========================== Omniverse MDL Materials ========================== Materials in |omni| are supported using :term:`MDL`. .. _Omniverse_Materials: Overview ----------------------------- .. raw:: html
Material Templates ----------------------- Omniverse comes with several template materials, including a physically based glass; several general purpose multi-lobed materials useful for dielectric and non-dielectric materials, skin, hair, liquids and other materials requiring subsurface scattering or transmissive effects; and USD's UsdPreviewSurface. .. image:: /content/images/kit_materials_create_material.png :align: center :alt: Material List .. table:: :align: center === ============================== ============================================================== # Template Name General Use Case === ============================== ============================================================== 1 OmniPBR | Multi-lobed physically based material for dielectric and non-dielectric materials 2 OmniPBR_ClearCoat | Adds second glossy bsdf to simulate a thin clear coating 3 OmniGlass | New Transmissive, reflective, and refractive material 4 UsdPreviewSurface | Native MDL material based on Pixar's UsdPreviewSurface_ proposal. 5 OmniPBR_Opacity [1]_ | Adds opacity controls to OmniPBR 6 OmniPBR_ClearCoat_Opacity [1]_ | Adds opacity controls to OmniPBR_ClearCoat 7 OmniGlass_Opacity [1]_ | Adds opacity controls to OmniGlass 8 OmniSurfaceBase | Multi-lobed physical material for modeling a wide variety of materials 9 OmniSurfaceLiteBase | Contains subset of OmniSurfaceBase 10 OmniHairBase | Hair material based on Disney's Hair and Fur === ============================== ============================================================== .. [1] *Dedicated Opacity materials are no longer necessary for objects with cutout or fractional opacity. With similar performance we recommend you use the base form of each material template. For legacy, Opacity materials are still include in Omniverse.* .. _UsdPreviewSurface: https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html .. _OmniPBR: OmniPBR ############## Overview ^^^^^^^^^^^^^^^^^^^^^^ OmniPBR is the default Physically based material available in |composer|. This material can describe most opaque dielectric or non-dielectric material. **OmniPBR** consists of the following sections: * :ref:`Albedo ` * :ref:`Reflectivity ` * :ref:`AO ` * :ref:`Emissive ` * :ref:`Opacity ` * :ref:`Normal ` * :ref:`UV ` .. _OmniPBR_Clearcoat: OmniPBR ClearCoat ###################### Overview ^^^^^^^^^^^^^^^^^^^^^^ OmniPBR_ClearCoat is similar to OmniPBR but with an additional glossy bsdf layer. Ideal for car paint or any surface with a thin clear finish. **OmniPBR_ClearCoat** consists of the following sections: * :ref:`Albedo ` * :ref:`Reflectivity ` * :ref:`AO ` * :ref:`Emissive ` * :ref:`Opacity ` * :ref:`Clearcoat ` * :ref:`Normal ` * :ref:`UV ` Parameters ^^^^^^^^^^^^^^^^^^^^^^ .. _`OmniPBR_Albedo`: Albedo ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Base Color ` diffuse_color_constant color 0.2, 0.2, 0.2 :ref:`Albedo Map ` diffuse_texture asset :ref:`Albedo Map Color Space ` :ref:`Albedo Desaturation ` albedo_desaturation float 0.0 :ref:`Albedo Add ` albedo_add float 0.0 :ref:`Albedo Brightness ` albedo_brightness float 1.0 :ref:`Color Tint ` diffuse_tint color 1.0, 1.0, 1.0 ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Base_Color: **Base Color** This parameter sets the diffuse color or tint of the material. .. |OmniPBR Base Color| image:: /content/images/OmniPBR_BaseColor.png :width: 300 +----------------------------------------------------------------------------------------------+ | |OmniPBR Base Color| | | | | Base Color: 0.1, 0.27, 0.17 | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Albedo_Map: **Albedo Map** Allows use of a texture file for use in color. Should be an albedo map for best results. .. |OmniPBR Albedo Map| image:: /content/images/OmniPBR_AlbedoMap.png :width: 300 +----------------------------------------------------------------------------------------------+ | |OmniPBR Albedo Map| | | | | Albedo Map: inner_checker.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Albedo_Map_Color_Space: **Albedo Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. |Albedo Map Raw| image:: /content/images/OmniPBR_AlbedoMapRaw.png :width: 300 .. |Albedo Map RGB| image:: /content/images/OmniPBR_AlbedoMap.png :width: 300 .. Table:: :Widths: 50 50 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Albedo Map Raw| | |Albedo Map RGB| | | | | | 8 bit 3-channel inner_checker.png | 8 bit 3-channel inner_checker.png | | | | | Texture Gamma: raw | Texture Gamma: sRGB | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Albedo_Desaturation: **Albedo Desaturation** Removes color saturation values through a range from 0-1. 0 is unaffected, 1 is black and white. .. |Albedo Map DeSat-0| image:: /content/images/OmniPBR_AlbedoMapDeSat0.png :width: 300 .. |Albedo Map DeSat-p5| image:: /content/images/OmniPBR_AlbedoMapDeSat0.5.png :width: 300 .. |Albedo Map DeSat-1| image:: /content/images/OmniPBR_AlbedoMapDeSat1.png :width: 300 .. table:: :widths: 33 33 33 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Albedo Map DeSat-0| | |Albedo Map DeSat-p5| | |Albedo Map DeSat-1| | | | | | | Albedo Desaturation: 0.0 | Albedo Desaturation: 0.5 | Albedo Desaturation: 1.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Albedo_Add: **Albedo Add** Add (or subtract with negative values) the Base Color to the Albedo Map. .. |Albedo Map Add| image:: /content/images/OmniPBR_AlbedoMapAdd.png :width: 300 +----------------------------------------------------------------------------------------------+ | |Albedo Map Add| | | | | Albedo Add: 0.15 | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Albedo_Brightness: **Albedo Brightness** Adjusts the brightness of the albedo map. .. |Albedo Map Brightness| image:: /content/images/OmniPBR_AlbedoMapBrightness.png :width: 300 +----------------------------------------------------------------------------------------------+ | |Albedo Map Brightness| | | | | Albedo Brightness: 2.0 | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Color_Tint: **Color Tint** Color multiplier to Albedo Map. .. |Color Tint| image:: /content/images/OmniPBR_AlbedoMapColorTint.png :width: 300 +----------------------------------------------------------------------------------------------+ | |Color Tint| | | | | Color Tint: 0.37, 0.3, 0.22 | +----------------------------------------------------------------------------------------------+ .. _`OmniPBR_Reflectivity`: Reflectivity ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Roughness Amount ` reflection_roughness_constant float 0.5 :ref:`Roughness Map Influence ` reflection_roughness_texture_influence float 0.0 :ref:`Roughness Map ` reflectionroughness_texture asset :ref:`Roughness Map Color Space ` :ref:`Metallic amount ` metallic_constant float 0.0 :ref:`Metallic Map Influence ` metallic_texture_influence float 0.0 :ref:`Metallic Map ` metallic_texture asset :ref:`Metallic Map Color Space ` :ref:`Specular ` specular_level float 0.5 :ref:`Enable ORM texture ` enable_ORM_texture bool false :ref:`ORM Map ` ORM_texture asset :ref:`ORM Map Color Space ` ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Roughness: **Roughness Amount** Isotropic roughness of the surface. * Range is 0-1, 0 = perfectly reflective surface, 1 = no reflectivity .. |Roughness0| image:: /content/images/OmniPBR_Roughness0.png :width: 300 .. |Roughness25| image:: /content/images/OmniPBR_Roughness0.25.png :width: 300 .. |Roughness5| image:: /content/images/OmniPBR_BaseColor.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Roughness0| | |Roughness25| | |Roughness5| | | | | | | Roughness Amount: 0.0 | Roughness Amount: 0.25 | Roughness Amount: 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Roughness_Map_Influence: **Roughness Map Influence** Range from 0-1 mixes roughness map power over roughness value. * 0 uses Pure Roughness Value * 1 uses only Roughness Map .. |Roughness Influence 1| image:: /content/images/OmniPBR_RoughnessMapInfluence1.png :width: 300 .. |Roughness Influence .5| image:: /content/images/OmniPBR_RoughnessMapInfluence0.5.png :width: 300 .. |Roughness Influence 0| image:: /content/images/OmniPBR_BaseColor.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Roughness Influence 1| | |Roughness Influence .5| | |Roughness Influence .5| | | | | | | Roughness Map Influence: 0.0 | Roughness Map Influence: 0.5 | Roughness Map Influence: 0.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Roughness_Map: **Roughness Map** Allows use of a texture file for use in roughness. .. |Roughness Map| image:: /content/images/OmniPBR_RoughnessMapInfluence1.png :width: 300 +----------------------------------------------------------------------------------------------+ | |Roughness Map| | | | | Roughness Map: = inner_checker.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Roughness_Map_Color_Space: **Roughness Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Metallic_amount: **Metallic Amount** A range from 0-1 describing whether the surface is Dielectric or Conductive. * 0 is Dielectric (non metal) * 1 is Conductive (metallic) .. |Metallic 0| image:: /content/images/OmniPBR_BaseColor.png :width: 300 .. |Metallic 0.5| image:: /content/images/OmniPBR_Metallic0.5.png :width: 300 .. |Metallic 1| image:: /content/images/OmniPBR_Metallic1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Metallic 0| | |Metallic 0.5| | |Metallic 1| | | | | | | Metallic Amount: 0.0 | Metallic Amount: 0.5 | Metallic Amount: 1.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Metallic_Map_Influence: **Metallic Map Influence** Range from 0-1 mixes metallic map power over metallic amount. .. |MetallicMap 0| image:: /content/images/OmniPBR_MetallicMap0.0.png :width: 300 .. |MetallicMap 0.5| image:: /content/images/OmniPBR_MetallicMap0.5.png :width: 300 .. |MetallicMap 1| image:: /content/images/OmniPBR_MetallicMap.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |MetallicMap 0| | |MetallicMap 0.5| | |MetallicMap 1| | | | | | | Roughness: 0.25 | Roughness: 0.25 | Roughness: 0.25 | | | | | | Metallic Map: inner_checker.png | Metallic Map: inner_checker.png | Metallic Map: inner_checker.png | | | | | | Metallic Map Influence: 0.0 | Metallic Map Influence: 0.5 | Metallic Map Influence: 1.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Metallic_Map: **Metallic Map** Allows use of a texture file for use in metallic surface designation. .. _OmniPBR_Metallic_Map_Color_Space: **Metallic Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Specular: **Specular** The specular reflectivity of the material. .. |Specular 0| image:: /content/images/OmniPBR_Specular0.png :width: 300 .. |Specular 0.5| image:: /content/images/OmniPBR_Specular0.5.png :width: 300 .. table:: :widths: 50 50 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Specular 0| | |Specular 0.5| | | | | | Specular: 0.0 | Specular: 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Enable_ORM_texture: **Enable ORM Texture** Allows use of a "packed" Occlusion, Roughness and Metallic map instead of separate maps for each. .. _OmniPBR_ORM Map: **ORM Map** "Packed" ORM map texture input. .. |EnableORM 0| image:: /content/images/OmniPBR_EnabledORM0.png :width: 300 .. |EnableORM 1| image:: /content/images/OmniPBR_EnabledORM1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |EnableORM 0| | |EnableORM 1| | | | | | ORM Map: inner_checker_ORM.exr | ORM Map: inner_checker_ORM.exr | | | | | Enable ORM Texture: false | Enable ORM Texture: true | | | | | Roughness Map Influence: 1.0 | Roughness Map Influence: 1.0 | | | | | Metallic Map Influence: 1.0 | Metallic Map Influence: 1.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_ORM_Map_Color_Space: **ORM Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _`OmniPBR_AO`: AO ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Ambient Occlusion to Diffuse ` ao_to_diffuse float 0.0 :ref:`Ambient Occlusion Map ` ao_texture asset :ref:`Ambient Occlusion Map Color Space ` ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Ambient_Occlusion_to_Diffuse: **Ambient Occlusion to Diffuse** How much ambient occlusion influences the diffuse map in a range of 0-1. * 0 is unaffected, 1 is full effect. .. _OmniPBR_Ambient_Occlusion_Map: **Ambient Occlusion Map** Allows use of a texture file for use in Ambient Occlusion. .. _OmniPBR_Ambient_Occlusion_Map_Color_Space: **Ambient Occlusion Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _`OmniPBR_Emissive`: Emissive ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Emission ` enable_emission bool false :ref:`Emissive Color ` emissive_color color 1.0, 1.0, 0.1 :ref:`Emissive Color Map ` emissive_color_texture asset :ref:`Emissive Color Map Color Space ` :ref:`Emissive Mask Map ` emissive_mask_texture asset :ref:`Emissive Mask Map Color Space ` :ref:`Emissive Intensity ` emissive_intensity float 1.0 ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Enable_Emission: **Enable Emission** Toggles Emission on and off. .. |EnableEmissive 0| image:: /content/images/OmniPBR_EnableEmissive0.png :width: 300 .. |EnableEmissive 1| image:: /content/images/OmniPBR_EnableEmissive1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |EnableEmissive 0| | |EnableEmissive 1| | | | | | Enable Emission: false | Enable Emission: true | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Emissive_Color: **Emissive Color** Color to emit. .. |EmissiveColor| image:: /content/images/OmniPBR_EnableEmissive1.png :width: 300 +----------------------------------------------------------------------------------------------+ | |EmissiveColor| | | | | Emission Color: .94, .89, .65 | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Emissive_Color_Map: **Emissive Color Map** Allows use of texture file for use in emission color. .. |EmissiveColorMap| image:: /content/images/OmniPBR_EmissiveColorMap.png :width: 300 +----------------------------------------------------------------------------------------------+ | |EmissiveColorMap| | | | | Emission Color Map: 4K-abstract_3-diffuse.jpg | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Emissive_Color_Map_Color_Space: **Emissive Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Emissive_Mask_Map: **Emissive Mask Map** Allows use of a texture file for use in masking out emissive areas. .. |Emissive Mask Map| image:: /content/images/OmniPBR_EmissiveMaskMap.png :width: 300 +----------------------------------------------------------------------------------------------+ | |Emissive Mask Map| | | | | Emission Mask Map: PaintedMetal02_4K_Metallic.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Emissive_Mask_Map_Color_Space: **Emissive Mask Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Emissive_Intensity: **Emissive Intensity** How bright is the emissive color. .. |Emissive Intensity 0| image:: /content/images/OmniPBR_EmissiveIntensity0.png :width: 300 .. |Emissive Intensity 800| image:: /content/images/OmniPBR_EmissiveIntensity800.png :width: 300 .. |Emissive Intensity 5000| image:: /content/images/OmniPBR_EnableEmissive1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Emissive Intensity 0| | |Emissive Intensity 800| | |Emissive Intensity 5000| | | | | | | Emissive Intensity: 0.0 | Emissive Intensity: 800 | Emissive Intensity: 5000 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _`OmniPBR_Opacity`: Opacity ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Opacity ` enable_opacity bool false :ref:`Enable Opacity Texture ` enable_opacity_texture bool false :ref:`Opacity Amount ` opacity_constant float 1.0 :ref:`Opacity Map ` opacity_texture asset :ref:`Opacity Map Color Space ` :ref:`Opacity Map Mono Source ` opacity_mode enum mono_average :ref:`Opacity Threshold ` opacity_threshold float 0.0 ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Enable_Opacity: **OmniPBR Enable Opacity** Enable overall opacity .. |Opacity True| image:: /content/images/OmniPBR_OpacityAmount0.5.png :width: 300 .. |Opacity False| image:: /content/images/OmniPBR_EnableOpacity0.