toon_Hair”

sets the normal distribution function for specular

specular_1_positions

FloatVector
default: {}

ramp positions, maximum 10 allowed

specular_1_roughness

Float bindable
default: 0.899999976158

The roughness of the toon specular. Smaller values produce tighter highlights

specular_1_show

Bool
default: True

Show first toon specular lobe

specular_1_stretch_u

Float bindable
default: 0.0

Amount to stretch or compress the specular in the u direction

specular_1_stretch_v

Float bindable
default: 0.0

Amount to stretch or compress the specular in the v direction

specular_1_tint

Rgb bindable
default: [ 1, 1, 1 ]

No documentation available

specular_1_use_input_vectors_for_stretch

Bool
default: False

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

specular_1_values

FloatVector
default: {}

List of colors on the ramp

Specular 2 attributes

specular_2_enable_indirect_reflections

Bool
default: False

enables indirect GGX reflections for toon specular model

specular_2_enable_input_normal

Bool
default: False

enables sampling the normal map for toon specular 2

specular_2_indirect_reflections_intensity

Float bindable
default: 1.0

the intensity for the indirect reflections of the toon specular model

specular_2_indirect_reflections_roughness

Float bindable
default: 0.5

the roughness for the indirect reflections of the toon specular model

specular_2_input_U

Vec3f bindable
default: [ 0, 0, 0 ]

input U / tangent for specular stretch

specular_2_input_V

Vec3f bindable
default: [ 0, 0, 0 ]

input V / bitangent for specular stretch

specular_2_input_normal

NormalMap
default: None

specifies an alternate shading normal for toon specular 2

specular_2_input_normal_dial

Float bindable
default: 1.0

controls influence of input normal versus hair normal for toon specular 2

specular_2_intensity

Float bindable
default: 1.0

The overall intensity of the specular response

specular_2_interpolations

IntVector
default: {}

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

specular_2_model

Int enum
  2 = “Toon_Surface” (default)
  3 = “Toon_Hair”

sets the normal distribution function for specular

specular_2_positions

FloatVector
default: {}

ramp positions, maximum 10 allowed

specular_2_roughness

Float bindable
default: 0.899999976158

The roughness of the toon specular. Smaller values produce tighter highlights

specular_2_show

Bool
default: False

Show second toon specular lobe

specular_2_stretch_u

Float bindable
default: 0.0

Amount to stretch or compress the specular in the u direction

specular_2_stretch_v

Float bindable
default: 0.0

Amount to stretch or compress the specular in the v direction

specular_2_tint

Rgb bindable
default: [ 1, 1, 1 ]

No documentation available

specular_2_use_input_vectors_for_stretch

Bool
default: False

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

specular_2_values

FloatVector
default: {}

List of colors on the ramp

Specular 3 attributes

specular_3_enable_indirect_reflections

Bool
default: False

enables indirect GGX reflections for toon specular model

specular_3_enable_input_normal

Bool
default: False

enables sampling the normal map for toon specular 3

specular_3_indirect_reflections_intensity

Float bindable
default: 1.0

the intensity for the indirect reflections of the toon specular model

specular_3_indirect_reflections_roughness

Float bindable
default: 0.5

the roughness for the indirect reflections of the toon specular model

specular_3_input_U

Vec3f bindable
default: [ 0, 0, 0 ]

input U / tangent for specular stretch

specular_3_input_V

Vec3f bindable
default: [ 0, 0, 0 ]

input V / bitangent for specular stretch

specular_3_input_normal

NormalMap
default: None

specifies an alternate shading normal for toon specular 3

specular_3_input_normal_dial

Float bindable
default: 1.0

controls influence of input normal versus hair normal for toon specular 3

specular_3_intensity

Float bindable
default: 1.0

The overall intensity of the specular response

specular_3_interpolations

IntVector
default: {}

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

specular_3_model

Int enum
  2 = “Toon_Surface” (default)
  3 = “Toon_Hair”

sets the normal distribution function for specular

specular_3_positions

FloatVector
default: {}

ramp positions, maximum 10 allowed

specular_3_roughness

Float bindable
default: 0.899999976158

The roughness of the toon specular. Smaller values produce tighter highlights

specular_3_show

Bool
default: False

Show third toon specular lobe

specular_3_stretch_u

Float bindable
default: 0.0

Amount to stretch or compress the specular in the u direction

specular_3_stretch_v

Float bindable
default: 0.0

Amount to stretch or compress the specular in the v direction

specular_3_tint

Rgb bindable
default: [ 1, 1, 1 ]

No documentation available

specular_3_use_input_vectors_for_stretch

Bool
default: False

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

specular_3_values

FloatVector
default: {}

List of colors on the ramp

Subsurface attributes

bssrdf

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

0 for NormalizedDiffuse, 1 for Dipole. Random walk unsupported for hair.

enable_sss_input_normal

Bool
default: False

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

input_normal

NormalMap
default: None

specifies an alternate shading normal (only for SSS lobe)

input_normal_dial

Float bindable
default: 1.0

controls influence of input normal versus hair normal for SSS

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 is used

subsurface_blend

Float bindable
default: 1.0

0 is fully hair diffuse, 1 is fully SSS. No effect if scattering radius is 0.

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

No documentation available

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.