asDisneyMaterial¶
The Disney principled BRDF [McAuley:2012:PPS:2343483.2343493], a physically based material.
Parameters¶
Common Material Parameters¶
- Surface Color
- The surface color
- Subsurface Amount
- The amount of sub-surface scattering [1]
Specular Parameters¶
- Specular Amount
- The amount of specular highlights
- Specular Roughness
- The apparent surface roughness affecting the specular highlights
- Specular Tint
- The tinting amount of the specular highlights, with a value 0 having achromatic highlights, and a value of 1.0 inheriting the surface color.
- Metallicness
- A low value is suitable for the appearance of dielectrics such as plastic, with a higher value producing more intensity specular reflections, and more suitable for conductors.
- Anisotropy Amount
- The amount of anisotropy affecting the specular highlights, with a value of 0.0 producing isotropic highlights, and a value of 1.0 producing full anisotropic highlights.
- Anisotropy Angle
- The angle affecting anisotropic highlights, which maps the values from [0,1] range into [0,360] range.
- Anisotropy Vector Map
- A vector tangent field (color) map, with the X and Y anisotropy directions encoded in the R and G channels.
Sheen Parameters¶
- Sheen Amount
- The amount of sheen, see Westin velvet.
- Sheen Tint
- The tinting (color) affecting the sheen effect.
Coating Parameters¶
- Coating Amount
- The amount of (clear) coating on the material, producing an extra layer of (usually) sharp highlights.
- Coating Glossyness
- The coating layer glossyness, with low values producing a dull like highlight, similar to a high surface roughness value, and higher values producing sharper highlights.
Bump Parameters¶
- Bump Normal
- The unit length (bump) normal, usually passed from a bump2d or a bump3d node.
Advanced Parameters¶
- Ray Depth
- The maximum number of bounces a ray is allowed to travel.
Outputs¶
- Output Color
- The final result color.
- Output Transparency
- The resulting transparency (unused presently).
- Output Matte Opacity
- The resulting matte opacity.
Screenshots¶
Footnotes
[1] | In the shader, it’s not a full BSSRDF, but an approximation using only single scattering. |
References
[MHH+12] | Stephen McAuley, Stephen Hill, Naty Hoffman, Yoshiharu Gotanda, Brian Smits, Brent Burley, and Adam Martinez. Practical physically-based shading in film and game production. In ACM SIGGRAPH 2012 Courses, SIGGRAPH ‘12, 10:1–10:7. New York, NY, USA, 2012. ACM. URL: http://doi.acm.org/10.1145/2343483.2343493, doi:10.1145/2343483.2343493. |