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Opacity True| | |Opacity False| | | | | | Enable Opacity: true | Enable Opacity: false | | | | | Opacity Amount: 0.5 | Opacity Amount: 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Enable_Opacity_Texture: **OmniPBR Enable Opacity Texture** Enables Opacity Map .. |Enable Opacity Map 1| image:: /content/images/OmniPBR_EnableOpacity1.png :width: 300 .. |Enable Opacity Map 0| image:: /content/images/OmniPBR_OpacityAmount0.5.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Enable Opacity Map 1| | |Enable Opacity Map 0| | | | | | Enable Opacity: true | Enable Opacity: true | | | | | Enable Opacity Texture: true | Enable Opacity Texture: false | | | | | Opacity Map: PaintedMetal02_4K_Metallic.png | Opacity Map: PaintedMetal02_4K_Metallic.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Opacity_Amount: **OmniPBR Opacity Amount** Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity .. |Opacity Amount 1| image:: /content/images/OmniPBR_EnableOpacity0.png :width: 300 .. |Opacity Amount 0.5| image:: /content/images/OmniPBR_OpacityAmount0.5.png :width: 300 .. |Opacity Amount 0.1| image:: /content/images/OmniPBR_OpacityAmount0.1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Opacity Amount 1| | |Opacity Amount 0.5| | |Opacity Amount 0.1| | | | | | | Enable Opacity: true | Enable Opacity: true | Enable Opacity: true | | | | | | Opacity Amount: 1.0 | Opacity Amount: 0.5 | Opacity Amount: 0.1 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Opacity_Map: **OmniPBR Opacity Map** Allows mapping of opacity to a texture file. +----------------------------------------------------------------------------------------------+ | |Enable Opacity Map 1| | | | | Enable Opacity: true | | | | Enable Opacity Texture: true | | | | Opacity Map: PaintedMetal02_4K_Metallic.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Opacity_Map_Color_Space: **OmniPBR Opacity Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Opacity_Map_Mono_Source: **OmniPBR Opacity Map Mono Source** Specifies opacity channel or evaluation of the map for opacity. * **mono_alpha** : Uses the alpha channel of the image as the source for evaluation. * **mono_average** : Uses the average of the RGB channels as the source for evaluation. * **mono_luminance** : Uses the luminance of the image as the source for evaluation. * **mono_maximum** : Uses the max value of the RGB channels as the source for evaluation. .. _OmniPBR_Opacity_Threshold: **OmniPBR Opacity Threshold** Cutoff for determining object cutout opacity. If threshold is equal to 0, then use fractional opacity. If threshold is greater than 0, then object is opaque when opacity is greater than threshold. .. |Opacity Threshold 0.2| image:: /content/images/OmniPBR_OpacityThreshold0.2.png :width: 300 .. |Opacity Threshold 0.3| image:: /content/images/OmniPBR_OpacityThreshold0.3.png :width: 300 .. |Opacity Threshold 0.35| image:: /content/images/OmniPBR_OpacityThreshold0.35.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Opacity Threshold 0.2| | |Opacity Threshold 0.3| | |Opacity Threshold 0.35| | | | | | | Enable Opacity: true | Enable Opacity: true | Enable Opacity: true | | | | | | Enable Opacity Texture: true | Enable Opacity Texture: true | Enable Opacity Texture: true | | | | | | Opacity Map: PaintedMetal02_4K_Roughness.png | Opacity Map: PaintedMetal02_4K_Roughness.png | Opacity Map: PaintedMetal02_4K_Roughness.png | | | | | | Opacity Threshold: 0.2 | Opacity Threshold: 0.3 | Opacity Threshold: 0.35 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _`OmniPBR_Clearcoat_Grp`: Clearcoat ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Clearcoat Layer ` enable_clearcoat bool false :ref:`Clearcoat Tint ` clearcoat_tint color 1.0, 1.0, 1.0 :ref:`Clearcoat Transparency ` clearcoat_transparency float 1.0 :ref:`Clearcoat Roughness ` clearcoat_reflection_roughness float 0.0 :ref:`Clearcoat Weight ` clearcoat_weight float 1.0 :ref:`Clearcoat Flatten ` clearcoat_flatten float 1.0 :ref:`Clearcoat IOR ` clearcoat_ior float 1.56 :ref:`Clearcoat Normal Map Strength ` clearcoat_bump_factor float 1.0 :ref:`Clearcoat Normal Map ` clearcoat_normalmap_texture asset :ref:`Clearcoat Normal Map Color Space ` ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Enable_Clearcoat_Layer: **OmniPBR Enable Clearcoat Layer** Enables clear coat layer. .. |Enable Clearcoat 0| image:: /content/images/OmniPBR_EnableClearcoat0.png :width: 300 .. |Enable Clearcoat 1| image:: /content/images/OmniPBR_EnableClearcoat1.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Enable Clearcoat 0| | |Enable Clearcoat 1| | | | | | Enable Clearcoat Layer: false | Enable Clearcoat Layer: true | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Tint: **OmniPBR Clearcoat Tint** Base color of the clearcoat layer. .. |Clearcoat Tint| image:: /content/images/OmniPBR_ClearcoatTint.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Enable Clearcoat 1| | |Clearcoat Tint| | | | | | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | | | | | Clearcoat Tint: 1.0, 1.0, 1.0 | Clearcoat Tint: 0.3, 0.16, 0.16 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Transparency: **OmniPBR Clearcoat Transparency** Weighted blend between the material and the clearcoat. * 0 is clearcoat * 1 is base material with clearcoat on top .. |Clearcoat Transp 0.5| image:: /content/images/OmniPBR_ClearcoatTransp0.5.png :width: 300 .. |Clearcoat Transp 0| image:: /content/images/OmniPBR_ClearcoatTransp0.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Clearcoat Tint| | |Clearcoat Transp 0.5| | |Clearcoat Transp 0| | | | | | | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | | | | | | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | | | | | | Clearcoat Tint: 0.3, 0.16, 0.16 | Clearcoat Tint: 0.3, 0.16, 0.16 | Clearcoat Tint: 0.3, 0.16, 0.16 | | | | | | Clearcoat Transparency: 1.0 | Clearcoat Transparency: 0.5 | Clearcoat Transparency: 0.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Roughness: **OmniPBR Clearcoat Roughness** Isotropic roughness of the clearcoat. Usually 0. .. |Clearcoat Roughness 0.1| image:: /content/images/OmniPBR_ClearcoatRoughness0.1.png :width: 300 .. |Clearcoat Roughness 0.2| image:: /content/images/OmniPBR_ClearcoatRoughness0.2.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Clearcoat Tint| | |Clearcoat Roughness 0.1| | |Clearcoat Roughness 0.2| | | | | | | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | | | | | | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | | | | | | Clearcoat Roughness: 0.0 | Clearcoat Roughness: 0.1 | Clearcoat Roughness: 0.2 | | | | | | Clearcoat Transparency: 1.0 | Clearcoat Transparency: 0.5 | Clearcoat Transparency: 0.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Weight: **OmniPBR Clearcoat Weight** The specular reflectivity of the clearcoat layer. .. |Clearcoat Weight 0.5| image:: /content/images/OmniPBR_ClearcoatWeight0.5.png :width: 300 .. |Clearcoat Weight 0.2| image:: /content/images/OmniPBR_ClearcoatWeight0.2.png :width: 300 +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | |Enable Clearcoat 1| | |Clearcoat Weight 0.5| | |Clearcoat Weight 0.2| | | | | | | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | | | | | | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | | | | | | Clearcoat Weight: 1.0 | Clearcoat Weight: 0.5 | Clearcoat Weight: 0.2 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Flatten: **OmniPBR Clearcoat Flatten** Blends between the smooth normal and the bumped base normal. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_ClearcoatFlatten1.png | .. figure:: /content/images/OmniPBR_ClearcoatFlatten0.5.png | .. figure:: /content/images/OmniPBR_ClearcoatFlatten0.0.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | Base Color: 0.05, 0.1, 0.24 | | | | | | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | Enable Clearcoat Layer: true | | | | | | Clearcoat Flatten: 1.0 | Clearcoat Flatten: 0.5 | Clearcoat Flatten: 0.0 | | | | | | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_IOR: **OmniPBR Clearcoat IOR** Index of Refraction of the clearcoat layer. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_ClearcoatIOR1.png | .. figure:: /content/images/OmniPBR_EnableClearcoat1.png | .. figure:: /content/images/OmniPBR_ClearcoatIOR2.5.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Clearcoat IOR: 1.0 | Clearcoat IOR: 1.56 | Clearcoat IOR: 2.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Normal_Map_Strength: **OmniPBR Clearcoat Normal Map Strength** Scalar multiplier of the Clearcoat Normal Map. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableClearcoat1.png | .. figure:: /content/images/OmniPBR_ClearcoatNMStrength0.5.png | .. figure:: /content/images/OmniPBR_ClearcoatNMStrength1.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Clearcoat Normal Map Strength: 0.0 | Clearcoat Normal Map Strength: 0.5 | Clearcoat Normal Map Strength: 1.0 | | | | | | Clearcoat Normal Map: PaintedMetal02_4K_Normal.png | Clearcoat Normal Map: PaintedMetal02_4K_Normal.png | Clearcoat Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Normal_Map: **OmniPBR Clearcoat Normal Map** Normal map for the clearcoat layer. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_ClearcoatNMStrength1.png | | :width: 300 | | | | Clearcoat Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Clearcoat_Normal_Map_Color_Space: **OmniPBR Clearcoat Normal Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _`OmniPBR_Normal`: Normal ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Normal Map Strength ` bump_factor float 1.0 :ref:`Normal Map ` normalmap_texture asset :ref:`Normal Map Color Space ` :ref:`Detail Normal Strength ` detail_bump_factor float 0.3 :ref:`Detail Normal Map ` detail_normalmap_texture asset :ref:`Detail Normal Map Color Space ` :ref:`Normal Map Flip U Tangent ` flip_tangent_u bool false :ref:`Normal Map Flip V Tangent ` flip_tangent_v bool true ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Normal_Map_Strength: **OmniPBR Normal Map Strength** Adjusts intensity of the normal map. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_NMStrength0.png | .. figure:: /content/images/OmniPBR_NMStrength0.5.png | .. figure:: /content/images/OmniPBR_NMStrength1.5.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Normal Map Strength: 0.0 | Normal Map Strength: 0.5 | Normal Map Strength: 1.5 | | | | | | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Normal_Map: **OmniPBR Normal Map** Allows use of a texture file for use in surface bumps. For best results use the Direct X normal format. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_NMStrength0.png | .. figure:: /content/images/OmniPBR_NMStrength1.png | | :width: 300 | :width: 300 | | | | | Normal Map: | Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Normal_Map_Color_Space: **OmniPBR Normal Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Detail_Normal_Strength: **OmniPBR Detail Normal Strength** Adjusts intensity of small surface detail. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_DetailNMStrength.png | | :width: 300 | | | | Normal Map Strength: 1.0 | | | | Normal Map: PaintedMetal02_4K_Normal.png | | | | Detailed Normal Map Strength: 0.3 | | | | Detail Normal Map: GalvanizedSteel02_1K_Normal.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Detail_Normal_Map: **OmniPBR Detail Normal Map** Allows use of a texture file for use in small surface detail. For best results use the Direct X normal format. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_DetailNM.png | | :width: 300 | | | | Detailed Normal Map Strength: 0.3 | | | | Detail Normal Map: GalvanizedSteel02_1K_Normal.png | +----------------------------------------------------------------------------------------------+ .. _OmniPBR_Detail_Normal_Map_Color_Space: **OmniPBR Detail Normal Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniPBR_Normal_Map_Flip_U_Tangent: **OmniPBR Normal Map Flip U Tangent** Flips the U Tangent vector. .. _OmniPBR_Normal_Map_Flip_V_Tangent: **OmniPBR Normal Map Flip V Tangent** Flips the V Tangent vector. By Default, OmniPBR materials setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/DX_Normal.png | .. figure:: /content/images/OpenGL_Normal.png | | :width: 300 | :width: 300 | | | | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_DX.png | .. figure:: /content/images/OmniPBR_OpenGL.png | | :width: 300 | :width: 300 | | | | | Normal Map Flip U Tangent: false | Normal Map Flip U Tangent: false | | | | | Normal Map Flip V Tangent: true | Normal Map Flip V Tangent: false | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _`OmniPBR_UV`: UV ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Project UVW Coordinates ` project_uvw bool false :ref:`Enable World Space ` world_or_object bool false :ref:`UV Space Index ` uv_space_index int 0 :ref:`Texture Translate ` texture_translate float2 0.0, 0.0 :ref:`Texture Rotate ` texture_rotate float 0.0 :ref:`Texture Scale ` texture_scale float2 1.0, 1.0 :ref:`Detail Texture Translate ` detail_texture_translate float2 0.0, 0.0 :ref:`Detail Texture Rotate ` detail_texture_rotate float 0.0 :ref:`Detail Texture Scale ` detail_texture_scale float2 1.0, 1.0 ========================================================================================== ================================================= ============== ========================= .. _OmniPBR_Enable_Project_UVW_Coordinates: **OmniPBR Enable Project UVW Coordinates** Enables Projection. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableProjUVW0.png | .. figure:: /content/images/OmniPBR_EnableProjUVW1.png | | :width: 300 | :width: 300 | | | | | Enable Project UVW Coordinates: false | Enable Project UVW Coordinates: true | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Enable_World_Space: **OmniPBR Enable World Space** Toggles World or Object based projection. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableWS1.png | .. figure:: /content/images/OmniPBR_EnableProjUVW1.png | | :width: 300 | :width: 300 | | | | | Enable World Space: true | Enable World Space: false | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_UV_Space_Index: **OmniPBR UV Space Index** Allows selection of UV coordinate space to be used for mapping the material. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableProjUVW0.png | .. figure:: /content/images/OmniPBR_UVSet1.png | .. figure:: /content/images/OmniPBR_UVSet2.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | UV Space Index: 0 | UV Space Index: 1 | UV Space Index: 2 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Texture_Translate: **OmniPBR Texture Translate** Allows offsetting the position of the material. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableProjUVW0.png | .. figure:: /content/images/OmniPBR_UVTranslate.png | | :width: 300 | :width: 300 | | | | | Texture Translate: 0.0, 0.0 | Texture Translate: 0.73, 1.55 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Texture_Rotate: **OmniPBR Texture Rotate** Allows texture rotation. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableProjUVW0.png | .. figure:: /content/images/OmniPBR_UVRotate100.png | | :width: 300 | :width: 300 | | | | | Texture Rotate: 0.0 | Texture Rotate: 100.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Texture_Scale: **OmniPBR Texture Scale** Adjusts the scale of the texture. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniPBR_EnableProjUVW0.png | .. figure:: /content/images/OmniPBR_UVScale.png | | :width: 300 | :width: 300 | | | | | Texture Scale: 1.0, 1.0 | Texture Scale: 4.0, 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniPBR_Detail_Texture_Translate: **OmniPBR Detail Texture Translate** Allows detail texture offset. .. _OmniPBR_Detail_Texture_Rotate: **OmniPBR Detail Texture Rotate** Allows detail texture rotation. .. _OmniPBR_Detail_Texture_Scale: **OmniPBR Detail Texture Scale** Allows detail texture scale. .. _OmniGlass: OmniGlass ################### Overview ^^^^^^^^^^^^^^^^^^^^^^ OmniGlass is an improved physical glass model that simulates light transmission through thin walled and transmissive surfaces. **OmniGlass** consists of the following sections: * :ref:`Color ` * :ref:`Roughness ` * :ref:`Refraction ` * :ref:`Reflection ` * :ref:`Normal ` * :ref:`Opacity ` * :ref:`UV ` Parameters ^^^^^^^^^^^^^^^^^^^^^^ .. _`OmniGlass_Color`: Color ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Glass Color ` glass_color color 1.0, 1.0, 1.0 :ref:`Glass Color Texture ` glass_color_texture asset :ref:`Glass Color Texture Color Space ` :ref:`Volume Absorption Scale ` depth float 0.001 ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Glass_Color: **Glass Color** The color or tint of the glass. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_Color2.png | | :width: 300 | :width: 300 | | | | | Glass Color: 1.0, 1.0, 1.0 | Glass Color: 0.17, 0.72, 0.12 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Glass_Color_Texture: **Glass Color Texture** Texture File input to drive color. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_ColorTx1.png | | :width: 300 | | | | Glass Color Texture: color_grid.jpg | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Glass_Color_Color_Space: **Glass Color Texture Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniGlass_Volume_Absorption_Scale: **Volume Absorption Scale** Controls how much light is absorbed through the surface. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_AbsScale50.png | .. figure:: /content/images/OmniGlass_AbsScale100.png | .. figure:: /content/images/OmniGlass_AbsScale500.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Volume Absorption Scale: 50 | Volume Absorption Scale: 100 | Volume Absorption Scale: 500 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Roughness: Roughness ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Glass Roughness ` frosting_roughness float 0.0 :ref:`Roughness Texture Influence ` roughness_texture_influence float 1.0 :ref:`Roughness Texture ` roughness_texture asset :ref:`Roughness Texture Color Space ` ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Glass_Roughness: **Glass Roughness** The amount of reflectivity a surface has. Range is 0-1 * 0 = perfectly reflective * 1 = no reflectivity +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_Roughness.25.png | .. figure:: /content/images/OmniGlass_Roughness.5.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Glass Roughness: 0.0 | Glass Roughness: 0.25 | Glass Roughness: 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Roughness_Texture_Influence: **Roughness Texture Influence** Range from 0-1 mixes roughness map power over roughness value. * 0 uses Pure Roughness Value * 1 uses only Roughness Map +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_RoughnessTxInfluence.51.png | .. figure:: /content/images/OmniGlass_RoughnessTx1.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Roughness Texture Influence: 0.0 | Roughness Texture Influence: 0.5 | Roughness Texture Influence: 1.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Roughness_Texture: **Roughness Texture** Allows use of a texture file for use in roughness. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_RoughnessTx1.png | | :width: 300 | | | | Roughness Texture: inner_checker_dark.png | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Roughness Texture_Color_Color_Space: **Roughness Texture Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniGlass_Refraction: Refraction ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Glass IOR ` glass_ior float 1.491 :ref:`Thin Walled ` thin_walled bool false ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Glass_IOR: **Glass IOR** Incidence of Refraction controls how much the light is "bent" when passing through a surface. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_IOR1.png | .. figure:: /content/images/OmniGlass_IOR2.png | .. figure:: /content/images/OmniGlass_Color1.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Glass IOR: 1.0 | Glass IOR: 1.1 | Glass IOR: 1.491 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Thin_Walled: **Thin Walled** Toggles thin glass adjustments on and off. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_ThinWalled1.png | | :width: 300 | | | | Thin Walled: true | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Reflection: Reflection ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Reflection Color Texture ` reflection_color_texture asset :ref:`Reflection Color Texture Color Space ` :ref:`Reflection Color ` reflection_color color 1.0, 1.0, 1.0 ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Reflection_Color_Texture: **Reflection Color Texture** Allows use of a texture to map the reflection color of the glass. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_ReflectionColorTx.png | | :width: 300 | | | | Reflection Color Texture: color_grid.jpg | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Reflection_Texture_Color_Space: **Reflection Color Texture Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniGlass_Reflection_Color: **Reflection Color** The reflected color of the glass. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_ReflectionColor.png | | :width: 300 | | | | Reflection Color: 0.08, 0.38, 0.8 | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Normal: Normal ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Normal Map Texture ` normalmap_texture asset :ref:`Normal Map Texture Color Space ` :ref:`Normal Map Strength ` bump_factor float 1.0 :ref:`Normal Map Flip U Tangent ` flip_tangent_u bool false :ref:`Normal Map Flip V Tangent ` flip_tangent_v bool true ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Normal_Map: **Normal Map Texture** Allows use of a texture file for use in surface bumps. For best results use the Direct X normal format. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_NormalMapTx1.png | | :width: 300 | :width: 300 | | | | | Normal Map: | Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Normal_Map_Color_Space: **Normal Map Texture Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniGlass_Normal_Map_Strength: **OmniGlass Normal Map Strength** Adjusts intensity of the normal map. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_NormalMapTx.3.png | .. figure:: /content/images/OmniGlass_NormalMapTx1.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Normal Map Strength: 0.0 | Normal Map Strength: 0.3 | Normal Map Strength: 1.0 | | | | | | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | Normal Map: PaintedMetal02_4K_Normal.png | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Normal_Map_Flip_U_Tangent: **Normal Map Flip U Tangent** Flips the U Tangent vector. .. _OmniGlass_Normal_Map_Flip_V_Tangent: **Normal Map Flip V Tangent** Flips the V Tangent vector. By Default, OmniPBR materials setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/DX_Normal.png | .. figure:: /content/images/OpenGL_Normal.png | | :width: 300 | :width: 300 | | | | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_DX.png | .. figure:: /content/images/OmniGlass_OpenGL.png | | :width: 300 | :width: 300 | | | | | Normal Map Flip U Tangent: false | Normal Map Flip U Tangent: false | | | | | Normal Map Flip V Tangent: true | Normal Map Flip V Tangent: false | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Opacity: Opacity ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Opacity ` enable_opacity bool false :ref:`Opacity Amount ` opacity_constant float 1.0 :ref:`Opacity Map ` opacity_texture asset :ref:`Opacity Map Color Space ` :ref:`Opacity Map Mono Source ` opacity_mode enum mono_average :ref:`Opacity Threshold ` opacity_threshold float 0.0 ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Enable_Opacity: **OmniGlass Enable Opacity** Enable overall opacity. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Opac.5.png | .. figure:: /content/images/OmniGlass_Color1.png | | :width: 300 | :width: 300 | | | | | Enable Opacity: true | Enable Opacity: false | | | | | Opacity Amount: 0.5 | Opacity Amount: 0.5 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Opacity_Amount: **OmniGlass Opacity Amount** Opacity value of material. Works in conjunction with Opacity Threshold and Fractional Cutout Opacity. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_Color1.png | .. figure:: /content/images/OmniGlass_Opac.5.png | .. figure:: /content/images/OmniGlass_Opac.1.png | | :width: 300 | :width: 300 | :width: 300 | | | | | | Enable Opacity: true | Enable Opacity: true | Enable Opacity: true | | | | | | Opacity Amount: 1.0 | Opacity Amount: 0.5 | Opacity Amount: 0.1 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_Opacity_Map: **OmniGlass Opacity Map** Allows mapping of opacity to a texture file. +----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_OpacityMap.png | | :width: 300 | | | | Enable Opacity: true | | | | Glass Roughness: 0.5 | | | | Opacity Map: PaintedMetal02_4K_Metallic.png | +----------------------------------------------------------------------------------------------+ .. _OmniGlass_Opacity_Map_Color_Space: **OmniGlass Opacity Map Color Space** .. include:: materials_color_space.rst :start-line: 2 :end-line: 8 .. _OmniGlass_Opacity_Map_Mono_Source: **OmniGlass Opacity Map Mono Source** Specifies opacity channel or evaluation of the map for opacity. * **mono_alpha** : Uses the alpha channel of the image as the source for evaluation. * **mono_average** : Uses the average of the RGB channels as the source for evaluation. * **mono_luminance** : Uses the luminance of the image as the source for evaluation. * **mono_maximum** : Uses the max value of the RGB channels as the source for evaluation. .. _OmniGlass_Opacity_Threshold: **OmniGlass Opacity Threshold** Cutoff for determining object cutout opacity. If threshold is equal to 0, then use fractional opacity. If threshold is greater than 0, then object is opaque when opacity is greater than threshold. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/OmniGlass_OpacityTh0.png | .. figure:: /content/images/OmniGlass_OpacityTh.8.png | | :width: 300 | :width: 300 | | | | | Enable Opacity: true | Enable Opacity: true | | | | | Opacity Map: PaintedMetal02_4K_Roughness.png | Opacity Map: PaintedMetal02_4K_Roughness.png | | | | | Opacity Threshold: 0.0 | Opacity Threshold: 0.8 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniGlass_UV: UV ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Project UVW Coordinates ` project_uvw bool false :ref:`Enable World Space ` world_or_object bool false :ref:`UV Space Index ` uv_space_index int 0 :ref:`Texture Translate ` texture_translate float2 0.0, 0.0 :ref:`Texture Rotate ` texture_rotate float 0.0 :ref:`Texture Scale ` texture_scale float2 1.0, 1.0 ========================================================================================== ================================================= ============== ========================= .. _OmniGlass_Enable_Project_UVW_Coordinates: .. _OmniGlass_Enable_World_Space: .. _OmniGlass_UV_Space_Index: .. _OmniGlass_Texture_Translate: .. _OmniGlass_Texture_Rotate: .. _OmniGlass_Texture_Scale: .. _Omniverse USD Preview Surface: UsdPreviewSurface ####################### UsdPreviewSurface is based on the proposal from `Pixar `_ and is natively supported in Omniverse. It is designed to be flexible and artist friendly and because UsdPreviewSurface is built into USD, scenes do not require any additional references to MDL making it very portable in your USD pipeline. ============================= ==================================================================================================== Diffuse Color | The color of the material Emissive Color | The emissive color of the material. Use Specular Workflow | Uses Specular workflow instead of Physical workflow. Specular Color | Tint color for specular reflections. Metallic | A range from 0-1 describing whether the surface is Dielectric or Conductive. | 0 is Dielectric (non metal) | 1 is Conductive (metallic) Roughness | The amount of reflectivity a surface has. Range is 0-1 | 0 = perfectly reflective surface | 1 = no reflectivity Clearcoat | Adjusts how "thick" the clearcoat is. Clearcoat Roughness | The amount of reflectivity a surface has. Range is 0-1 | 0 = perfectly reflective surface | 1 = no reflectivity Opacity | The opacity of the surface in a range from 0-1. | 0 = No Opacity or "See Through" | 1 = Fully Opaque Opacity Threshold | The opacity threshold is a clamp that cuts opacity to 0 if opacity is below the threshold amount. Index of Refraction | Incidence of Refraction controls how much the light is "bent" when passing through a surface. Displacement | Shifts the rendered surface by the displacement amount. Occlusion | Artificially adds shading to the surface. ============================= ==================================================================================================== OmniPBR_Opacity ######################## See :ref:`OmniPBR`. .. note:: OmniPBR_Opacity was similar to OmniPBR but with the added support of opacity and opacity mapping. It is no longer needed and we recommend you use OmniPBR. OmniPBR ClearCoat Opacity ################################# See :ref:`OmniPBR_Clearcoat`. .. note:: OmniPBR_Clearcoat_Opacity was similar to OmniPBR_ClearCoat but with the added support of opacity and opacity mapping. It is no longer needed and we recommend you use OmniPBR_Clearcoat. OmniGlass Opacity ######################### See :ref:`OmniGlass`. .. note:: OmniGlass_Opacity was similar to OmniGlass but with the added support of opacity and opacity mapping. It is no longer needed and we recommend you use OmniGlass. .. _OmniSurfaceBase: .. _OmniSurfaceLiteBase: OmniSurfaceBase and OmniSurfaceLiteBase ####################################### Overview ^^^^^^^^^^^^^^^^^^^^^^ **OmniSurfaceBase** and **OmniSurfaceLiteBase** are physically-based materials designed based Autodesk® Standard Surface [#]_, capable of modeling a wide variety of surface appearances, including plastic, concrete, water, car paint, skin, foliage, foam, wax, wood, velvet, etc. **OmniSurfaceBase** and **OmniSurfaceLiteBase** come with a small set of parameters with intuitive meanings, ranges, and predictable results. .. note:: For creating simple materials, the use of **OmniSurfaceLiteBase** is encouraged. In general, **OmniSurfaceLiteBase** renders faster. .. note:: **OmniSurfaceBase** is not fully supported in |real_time_render| mode yet. **OmniSurfaceBase** consists of the following sections: * :ref:`Base (Diffuse reflection, Metal) ` * :ref:`Specular (Specular reflection) ` * :ref:`Transmission (Specular transmission) ` * :ref:`Subsurface (Subsurface scattering, Diffuse transmission) ` * :ref:`Coat (Specular reflection thin-shell) ` * :ref:`Sheen (Specular retro-reflection) ` * :ref:`Thin film ` * :ref:`Emission ` * :ref:`Geometry (Opacity, Geometry normal, Displacement) ` **OmniSurfaceLiteBase** is a subset of **OmniSurfaceBase** and consists of the following sections: * :ref:`Base (Diffuse reflection, Metal) ` * :ref:`Specular (Specular reflection) ` * :ref:`Coat (Specular reflection thin-shell) ` * :ref:`Emission ` * :ref:`Geometry (Opacity, Geometry normal, Displacement) ` Parameters ^^^^^^^^^^^^^^^^^^^^^^ .. _`OmniSurfaceBase_Base (Diffuse reflection, Metal)`: Base (Diffuse reflection, Metal) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` diffuse_reflection_weight float 0.8 :ref:`Color ` diffuse_reflection_color color 1.0, 1.0, 1.0 :ref:`Diffuse Roughness ` diffuse_reflection_roughness float 0.0 :ref:`Metalness ` metalness float 0.0 ========================================================================================== ================================================= ============== ========================= This layer models the base layer, a statistical mix between diffuse reflection and diffuse transmission components. .. _OmniSurfaceBase_diffuse_reflection_weight: **Weight** This parameter sets the weight of diffused reflection or metallic reflectance. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_weight_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_diffuse_reflection_weight_0p0 | :alt: rtx_material_omnisurfacebase_diffuse_reflection_weight_0p5 | :alt: rtx_material_omnisurfacebase_diffuse_reflection_weight_1p0 | | | | | | Weight: 0.0 | Weight: 0.5 | Weight: 1.0 | | | | | | Base Color: 0.35, 0.55, 0.0 | Base Color: 0.35, 0.55, 0.0 | Base Color: 0.35, 0.55, 0.0 | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_diffuse_reflection_color: **Color** This parameter sets diffuse reflection color of the dielectric surface or reflectance value of metallic surface by the probability that light is reflected or transmitted for each wavelength. +-------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_color_0p95_0p55_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_color_wood.jpg | | :alt: rtx_material_omnisurfacebase_diffuse_reflection_color_0p95_0p55_0p0 | :alt: rtx_material_omnisurfacebase_diffuse_reflection_color_wood | | | | | Base Color: 0.95, 0.55, 0.0 | Base Color: Texture | +-------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_diffuse_reflection_roughness: **Diffuse Roughness** Oren-Nayar surface roughness coefficient, simulating view-dependent diffuse reflection. At 0.0, the surface behaves similarly to a fully Lambertian reflection. Higher values are suitable for powdery surfaces like dust, sand, dried clay, concrete, etc. +-------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_roughness_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_roughness_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_diffuse_reflection_roughness_1p0.jpg | | :alt: rtx_material_omnisurfacebase_diffuse_reflection_roughness_0p0 | :alt: rtx_material_omnisurfacebase_diffuse_reflection_roughness_0p5 | :alt: rtx_material_omnisurfacebase_diffuse_reflection_roughness_1p0 | | | | | | Diffuse Roughness: 0.0 | Diffuse Roughness: 0.5 | Diffuse Roughness: 1.0 | +-------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_metalness: **Metalness** At 0.0, the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. When set to 1.0, the surface behaves like a metallic surface. For fully reflective metal, one can set the base weight and metalness to 1.0 and decrease specular reflection roughness to 0.0. Metalness values between 0.0 and 1.0 can create surfaces like oxidized copper when some surface areas are reflective, and some areas are not. +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_0p0_scuffed_platinum.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_0p5_scuffed_platinum.jpg | | :alt: rtx_material_omnisurfacebase_metalness_0p0_scuffed_platinum | :alt: rtx_material_omnisurfacebase_metalness_0p5_scuffed_platinum | | | | | Metalness: 0.0 | Metalness: 0.5 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_1p0_scuffed_platinum.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_1p0_painted_metal.jpg | | :alt: rtx_material_omnisurfacebase_metalness_1p0_scuffed_platinum | :alt: rtx_material_omnisurfacebase_metalness_1p0_painted_metal | | | | | Metalness: 1.0 | Metalness: Texture | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ The metallic reflection is modeled as a GGX microfacet conductor BRDF. The absorption coefficient and complex index of refraction are computed from the base color and the specular reflection color. The base color controls the metallic surface appearance, and specular reflection weight and specular reflection color parameters only affect the edge tint. See :ref:`Thin Film ` section for more information. +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_nickel.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_gold.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_metalness_copper.jpg | | :alt: rtx_material_omnisurfacebase_metalness_nickel | :alt: rtx_material_omnisurfacebase_metalness_gold | :alt: rtx_material_omnisurfacebase_metalness_copper | | | | | | Nickel | Gold | Copper | | | | | | Metalness: 1.0 | Metalness: 1.0 | Metalness: 1.0 | | | | | | Base Color: 0.649, 0.610, 0.541 | Base Color: 0.944, 0.776, 0.373 | Base Color: 0.926, 0.721, 0.504 | | | | | | Specular Color: 0.797, 0.801, 0.789 | Specular Color: 0.998, 0.981, 0.751 | Specular Color: 0.996, 0.957, 0.823 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Specular (Specular reflection)`: Specular (Specular reflection) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` specular_reflection_weight float 1.0 :ref:`Color ` specular_reflection_color color 1.0, 1.0, 1.0 :ref:`Roughness ` specular_reflection_roughness float 0.2 :ref:`IOR Preset ` specular_reflection_ior_preset enum ior_custom :ref:`IOR ` specular_reflection_ior float 1.5 :ref:`Anisotropy ` specular_reflection_anisotropy float 0.0 :ref:`Rotation (rad) ` specular_reflection_anisotropy_rotation float 0.0 ========================================================================================== ================================================= ============== ========================= This layer models a GGX microfacet dielectric BRDF under the coating layer. Due to Fresnel, this layer is not energy conversing. Thus the energy that is not reflected is transmitted to the underlying layers. .. _OmniSurfaceBase_specular_reflection_weight: **Weight** This parameter sets the amount of the specular reflection. Lowering this value increases light transmission through the object’s volume. +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_0p5.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_0p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_0p5 | | | | | Specular Reflection Weight: 0.0 | Specular Reflection Weight: 0.5 | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_1p0_smudge.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_1p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_1p0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: Texture | | | | | | The effect of skin oil residue on the surface | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ When metalness is greater than 0.0, this parameter sets the edge tint weight for the metal surface. +-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_0p0_metalness_edge_tint.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_0p5_metalness_edge_tint.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_weight_1p0_metalness_edge_tint.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_0p0_metalness_edge_tint | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_0p5_metalness_edge_tint | :alt: rtx_material_omnisurfacebase_specular_reflection_weight_1p0_metalness_edge_tint | | | | | | Specular Reflection Weight: 0.0 | Specular Reflection Weight: 0.5 | Specular Reflection Weight: 1.0 | | | | | | Metalness: 1.0 | Metalness: 1.0 | Metalness: 1.0 | | | | | | Specular Color: 0.1, 1.0, 0.72 | Specular Color: 0.1, 1.0, 0.72 | Specular Color: 0.1, 1.0, 0.72 | +-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_reflection_color: **Color** This parameter sets the color of the specular reflection. While some metallic (conductor) surfaces have colored specular reflections, dielectric surfaces have only achromatic specular reflections. +---------------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_color_1p0_1p0_1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_color_0p0_0p7_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_color_1p0_1p0_1p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_color_0p0_0p7_1p0 | | | | | Specular Reflection Color: 1.0, 1.0, 1.0 | Specular Reflection Color: 0.0, 0.7, 1.0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | +---------------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------+ .. tip:: Setting the specular reflection color for dielectric surfaces other than white is not physically correct. When metalness is greater than 0.0, this parameter sets the edge tint color. +-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_color_1p0_1p0_1p0_metalness.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_color_0p0_0p7_1p0_metalness.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_color_1p0_1p0_1p0_metalness | :alt: rtx_material_omnisurfacebase_specular_reflection_color_0p0_0p7_1p0_metalness | | | | | Specular Reflection Color: 1.0, 1.0, 1.0 | Specular Reflection Color: 0.0, 0.7, 1.0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | Metalness: 1.0 | Metalness: 1.0 | +-------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_reflection_roughness: **Roughness** This parameter sets the surface microfacet's irregularities that cause light diffusion. At 0.0 simulates a perfect and smooth reflective surface, while increasing the value causes reflective highlights to diverge or appear blurred. +-----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p25.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p25 | | | | | Specular Reflection Roughness: 0.0 | Specular Reflection Roughness: 0.25 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | +-----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p5 | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_1p0 | | | | | Specular Reflection Roughness: 0.5 | Specular Reflection Roughness: 1.0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | +-----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ Roughness affects both specular reflection and specular transmission. +--------------------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p0_refraction.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p25_refraction.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p0_refraction | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p25_refraction | | | | | Specular Reflection Roughness: 0.0 | Specular Reflection Roughness: 0.25 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | Specular Transmission Weight: 1.0 | Specular Transmission Weight: 1.0 | +--------------------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_0p5_refraction.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_1p0_refraction.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_0p5_refraction | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_1p0_refraction | | | | | Specular Reflection Roughness: 0.5 | Specular Reflection Roughness: 1.0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | Specular Transmission Weight: 1.0 | Specular Transmission Weight: 1.0 | +--------------------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------+ .. tip:: Roughness can create effects like torn surfaces, galvanized metal, or surfaces with fingerprints and smudges. +----------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_clay.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_roughness_galvanized.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_clay | :alt: rtx_material_omnisurfacebase_specular_reflection_roughness_galvanized | | | | | Smudges on Clay | Galvanized Metal | +----------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_reflection_ior_preset: **IOR Preset** This parameter presents a list of known IORs (index of refractions) for various materials, including glass, ice, diamond, skin. One can use custom IOR by setting this parameter to ior_custom and a value for the specular reflection's IOR parameter. .. _OmniSurfaceBase_specular_reflection_ior: **IOR** This parameter sets IOR (index of refraction), which affects surface Fresnel reflectivity. The IOR defines the ratio between reflection on the surface front, facing the viewer, and the surface edges, facing away the viewer. At values above 1.0, the reflection appears stronger on the surface edges and weaker on the surface front. At values less than 1.0, the Fresnel is disabled, and the specular reflection appears as a uniform highlight over the surface. .. tip:: At high values, the surface will look similar to a metallic surface. If a metallic look is desired, the metalness parameter is encouraged instead since the range [0, 1] can be easily mapped with an input texture. +---------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_2p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_5p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_1p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_2p5 | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_5p0 | | | | | | Specular Reflection IOR: 1.0 | Specular Reflection IOR: 2.5 | Specular Reflection IOR: 5.0 | | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | +---------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------+ IOR affects both the specular reflection and the specular transmission. +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_1p0_refraction.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_1p5_refraction.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_1p0_refraction | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_1p5_refraction | | | | | Specular Reflection IOR: 1.0 | Specular Reflection IOR: 1.5 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | Specular Transmission Weight: 1.0 | Specular Transmission Weight: 1.0 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_2p5_refraction.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_ior_5p0_refraction.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_2p5_refraction | :alt: rtx_material_omnisurfacebase_specular_reflection_ior_5p0_refraction | | | | | Specular Reflection IOR: 2.5 | Specular Reflection IOR: 5.0 | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | Specular Transmission Weight: 1.0 | Specular Transmission Weight: 1.0 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_reflection_anisotropy: **Anisotropy** This parameter sets the specular reflection anisotropy. Reflectance changes based on the surface orientation are called anisotropic. If the reflectance is uniform in all directions and does not change based on the surface's rotation or orientation, it is isotropic. At values above 0.0, the surface transmits and reflects incoming light with a directional bias. Thus it appears rougher in a specific direction. +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_0p5.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_0p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_0p5 | | | | | Specular Reflection Anisotropy: 0.0 | Specular Reflection Anisotropy: 0.5 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_pattern.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_1p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_pattern | | | | | Specular Reflection Anisotropy: 1.0 | Specular Reflection Anisotropy: Texture | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_reflection_anisotropy_rotation: **Rotation (radians)** This parameter sets the orientation of the anisotropic effect in radians. At 1.0, the anisotropic effect is rotated by 180 degrees. For brushed metallic surfaces, the anisotropic effect should stretch out in a direction perpendicular to the brushing direction. +-------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p5.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p0 | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p5 | | | | | Specular Reflection Anisotropy Rotation: 0.0 | Specular Reflection Rotation: 0.5 | +-------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p75.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_0p75 | :alt: rtx_material_omnisurfacebase_specular_reflection_anisotropy_rotation_1p0 | | | | | Specular Reflection Rotation: 0.75 | Specular Reflection Rotation: 1.0 | +-------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Transmission (Specular transmission)`: Transmission (Specular transmission) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Transmission ` enable_specular_transmission bool false :ref:`Weight ` specular_transmission_weight float 0.0 :ref:`Color ` specular_transmission_color color 1.0, 1.0, 1.0 :ref:`Depth ` specular_transmission_scattering_depth float 0.0 :ref:`Scatter ` specular_transmission_scattering_color color 0.0, 0.0, 0.0 :ref:`Scatter Anisotropy ` specular_transmission_scatter_anisotropy float 0.0 :ref:`Dispersion Abbe ` specular_transmission_dispersion_abbe float 0.0 ========================================================================================== ================================================= ============== ========================= This layer models a GGX microfacet BTDF within a homogeneous medium interior to the object, under the specular reflection layer. It shares a few key parameters with the Specular reflection layer, including Roughness, IOR, Anisotropy, and Anisotropy Rotation. If thin-walled enabled, the surface appears double-sided, represented as an infinitely thin shell. Upon specular transmission, the incoming light is not refracted to the opposite side. The refraction index sets to the surrounding medium. If thin-walled disabled, the surface is considered to be a boundary of a finite-sized solid object. And according to the specular reflection layer, the incoming light refracts when entering and leaving the object. +---------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_volume.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_thin_walled.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_volume | :alt: rtx_material_omnisurfacebase_specular_transmission_thin_walled | | | | | Thin Walled: Disabled | Thin Walled: Enabled | +---------------------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------------------+ .. note:: **Specular Transmission vs. Geometry Opacity** Specular transmission controls the surface transparency, while geometry opacity controls the surface visibility. One can use the specular transmission to create a glass surface and then use the opacity to cut the surface. .. note:: In the |interactive_render| mode, if refraction appears black, one may need to increase *Max Bounces Specular/Transmission* and *Max Bounces* in the render settings panel. Please see :doc:`RTX Interactive (Path Tracing) mode render settings` for more information. +---------------------------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_4_transmission_bounces.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_8_transmission_bounces.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_4_transmission_bounces | :alt: rtx_material_omnisurfacebase_specular_transmission_8_transmission_bounces | | | | | Max Specular and Transmission Bounces: 4 | Max Specular and Transmission Bounces: 8 | | | | | Max Bounces: 8 | Max Bounces: 8 | +---------------------------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_16_transmission_bounces.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_16_transmission_bounces_64_max_bounces.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_16_transmission_bounces | :alt: rtx_material_omnisurfacebase_specular_transmission_16_transmission_bounces_64_max_bounces | | | | | Max Specular and Transmission Bounces: 16 | Max Specular and Transmission Bounces: 16 | | | | | Max Bounces: 8 | Max Bounces: **64** | +---------------------------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_enable_specular_transmission: **Enable Specular Transmission** Enables specular transmission layer .. _OmniSurfaceBase_specular_transmission_weight: **Weight** This parameter sets the amount of light to pass and scatter through the surface. At 0.0, the surface is completely opaque, while at 1.0, the surface is fully transparent. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_weight_0p5.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_weight_0p0 | :alt: rtx_material_omnisurfacebase_specular_transmission_weight_0p5 | | | | | Specular Transmission Weight: 0.0 | Specular Transmission Weight: 0.5 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_weight_0p75.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_weight_0p75 | :alt: rtx_material_omnisurfacebase_specular_transmission_weight_1p0 | | | | | Specular Transmission Weight: 0.75 | Specular Transmission Weight: 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_transmission_color: **Color** This parameter sets the transmission color, which affects the travel of refracted rays in the volume using `Beer's law `_. Therefore red colored glass gets a deeper red as refracted rays travel deeper in the volume. A transmission color close to black makes the interior of the volume very dense. A darker transmission color can be used to render deep-ocean water, orange juice, and similar materials. Color and :ref:`Depth `'s positive values are used together to set the extinction coefficient (sigma_t) of the interior volume to the object. .. tip:: For a realistic result, specular transmission color should not be set to saturated colors, i.e., pure red (1.0, 0.0, 0.0). +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_color_light_red.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_color_dark_red.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_color_rainbow.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_color_light_red | :alt: rtx_material_omnisurfacebase_specular_transmission_color_dark_red | :alt: rtx_material_omnisurfacebase_specular_transmission_color_rainbow | | | | | | Specular Transmission Color: 0.95, 0.35, 0.035 | Specular Transmission Color: 0.65, 0.25, 0.025 | Specular Transmission Color: Texture | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_transmission_scattering_depth: **Depth** This parameter sets the distance traveled by refracted white rays before their colors turned into the transmission color by `Beer's law `_. At 0.0, the interior medium to the object is null, and transmission color tints the material's refraction. Decreasing the depth increases the volume absorption and scattering, which makes the volume more opaque. The effect of depth depends on the absolute size of the objects, and hence depth is a scene scale-dependent parameter. .. tip:: For a realistic result, one should model to a real-world scale and set the depth to 1.0. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_depth_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_depth_0p1.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_depth_0p0 | :alt: rtx_material_omnisurfacebase_specular_transmission_depth_0p1 | | | | | Specular Transmission Depth: 0.0 | Specular Transmission Depth: 0.1 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_depth_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_depth_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_depth_0p5 | :alt: rtx_material_omnisurfacebase_specular_transmission_depth_1p0 | | | | | Specular Transmission Depth: 0.5 | Specular Transmission Depth: 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_transmission_scattering_color: **Scatter** This parameter sets the scattering coefficient (sigma_s) of the interior medium to the object. The scattering color describes how much "refracted rays" are scattered while traveling inside the medium. The light's red, green, and blue components are scattered by different amounts when the scattering color sets to a non-grey hue. Ice, opalescent glass, and honey are a few examples of materials with a high scattering coefficient. +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_scatter_0p0_0p00_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_scatter_0p3_0p05_0p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_scatter_0p0_0p00_0p0 | :alt: rtx_material_omnisurfacebase_specular_transmission_scatter_0p3_0p05_0p0 | | | | | Specular Transmission Color: 0.0, 0.0, 0.0 | Specular Transmission Color: 0.3, 0.05, 0.0 | +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_transmission_scatter_anisotropy: **Scatter Anisotropy** This parameter sets the scattering directionality or anisotropy of the "Henyey-Greenstein" phase function of the interior medium to the object. At 0.0, scattering sets to isotropic, and light is scattered uniformly in all directions. Values above 0.0 biases the scattering effect forward in the direction of the light, while values below 0.0 biases the scattering effect backward in the opposite direction of the light. +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_anisotropy_N1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_anisotropy_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_anisotropy_1p0.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_anisotropy_N1p0 | :alt: rtx_material_omnisurfacebase_specular_transmission_anisotropy_0p0 | :alt: rtx_material_omnisurfacebase_specular_transmission_anisotropy_0p0 | | | | | | Specular Transmission Scatter Anisotropy: -1.0 | Specular Transmission Scatter Anisotropy: 0.0 | Specular Transmission Scatter Anisotropy: 1.0 | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_transmission_dispersion_abbe: **Dispersion Abbe** This parameter sets how much the index of refraction varies across wavelengths. Lowering the abbe number increases the effect of dispersion. When thin-walled enabled, dispersion has no effects. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_abbe_0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_abbe_1.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_abbe_0 | :alt: rtx_material_omnisurfacebase_specular_transmission_abbe_0 | | | | | Specular Transmission Dispersion Abbe: 0 | Specular Transmission Dispersion Abbe: 1 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_abbe_5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_specular_transmission_abbe_10.jpg | | :alt: rtx_material_omnisurfacebase_specular_transmission_abbe_5 | :alt: rtx_material_omnisurfacebase_specular_transmission_abbe_10 | | | | | Specular Transmission Dispersion Abbe: 5 | Specular Transmission Dispersion Abbe: 10 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Subsurface (Subsurface scattering, Diffuse transmission)`: Subsurface (Subsurface scattering, Diffuse transmission) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Subsurface ` enable_diffuse_transmission bool false :ref:`Weight ` subsurface_weight float 0.0 :ref:`Scattering Presets ` subsurface_scattering_colors_preset enum scattering_colors_custom :ref:`Color ` subsurface_transmission_color color 1.0, 1.0, 1.0 :ref:`Radius (mfp) ` subsurface_scattering_color color 1.0, 1.0, 1.0 :ref:`Scale ` subsurface_scale float 1.0 :ref:`Anisotropy ` subsurface_anisotropy float 0.0 ========================================================================================== ================================================= ============== ========================= This layer models the effect of light absorption and scattering within a homogeneous medium interior to the object, where the exiting rays leave at a different surface location than the incident rays. Subsurface can be used to create materials like plastic, marble, skin, wax, milk, and leaf. In the path-tracer mode, the subsurface component is calculated using the "Random Walk" technique. The Random Walk uses a stochastic or random process to trace the effect of light scattering through an object, with no assumption about geometric features of the object, i.e., local surface flatness, concavities. In the real-time mode, the subsurface component is calculated by combining the diffusion profile and path tracing techniques. The diffusion profile is based on the Monte Carlo simulation result that describes the distribution of energy coming out of a semi-infinite flat surface of the scattering medium. If thin-walled enabled, the subsurface represented as the diffuse transmission of light through an infinitely thin shell. +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_no_thin_walled.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_thin_walled.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_no_thin_walled | :alt: rtx_material_omnisurfacebase_subsurface_thin_walled | | | | | Thin Walled: Disabled | Thin Walled: Enabled | +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ .. note:: For a correct result, properly constructed geometry is required, i.e., no self-intersections, closed or geometry with thickness, proper normal directions. .. note:: If subsurface appears black in the path-tracer mode, one may need to increase *Max Volume Scattering Bounces* in the render settings panel. In practice, 32 bounces would be a good starting number. Please see :ref:`Render Settings` for more information. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_max_volume_bounces_1.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_max_volume_bounces_2.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_max_volume_bounces_1 | :alt: rtx_material_omnisurfacebase_subsurface_max_volume_bounces_2 | | | | | Max Volume Scattering Bounces: 1 | Max Volume Scattering Bounces: 4 | | | | | Max Bounces: 64 | Max Bounces: 64 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_max_volume_bounces_8.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_max_volume_bounces_32.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_max_volume_bounces_8 | :alt: rtx_material_omnisurfacebase_subsurface_max_volume_bounces_32 | | | | | Max Volume Scattering Bounces: 8 | Max Volume Scattering Bounces: 32 | | | | | Max Bounces: 64 | Max Bounces: 64 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_enable_diffuse_transmission: **Enable Subsurface** Enables diffuse transmission and subsurface layer .. _OmniSurfaceBase_subsurface_weight: **Weight** This parameter sets the amount of diffuse transmission and subsurface scattering. At 0.0, the surface is represented as diffuse only surface, and a higher value increases the visibility of diffuse transmission and subsurface scattering. +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_weight_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_weight_0p0 | :alt: rtx_material_omnisurfacebase_subsurface_weight_0p5 | :alt: rtx_material_omnisurfacebase_subsurface_weight_1p0 | | | | | | Subsurface Weight: 0.0 | Subsurface Weight: 0.5 | Subsurface Weight: 1.0 | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_subsurface_scattering_colors_preset: **Scattering Presets** This parameter presents a list of known subsurface scattering colors and radiuses for various materials, including apple, milk, ketchup, skin. One can use custom values by setting this parameter to scattering_colors_custom and set a value for color and radius parameters. .. _OmniSurfaceBase_subsurface_transmission_color: **Color** This parameter sets the color of the subsurface scattering effects. When incoming rays reach the surface, they will get tinted by the subsurface color. The subsurface color and radius parameters determine the absorption and scattering within the medium interior to the object. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_color_whole_milk.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_color_skin.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_color_whole_milk | :alt: rtx_material_omnisurfacebase_subsurface_color_skin | | | | | Whole Milk | Skin | | | | | Subsurface Color: 0.950, 0.930, 0.850 | Subsurface Color: 0.999, 0.615, 0.521 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_color_leather.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_color_gem.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_color_leather | :alt: rtx_material_omnisurfacebase_subsurface_color_gem | | | | | Leather | Gem | | | | | Subsurface Color: Texture | Subsurface Color: Texture | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_subsurface_scattering_color: **Radius (mfp)** This parameter sets the scattering radius, which describes as the mean free path (mfp). The mean free path is the average distance that rays travel before scattering below the surface and within the volume. As the rays travel through the volume, they bounce around and emerge from the surface at different locations. This value corresponds to the average length the ray travels between each bounce. The higher the path length is, the further the ray is allowed to scatter within the volume. At 0.0, there will be no scattering effect. Lower values mean scattered light is absorbed quicker, resulting in a more opaque look. At higher values, the surface appears more translucent. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_0p01.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_0p1.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_1p0.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_radius_0p01 | :alt: rtx_material_omnisurfacebase_subsurface_radius_0p1 | :alt: rtx_material_omnisurfacebase_subsurface_radius_1p0 | | | | | | Subsurface Radius: 0.01, 0.01, 0.01 | Subsurface Radius: 0.1, 0.1, 0.1 | Subsurface Radius: 1.0, 1.0, 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ The scattering radius can be different per spectra. +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_red.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_green.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_blue.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_radius_red | :alt: rtx_material_omnisurfacebase_subsurface_radius_green | :alt: rtx_material_omnisurfacebase_subsurface_radius_blue | | | | | | Subsurface Radius: 1.0, 0.0, 0.0 | Subsurface Radius: 0.0, 1.0, 0.0 | Subsurface Radius: 0.0, 0.0, 1.0 | | | | | | Subsurface Color: 0.5, 0.5, 0.5 | Subsurface Color: 0.5, 0.5, 0.5 | Subsurface Color: 0.5, 0.5, 0.5 | +------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------+ For example, skin material would have a higher red value in the radius since red light (620-670nm) penetrates and scatter deepest into the skin compared to green and blue lights. +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_skin_r0p5_g0p3_b0p2.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_radius_skin_r2p0_g0p3_b0p2.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_radius_skin_r0p5_g0p3_b0p2 | :alt: rtx_material_omnisurfacebase_subsurface_radius_skin_r2p0_g0p3_b0p2 | | | | | Human Skin | Human Skin | | | | | Subsurface Radius: 0.5, 0.3, 0.2 | Subsurface Radius: 2.0, 0.3, 0.2 | +-----------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------+ The effect of radius depends on the absolute size of the objects, and hence radius is a scene scale-dependent parameter. .. _OmniSurfaceBase_subsurface_scale: **Scale** This parameter scales the effect of scattering radius or the mean free path distance. If the scene is not modeled to scale, the scale parameter can be used to adjust the scattering effect. Lowering this value makes the object more diffuse, while at a higher value, it becomes more translucent. The *Scale* parameter is adjusted based on the scene unit; if the scene scale is in meter, the scale of 1.0 corresponds to 1.0 meter. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_scale_0p001.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_scale_0p01.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_scale_0p1.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_scale_0p001 | :alt: rtx_material_omnisurfacebase_subsurface_scale_0p01 | :alt: rtx_material_omnisurfacebase_subsurface_scale_0p1 | | | | | | Subsurface Scale: 0.001 | Subsurface Scale: 0.01 | Subsurface Scale: 0.1 | | | | | | Subsurface Radius: 1.0, 1.0, 1.0 | Subsurface Radius: 1.0, 1.0, 1.0 | Subsurface Radius: 1.0, 1.0, 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_subsurface_anisotropy: **Anisotropy** This parameter sets the scattering directionality or anisotropy of the “Henyey-Greenstein” phase function of the interior medium to the object. At 0.0, scattering sets to isotropic, and light is scattered uniformly in all directions. Values above 0.0 biases the scattering effect forward in the direction of the light, while values below 0.0 biases the scattering effect backward in the opposite direction of the light. .. tip:: Unlike hard materials, i.e., jade and marble, water-based materials, i.e., orange juice, ketchup, and skin, exhibit strong forward scattering. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_anisotropy_N0p8.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_anisotropy_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_subsurface_anisotropy_0p8.jpg | | :alt: rtx_material_omnisurfacebase_subsurface_anisotropy_N0p8 | :alt: rtx_material_omnisurfacebase_subsurface_anisotropy_0p0 | :alt: rtx_material_omnisurfacebase_subsurface_anisotropy_0p8 | | | | | | Grape | Grape | Grape | | | | | | Subsurface Anisotropy: -0.8 | Subsurface Anisotropy: 0.0 | Subsurface Anisotropy: 0.8 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Coat (Specular reflection thin-shell)`: Coat (Specular reflection thin-shell) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` coat_weight float 0.0 :ref:`Color ` coat_color color 1.0, 1.0, 1.0 :ref:`Roughness ` coat_roughness float 0.1 :ref:`IOR Preset ` coat_ior_preset enum ior_custom :ref:`IOR ` coat_ior float 1.5 :ref:`Anisotropy ` coat_anisotropy float 0.0 :ref:`Rotation (rad) ` coat_anisotropy_rotation float 0.0 :ref:`Affect Color ` coat_affect_color float 0.0 :ref:`Affect Roughness ` coat_affect_roughness float 0.0 :ref:`Normal ` coat_normal float3 state::normal() ========================================================================================== ================================================= ============== ========================= This layer models GGX microfacet dielectric BRDF top coating. Due to Fresnel, this layer is not energy conserving. Thus the energy that is not reflected is transmitted to the underlying layers. The coating simulates an infinitely thin shell dielectric layer, i.e., glass, enamel, lacquer, over the surface. It can create materials like metallic car paint, carbon fiber, oily skin, and wet asphalt. .. _OmniSurfaceBase_coat_weight: **Weight** This parameter sets the amount of surface coating. Lowering this value increases light transmission through the object's volume. .. tip:: For a realistic result, this parameter should be set to less than 1.0. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_weight_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_coat_weight_0p0 | :alt: rtx_material_omnisurfacebase_coat_weight_0p5 | :alt: rtx_material_omnisurfacebase_coat_weight_1p0 | | | | | | Coat Weight: 0.0 | Coat Weight: 0.5 | Coat Weight: 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_color: **Color** This parameter tints all layers below the coating layer. In the real world, lights scattered by underlying layers are tinted when transmitted through the colored coating. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_no_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_white.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_green.jpg | | :alt: rtx_material_omnisurfacebase_coat_color_no_coat | :alt: rtx_material_omnisurfacebase_coat_color_white | :alt: rtx_material_omnisurfacebase_coat_color_green | | | | | | Coat Color: None | Coat Color: 1.0, 1.0, 1.0 | Coat Color: 0.0, 1.0, 0.0 | | | | | | Coat Weight: 0.0 | Coat Weight: 1.0 | Coat Weight: 1.0 | | | | | | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | Specular Reflection Weight: 1.0 | | | | | | Specular Reflection Roughness: 0.35 | Specular Reflection Roughness: 0.35 | Specular Reflection Roughness: 0.35 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ This parameter emulates the effect of absorption within the coating medium. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_white_base_no_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_white_base_cyan_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_yellow_base_no_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_color_yellow_base_cyan_coat.jpg | | :alt: rtx_material_omnisurfacebase_coat_color_white_base_no_coat | :alt: rtx_material_omnisurfacebase_coat_color_white_base_cyan_coat | :alt: rtx_material_omnisurfacebase_coat_color_yellow_base_no_coat | :alt: rtx_material_omnisurfacebase_coat_color_yellow_base_cyan_coat | | | | | | | Without Coat | Coat Color: **Cyan** | Without Coat | Coat Color: **Cyan** | | | | | | | Base Color: White | Base Color: White | Base Color: Yellow | Base Color: Yellow | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. note:: The reflection color is set to white for this layer. .. _OmniSurfaceBase_coat_roughness: **Roughness** This parameter sets the surface microfacet’s irregularities that cause light diffusion. At 0.0 simulates a perfect and smooth reflective surface, while increasing the value causes reflective highlights to diverge or appear blurred. .. tip:: Roughness can be used to create effects like torn surfaces or surfaces with fingerprints and smudges. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_roughness_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_roughness_0p5.jpg | | :alt: rtx_material_omnisurfacebase_coat_roughness_0p0 | :alt: rtx_material_omnisurfacebase_coat_roughness_0p5 | | | | | Coat Roughness: 0.0 | Coat Roughness: 0.5 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_roughness_0p75.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_roughness_texture.jpg | | :alt: rtx_material_omnisurfacebase_coat_roughness_0p75 | :alt: rtx_material_omnisurfacebase_coat_roughness_texture | | | | | Coat Roughness: 0.75 | Coat Roughness: Texture | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_ior_preset: **IOR Preset** This parameter presents a list of known IORs (index of refractions) for various materials, including glass, ice, diamond, skin. One can use custom IOR by setting this parameter to ior_custom and a value for the specular reflection’s IOR parameter. .. _OmniSurfaceBase_coat_ior: **IOR** This parameter sets IOR (index of refraction), which affects surface Fresnel reflectivity. The IOR defines the ratio between reflection on the surface front, facing the viewer, and the surface edges, facing away the viewer. At values above 1.0, the reflection appears stronger on the surface edges and weaker on the surface front. At values less than 1.0, the Fresnel is disabled, and the coating appears as a uniform highlight over the surface. +-----------------------------------------------------------------------------+------------------------------------------------------------------------------+------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_ior_1p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_ior_1p52.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_ior_5p0.jpg | | :alt: rtx_material_omnisurfacebase_coat_ior_1p0 | :alt: rtx_material_omnisurfacebase_coat_ior_1p52 | :alt: rtx_material_omnisurfacebase_coat_ior_5p0 | | | | | | Coat IOR: 1.0 | Coat IOR: 1.52 | Coat IOR: 5.0 | | | | | | Coat Weight: 1.0 | Coat Weight: 1.0 | Coat Weight: 1.0 | +-----------------------------------------------------------------------------+------------------------------------------------------------------------------+------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_anisotropy: **Anisotropy** his parameter sets the specular reflection anisotropy. Reflectance changes based on the surface orientation are called anisotropic. If the reflectance is uniform in all directions and does not change based on the surface’s rotation or orientation, it is isotropic. At values above 0.0, the surface transmits and reflects incoming light with a directional bias. Thus it appears rougher in a specific direction. +------------------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_1p0.jpg | | :alt: rtx_material_omnisurfacebase_coat_anisotropy_0p0 | :alt: rtx_material_omnisurfacebase_coat_anisotropy_0p5 | :alt: rtx_material_omnisurfacebase_coat_anisotropy_1p0 | | | | | | Coat Anisotropy: 0.0 | Coat Anisotropy: 0.5 | Coat Anisotropy: 1.0 | +------------------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_anisotropy_rotation: **Rotation (radian)** This parameter sets the orientation of the anisotropic effect in radians. At 1.0, the anisotropic effect is rotated by 180 degrees. For brushed surfaces, the anisotropic effect should stretch out in a direction perpendicular to the brushing direction. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p5.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p65.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p75.jpg | | :alt: rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p5 | :alt: rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p65 | :alt: rtx_material_omnisurfacebase_coat_anisotropy_rotation_0p75 | | | | | | Coat Anisotropy Rotation: 0.5 | Coat Anisotropy Rotation: 0.65 | Coat Anisotropy Rotation: 0.75 | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_affect_color: **Affect Color** This parameter controls the saturation of diffuse reflection and subsurface under the coating layer. In the real world, refracted rays exhibit internal reflection within the coating medium, which can go back down to the underlying surface to reflect again, thus making the surface more saturated and darker. *Affect Color* can be used to emulate this effect. At 0.0, this parameter has no effects. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_color_no_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_color_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_color_1p0.jpg | | :alt: rtx_material_omnisurfacebase_coat_affect_color_no_coat | :alt: rtx_material_omnisurfacebase_coat_affect_color_0p0 | :alt: rtx_material_omnisurfacebase_coat_affect_color_1p0 | | | | | | No Coat | Coat Affect Color: 0.0 | Coat Affect Color: 1.0 | | | | | | | Coat Weight: 1.0 | Coat Weight: 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_affect_roughness: **Affect Roughness** This parameter controls the roughness of the specular reflection, and specular transmission under the coating layer. In the real world, refracted rays exhibit internal reflection within the coating medium, which can go back down to the underlying surface, which may scatter due to the roughness of the undercoating surface. *Affect Roughness* can be used to emulate this effect. At 0.0, this parameter has no effects. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_base.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_coat.jpg | | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_base | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_coat | | | | | Base Layer Only | Coat Layer Only | | | | | Specular Reflection Weight: 1.0 | Coat Weight: 1.0 | | | | | Specular Reflection Roughness: 0.0 | Coat Roughness: 0.5 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_1p0.jpg | | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_0p0 | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_1p0 | | | | | Base and Coat Layer | Base and Coat Layer | | | | | Coat Affect Roughness: 0.0 | Coat Affect Roughness: 1.0 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ +-----------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_specular_transmission_base.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_coat.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_affect_roughness_1p0_specular_transmission.jpg | | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_specular_transmission_base | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_coat | :alt: rtx_material_omnisurfacebase_coat_affect_roughness_1p0_specular_transmission | | | | | | Base Layer Only | Coat Layer Only | Base and Coat Layer | | | | | | | | Coat Affect Roughness: 1.0 | +-----------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_coat_normal: **Normal** This parameter sets the "normal direction" for the coating layer, which affects the Fresnel blending of the coating layer over the surface. The coat normal can create surface effects like raindrops, imperfections in car paint, or glazing on the food. .. note:: The "coat normal" only affects the coating layer and has no effects on the underlying surface normal. +-------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_normal_droplets.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_coat_normal_scratches.jpg | | :alt: rtx_material_omnisurfacebase_coat_normal_droplets | :alt: rtx_material_omnisurfacebase_coat_normal_scratches | | | | | Droplets | Scratches | +-------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Sheen (Specular retro-reflection)`: Sheen (Specular retro-reflection) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` specular_retro_reflection_weight float 0.0 :ref:`Color ` specular_retro_reflection_color color 1.0, 1.0, 1.0 :ref:`Roughness ` specular_retro_reflection_roughness float 0.3 ========================================================================================== ================================================= ============== ========================= This layer creates an energy-conserving retro-reflective sheen BRDF. Sheen simulates surface micro-fibers, with axes oriented parallel to the surface normal, creating specular highlights at grazing angles. Sheen can create soft backscattering materials like fine powder, dust, satin, leaf, and peach fuzz on the skin. .. _OmniSurfaceBase_specular_retro_reflection_weight: **Weight** This parameter sets the density and length of micro-fibers. At 0.0, sheen has no effects. +---------------------------------------------------------------------------------+---------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_sheen_weight_0p0 | :alt: rtx_material_omnisurfacebase_sheen_weight_1p0 | | | | | Sheen Weight: 0.0 | Sheen Weight: 1.0 | +---------------------------------------------------------------------------------+---------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_retro_reflection_color: **Color** This parameter tints the color of the sheen, i.e., micro-fibers. +-------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_color_0p0_0p0_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_color_0p75_0p07_0p45.jpg | | :alt: rtx_material_omnisurfacebase_sheen_color_0p0_0p0_0p0 | :alt: rtx_material_omnisurfacebase_sheen_color_0p75_0p07_0p45 | | | | | Sheen Color: 1.0, 1.0, 1.0 | Sheen Color: 0.75, 0.07, 0.45 | +-------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_specular_retro_reflection_roughness: **Roughness** This parameter sets the sheen effect roughness. Micro-fibers diverge more from the "surface normal" direction at a higher value, resulting in a softer look. +-------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_roughness_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_roughness_0p15.jpg | | :alt: rtx_material_omnisurfacebase_sheen_roughness_0p0 | :alt: rtx_material_omnisurfacebase_sheen_roughness_0p15 | | | | | Sheen Roughness: 0.0 | Sheen Roughness: 0.15 | +-------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_roughness_0p25.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_sheen_roughness_0p5.jpg | | :alt: rtx_material_omnisurfacebase_sheen_roughness_0p25 | :alt: rtx_material_omnisurfacebase_sheen_roughness_0p5 | | | | | Sheen Roughness: 0.25 | Sheen Roughness: 1.0 | +-------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Emission`: Emission ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` emission_weight float 0.0 :ref:`Emission Mode ` emission_mode enum emission_lx :ref:`Intensity ` emission_intensity float 1.0 :ref:`Color ` emission_color color 1.0, 1.0, 1.0 :ref:`Use Temperature ` emission_use_temperature bool false :ref:`Temperature ` emission_temperature float 6500.0 ========================================================================================== ================================================= ============== ========================= This layer adds directionally uniform EDF under the coating layer, which describes the light-emitting properties of the surface. It can create materials like an incandescent light-bulb, glowing lava, and LED panel. .. note:: In the |interactive_render| mode, to reduce the noise in the indirectly lit area using emissive materials, one may need to increase the *Total Samples per Pixel*. Please see :doc:`RTX Interactive (Path Tracing) mode render settings` for more information. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_tspp_8.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_tspp_32.jpg | | :alt: rtx_material_omnisurfacebase_emission_tspp_8 | :alt: rtx_material_omnisurfacebase_emission_tspp_32 | | | | | Total Samples per Pixel: 8 | Total Samples per Pixel: 32 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_tspp_128.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_tspp_512.jpg | | :alt: rtx_material_omnisurfacebase_emission_tspp_128 | :alt: rtx_material_omnisurfacebase_emission_tspp_512 | | | | | Total Samples per Pixel: 128 | Total Samples per Pixel: 512 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_emission_weight: **Weight** This parameter sets the amount of light emission from the surface. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_weight_0p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_weight_0p5.jpg | | :alt: rtx_material_omnisurfacebase_emission_weight_0p0 | :alt: rtx_material_omnisurfacebase_emission_weight_0p5 | | | | | Emission Weight: 0.0 | Emission Weight: 0.5 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_weight_0p75.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_weight_1p0.jpg | | :alt: rtx_material_omnisurfacebase_emission_weight_0p75 | :alt: rtx_material_omnisurfacebase_emission_weight_1p0 | | | | | Emission Weight: 0.75 | Emission Weight: 1.0 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_emission_mode: **Emission Mode** This parameter specifies the physical units to use for the emission intensity. 1. "Nit" is the unit of *luminance* and describes the surface power of a visible light source. The overall illumination of the scene changes depends on the size of the light source. One nit is equal to *one candela per square meter*. 1 nit = 1 cd/m^2 The candela per square meter is the base unit of *luminance*. *Candela* is the base unit for luminous intensity. A light source that emits one candela of luminous intensity onto an area of one square meter has a luminance of one candela per square meter or one nit. As an example, a calibrated monitor has a brightness of 120 cd/m^2 or 120 nits. 2. "Lux" is the unit of *illuminance* and describes the total amount of visible light that a light source emits. The overall illumination of the scene does not change depending on the size of the light source. One lux is equal to *one lumen per square meter*. 1 lux = 1 lm/m^2 A light source that emits one candela of luminous intensity from an area of one steradian has a luminous flux of one lumen. A light source that emits one lumen of luminous flux onto an area of one square meter has an illuminance of one lux. As an example, very bright sunlight has a brightness of 120,000 lux. .. _OmniSurfaceBase_emission_intensity: **Intensity** This parameter sets the emission intensity. The emission mode parameter sets the physical unit for this parameter. A few examples of illuminance under various lighting conditions: ====================== ======================= Lighting Condition Illuminance (lx) ====================== ======================= Sunlight 100,000 - 120,000 Daylight 10,000 - 25,000 Overcast 1000 Twilight 10 Full moon 0.05 – 0.3 Ceiling lamp 400 - 800 Table lamp 200 - 300 Candle light 12.57 ====================== ======================= .. _OmniSurfaceBase_emission_color: **Color** This parameter sets the emission color. +---------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_color_rainbow.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_color_lava.jpg | | :alt: rtx_material_omnisurfacebase_emission_color_rainbow | :alt: rtx_material_omnisurfacebase_emission_color_lava | | | | | Emission Color: Rainbow | Emission Color: Lava | +---------------------------------------------------------------------------------------+---------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_emission_use_temperature: **Use Temperature** Enable the use of color temperature value instead of color. .. note:: This parameter will override the default emission color, including any textures assigned to the emission color parameter. .. _OmniSurfaceBase_emission_temperature: **Temperature (Kelvin)** This parameter specifies emission color using a color temperature in the Kelvin unit. Lower values are warmer, i.e., redder, while higher values are cooler, i.e., bluer. The default value of 6500K is close to D65 illuminant, the white point in sRGB and Rec. 709 color spaces. +-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_color_temp_3200.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_color_temp_5000.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_emission_color_temp_6500.jpg | | :alt: rtx_material_omnisurfacebase_emission_color_temp_3200 | :alt: rtx_material_omnisurfacebase_emission_color_temp_5000 | :alt: rtx_material_omnisurfacebase_emission_color_temp_6500 | | | | | | Emission Temperature: 3200.0 | Emission Temperature: 5000.0 | Emission Temperature: 6500.0 | | | | | | Use Temperature: Enabled | Use Temperature: Enabled | Use Temperature: Enabled | +-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Thin Film`: Thin Film ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Thin Film ` enable_thin_film bool false :ref:`Thickness (nm) ` thin_film_thickness float 400.0 :ref:`IOR Preset ` thin_film_ior_preset enum ior_custom :ref:`IOR ` thin_film_ior float 1.52 ========================================================================================== ================================================= ============== ========================= This layer models a reflective thin film when a metal and or specular reflection layer presents. Due to interference, a view-dependent iridescence effect occurs when the thin film layer thickness is close to the visible spectrum. It can create materials like a peacock feather, burnt metal, soap bubble, and car paint. .. _OmniSurfaceBase_enable_thin_film: **Enable Thin Film** Enables thin film layer .. _OmniSurfaceBase_thin_film_thickness: **Thickness (nm)** This parameter sets the thickness of the thin film layer in nanometers. At 0.0, the iridescence effect is disabled. .. tip:: A typical soap bubble thickness is about 250 - 600 nanometers. By contrast, human hair thickness is in the range of 40,000 - 100,000 nanometers wide. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_thickness_200nm.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_thickness_300nm.jpg | | :alt: rtx_material_omnisurfacebase_thin_film_thickness_200nm | :alt: rtx_material_omnisurfacebase_thin_film_thickness_400nm | | | | | Thin Film Thickness: 200nm | Thin Film Thickness: 300nm | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_thickness_400nm.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_thickness_500nm.jpg | | :alt: rtx_material_omnisurfacebase_thin_film_thickness_400nm | :alt: rtx_material_omnisurfacebase_thin_film_thickness_500nm | | | | | Thin Film Thickness: 400nm | Thin Film Thickness: 500nm | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_thin_film_ior_preset: **IOR Preset** This parameter presents a list of known IORs (index of refractions) for various materials, including glass, soap bubble, diamond. One can use custom IOR by setting this parameter to ior_custom and a value for the specular reflection’s IOR parameter. .. _OmniSurfaceBase_thin_film_ior: **IOR** This parameter sets the refractive index of the thin film layer. .. tip:: The refractive index of water is 1.33, and a typical soap is 1.5. For a realistic result, the refractive index of the thin film should be less than soap and greater than water, i.e., 1.34 - 1.49. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_ior_1p33.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_ior_1p5.jpg | | :alt: rtx_material_omnisurfacebase_thin_film_ior_1p33 | :alt: rtx_material_omnisurfacebase_thin_film_ior_1p5 | | | | | Thin Film IOR: 1.33 | Thin Film IOR: 1.5 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_ior_2p0.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_film_ior_2p5.jpg | | :alt: rtx_material_omnisurfacebase_thin_film_ior_2p0 | :alt: rtx_material_omnisurfacebase_thin_film_ior_2p5 | | | | | Thin Film IOR: 2.0 | Thin Film IOR: 2.5 | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _`OmniSurfaceBase_Geometry (Opacity, Geometry normal, Displacement)`: Geometry Section (Opacity, Geometry normal, Displacement) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Thin Walled ` thin_walled bool false :ref:`Enable Opacity ` enable_opacity bool false :ref:`Opacity ` geometry_opacity float 1.0 :ref:`Opacity Threshold ` geometry_opacity_threshold float 0.0 :ref:`Geometry Normal ` geometry_normal float3 state::normal() :ref:`Displacement ` geometry_displacement float3 0.0, 0.0, 0.0 ========================================================================================== ================================================= ============== ========================= .. _OmniSurfaceBase_thin_walled: **Thin Walled** This parameter sets the surface as an infinitely thin double-sided shell with a refraction index of the surrounding medium, so refracted rays exit immediately instead of entering the medium. Thin-walled is ideal for geometrically thin objects, like a sheet of paper, soap bubble, and leaves. .. note:: "Dispersion" has no effects when Thin-Walled enabled. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_walled_disabled_bubble.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_thin_walled_enabled_bubble.jpg | | :alt: rtx_material_omnisurfacebase_thin_walled_disabled_bubble | :alt: rtx_material_omnisurfacebase_thin_walled_enabled_bubble | | | | | Thin Walled: Disabled | Thin Walled: Enabled | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. tip:: When Thin-Walled is enabled, "subsurface" is represented as the diffuse transmission of the light through an infinitely thin shell, i.e., translucence. +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_thin_walled_disabled.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_thin_walled_enabled.jpg | | :alt: rtx_material_omnisurfacebase_geometry_thin_walled_disabled | :alt: rtx_material_omnisurfacebase_geometry_thin_walled_enabled | | | | | Thin Walled: Disabled | Thin Walled: Enabled | +--------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_enable_opacity: **Enable Opacity** Enables the use of opacity .. _OmniSurfaceBase_geometry_opacity: **Opacity** This parameter controls the travel of rays through the surface. At 0.0, the surface is invisible to the cameras, while at 1.0, it is completely opaque. It can create render-time geometric detail on low-resolution and thin geometries. .. tip:: Unlike transmission, renderers are optimized to use opacity to quickly skip over empty parts of a surface with a few operations. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_opacity_0p75.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_opacity_0p5.jpg | | :alt: rtx_material_omnisurfacebase_geometry_opacity_0p75 | :alt: rtx_material_omnisurfacebase_geometry_opacity_0p5 | | | | | Opacity: 0.75 | Opacity: 0.5 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_opacity_0p25.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_opacity_wicker.jpg | | :alt: rtx_material_omnisurfacebase_geometry_opacity_0p25 | :alt: rtx_material_omnisurfacebase_geometry_opacity_wicker | | | | | Opacity: 0.25 | Opacity: Texture | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_geometry_opacity_threshold: **Opacity Threshold** This parameter controls the opacity threshold. At a value lower or equal to the opacity map, the surface renders completely transparent. At a value greater than the opacity, the surface renders fully opaque. .. _OmniSurfaceBase_geometry_normal: **Geometry Normal** This parameter replaces the surface geometric normal with the one evaluated from a map. "Geometry Normal" has no effects on the coating layer. +----------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_normal_foil.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_geometry_normal_gravel.jpg | | :alt: rtx_material_omnisurfacebase_geometry_normal_foil | :alt: rtx_material_omnisurfacebase_geometry_normal_gravel | | | | | Aluminum Foil | Beach Gravel | +----------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniSurfaceBase_geometry_displacement: **Displacement** This parameter sets the direction and distance of position modification of the surface. .. important:: This feature is not supported yet. Presets ^^^^^^^^^^^^^^^^^^^^^^ Base comes with an existing library of presets. These presets can be used as a starting point for creating new materials. +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_incandescent_bulb.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_brushed_metal.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_chrome.jpg | | :alt: rtx_material_omnisurfacebase_presets_incandescent_bulb | :alt: rtx_material_omnisurfacebase_presets_brushed_metal | :alt: rtx_material_omnisurfacebase_presets_chrome | | | | | | Incandescent Bulb | Brushed Metal | Chrome | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_copper.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_gold.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_foam.jpg | | :alt: rtx_material_omnisurfacebase_presets_copper | :alt: rtx_material_omnisurfacebase_presets_gold | :alt: rtx_material_omnisurfacebase_presets_foam | | | | | | Copper | Gold | Foam | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_rubber.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_jade.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_carpaint.jpg | | :alt: rtx_material_omnisurfacebase_presets_rubber | :alt: rtx_material_omnisurfacebase_presets_jade | :alt: rtx_material_omnisurfacebase_presets_carpaint | | | | | | Rubber | Jade | Car-Paint | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_carpaint_metallic.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_glossy_paint.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_two_tone_carpaint.jpg | | :alt: rtx_material_omnisurfacebase_presets_carpaint_metallic | :alt: rtx_material_omnisurfacebase_presets_glossy_paint | :alt: rtx_material_omnisurfacebase_presets_two_tone_carpaint | | | | | | Car-Paint Metallic | Glossy Paint | Two-tone Car-Paint | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_peanut_butter.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_skim_milk.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_whole_milk.jpg | | :alt: rtx_material_omnisurfacebase_presets_peanut_butter | :alt: rtx_material_omnisurfacebase_presets_skim_milk | :alt: rtx_material_omnisurfacebase_presets_whole_milk | | | | | | Peanut Butter | Skim Milk | Whole Milk | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_glossy_paint.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_two_tone_carpaint.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_chrome.jpg | | :alt: rtx_material_omnisurfacebase_presets_glossy_paint | :alt: rtx_material_omnisurfacebase_presets_two_tone_carpaint | :alt: rtx_material_omnisurfacebase_presets_chrome | | | | | | Glossy Paint | Two-tone Car-Paint | Chrome | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_ceramic.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_clay.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_plastic.jpg | | :alt: rtx_material_omnisurfacebase_presets_ceramic | :alt: rtx_material_omnisurfacebase_presets_clay | :alt: rtx_material_omnisurfacebase_presets_plastic | | | | | | Ceramic | Clay | Plastic | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_skin_1.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_skin_2.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_skin_3.jpg | | :alt: rtx_material_omnisurfacebase_presets_skin_1 | :alt: rtx_material_omnisurfacebase_presets_skin_2 | :alt: rtx_material_omnisurfacebase_presets_skin_3 | | | | | | Skin 1 | Skin 2 | Skin 3 | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_skin_4.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_velvet.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_honey.jpg | | :alt: rtx_material_omnisurfacebase_presets_skin_4 | :alt: rtx_material_omnisurfacebase_presets_velvet | :alt: rtx_material_omnisurfacebase_presets_honey | | | | | | Skin 4 | Velvet | Honey | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_maple_syrup.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_orange_juice.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_dusted_glass.jpg | | :alt: rtx_material_omnisurfacebase_presets_maple_syrup | :alt: rtx_material_omnisurfacebase_presets_orange_juice | :alt: rtx_material_omnisurfacebase_presets_dusted_glass | | | | | | Maple Syrup | Orange Juice | Dusted Glass | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_frosted_glass.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_glass.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_blood.jpg | | :alt: rtx_material_omnisurfacebase_presets_frosted_glass | :alt: rtx_material_omnisurfacebase_presets_glass | :alt: rtx_material_omnisurfacebase_presets_blood | | | | | | Frosted Glass | Glass | Blood | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_bubble.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_wax.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_polyethylene.jpg | | :alt: rtx_material_omnisurfacebase_presets_bubble | :alt: rtx_material_omnisurfacebase_presets_wax | :alt: rtx_material_omnisurfacebase_presets_polyethylene | | | | | | Bubble | Wax | Polyethylene | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_diamond.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_clear_water.jpg | .. figure:: /content/images/rtx_material_omnisurfacebase_presets_deep_water.jpg | | :alt: rtx_material_omnisurfacebase_presets_diamond | :alt: rtx_material_omnisurfacebase_presets_clear_water | :alt: rtx_material_omnisurfacebase_presets_deep_water | | | | | | Diamond | Clear Water | Deep Water | +--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------+ OmniHairBase ####################################### Overview ^^^^^^^^^^^^^^^^^^^^^^ **OmniHairBase** is a physically-based material designed base on Walt Disney's Hair and Fur Model [#]_, capable of modeling near-field stylistic and realistic hair, fur, and fiber. **OmniHairBase** comes with a small set of parameters with intuitive meanings, ranges and predictable results. It consists of the following sections: #. :ref:`Color ` #. :ref:`Specular (Specular reflection) ` #. :ref:`Diffuse (Diffuse Scattering) ` #. :ref:`Emission ` #. :ref:`Geometry (Opacity, Geometry normal, Displacement) ` Parameters ^^^^^^^^^^^^^^^^^^^^^^ .. _`OmniHairBase_Color`: Color ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Base ` base_color_weight float 1.0 :ref:`Color ` base_color color 1.0, 1.0, 1.0 :ref:`Melanin Presets ` melanin_concentration_preset enum melanin_concentration_custom :ref:`Melanin ` melanin_concentration float 1.0 :ref:`Melanin Redness ` melanin_redness float 0.5 :ref:`Melanin Randomize ` melanin_concentration_randomize float 0.0 ========================================================================================== ================================================= ============== ========================= The hair fiber absorption can be controlled by setting the color parameter or adjusting the melanin concentration parameter. .. note:: In the path-tracer mode, overlapping hair fibers with low melanin concentration or light-color dye may appear dark. To reduce the darkening, one may need to increase the *Max Bounces* setting. Please see :ref:`Render Settings` for more information. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_max_bounces_4.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_max_bounces_256.jpg | | :alt: rtx_material_omnihairbase_color_max_bounces_4 | :alt: rtx_material_omnihairbase_color_max_bounces_256 | | | | | Flamingo Hair Dye | Flamingo Hair Dye | | | | | Max Bounces: 4 | Max Bounces: 256 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. note:: In the |interactive_render| mode, to reduce the noise within hair fibers with low melanin concentration or light dye color, one may need to increase the *Total Samples per Pixel* setting. Please see :doc:`RTX Interactive (Path Tracing) mode render settings` for more information. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_tspp_8.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_tspp_32.jpg | | :alt: rtx_material_omnihairbase_color_tspp_8 | :alt: rtx_material_omnihairbase_color_tspp_32 | | | | | Icy Light Blue Hair Dye | Icy Light Blue Hair Dye | | | | | Total Samples per Pixel: 8 | Total Samples per Pixel: 32 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_tspp_64.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_tspp_256.jpg | | :alt: rtx_material_omnihairbase_color_tspp_64 | :alt: rtx_material_omnihairbase_color_tspp_256 | | | | | Icy Light Blue Hair Dye | Icy Light Blue Hair Dye | | | | | Total Samples per Pixel: 64 | Total Samples per Pixel: 256 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniHairBase_base_color_weight: **Base** This parameter sets the brightness of the hair fiber color. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_base_w0p1.jpg | .. figure:: /content/images/rtx_material_omnihairbase_base_w0p25.jpg | | :alt: rtx_material_omnihairbase_base_w0p1 | :alt: rtx_material_omnihairbase_base_w0p25 | | | | | Green Ombre Dye | Green Ombre Dye | | | | | Base: 0.1 | Base: 0.25 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_base_w0p5.jpg | .. figure:: /content/images/rtx_material_omnihairbase_base_w1p0.jpg | | :alt: rtx_material_omnihairbase_base_w0p5 | :alt: rtx_material_omnihairbase_base_w1p0 | | | | | Green Ombre Dye | Green Ombre Dye | | | | | Base: 0.5 | Base: 1.0 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniHairBase_base_color: **Color** This parameter sets the hair fiber color by adjusting the absorption within the hair fiber volume. The color parameter can create a dyed or art-directed hair look. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_pretty_purple.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_rainbow.jpg | | :alt: rtx_material_omnihairbase_color_pretty_purple | :alt: rtx_material_omnihairbase_color_rainbow | | | | | Pretty Purple | Rainbow | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. note:: For dyed hair, one should set the melanin concentration parameter to 0.0; otherwise, melanin and pheomelanin will darken the dye color. .. tip:: For realistic hair color, set this parameter to white, and adjust the melanin concentration parameter instead. .. _OmniHairBase_melanin_concentration_preset: **Melanin Presets** This parameter presents a list of known melanin concentration values for different hair types. One can use a custom melanin concentration by setting this parameter to melanin_concentration_custom and enter a value for the melanin concentration parameter. Melanin concentration "presets" are including: ====================== ======================= Fiber Color Melanin Concentration ====================== ======================= White 0.0 Platinum Blond 0.0025 Light Blonde 0.10 Dark Blonde 0.30 Dark Brown 0.65 Black 1.0 ====================== ======================= .. _OmniHairBase_melanin_concentration: **Melanin** This parameter sets the melanin concentration, which controls the hair fiber’s primary color. At 0.0, hair fiber appears completely translucent, while at 1.0, pigments blocking refracted rays. Thus the hair fiber becomes black. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p025.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p05.jpg | | :alt: rtx_material_omnihairbase_color_melanin_0p025 | :alt: rtx_material_omnihairbase_color_melanin_0p05 | | | | | Platinum Blonde / Silver | Shimmering Sands Light Blonde | | | | | Melanin Concentration: 0.025 | Melanin Concentration: 0.05 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p1.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p2.jpg | | :alt: rtx_material_omnihairbase_color_melanin_0p1 | :alt: rtx_material_omnihairbase_color_melanin_0p2 | | | | | Sun-Kissed Light Blonde | Blonde | | | | | Melanin Concentration: 0.1 | Melanin Concentration: 0.2 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p35.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p5.jpg | | :alt: rtx_material_omnihairbase_color_melanin_0p35 | :alt: rtx_material_omnihairbase_color_melanin_0p5 | | | | | Light Brown | Brown | | | | | Melanin Concentration: 0.35 | Melanin Concentration: 0.5 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_0p75.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_1p0.jpg | | :alt: rtx_material_omnihairbase_color_melanin_0p75 | :alt: rtx_material_omnihairbase_color_melanin_1p0 | | | | | Dark Brown | The Crow - Black | | | | | Melanin Concentration: 0.75 | Melanin Concentration: 1.0 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniHairBase_melanin_redness: **Melanin Redness (Pheomelanin)** This parameter sets the melanin redness, which is the ratio between brown eumelanin and red pheomelanin. At higher values, the hair fiber becomes redder. The melanin redness has no effects when the melanin concentration parameter is 0.0. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_redness_0p0.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_redness_0p5.jpg | | :alt: rtx_material_omnihairbase_color_melanin_redness_0p0 | :alt: rtx_material_omnihairbase_color_melanin_redness_0p5 | | | | | | | | Melanin Redness (Pheomelanin): 0.0 | Melanin Redness (Pheomelanin): 0.5 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_redness_0p75.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_redness_1p0.jpg | | :alt: rtx_material_omnihairbase_color_melanin_redness_0p75 | :alt: rtx_material_omnihairbase_color_melanin_redness_1p0 | | | | | | | | Melanin Redness (Pheomelanin): 0.75 | Melanin Redness (Pheomelanin): 1.0 | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ .. _OmniHairBase_melanin_concentration_randomize: **Melanin Randomize** This parameter randomizes the amount of melanin concentration within hair fibers. .. note:: The melanin randomization is not supported yet, one may map a texture noise to the melanin concentration parameter instead. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_randomization_0p0.jpg | .. figure:: /content/images/rtx_material_omnihairbase_color_melanin_randomization_1p0.jpg | | :alt: rtx_material_omnihairbase_color_melanin_randomization_0p0 | :alt: rtx_material_omnihairbase_color_melanin_randomization_1p0 | | | | | | | | Melanin Randomization: 0.0 | Melanin Randomization: 1.0 | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _`OmniHairBase_Specular (Specular reflection)`: Specular (Specular reflection) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Roughness ` specular_reflection_roughness float 0.2 :ref:`Anisotropic Roughness ` specular_reflection_anisotropic_roughness bool false :ref:`Azimuthal Roughness ` specular_reflection_azimuthal_roughness float 0.2 :ref:`IOR Preset ` specular_reflection_ior_preset enum ior_custom :ref:`IOR ` specular_reflection_ior float 1.55 :ref:`Shift (deg) ` specular_reflection_shift float 3.0 ========================================================================================== ================================================= ============== ========================= This hair model classifies light paths based on the number of internal reflections. Light paths are named after their event type. The first three light paths are R, TT, and TRT, where R indicates a reflection and T a transmission event. These primary light paths are modeled as separate lobes with a dedicated longitudinal and azimuthal roughness. In contrast, longer light paths are implicitly accounted for a fourth lobe without additional parameters. While the fourth lobe needs no azimuthal roughness, the longitudinal roughness of the fourth lobe is set to longitudinal roughness of the "third lobe". .. _OmniHairBase_specular_reflection_roughness: **Roughness** This parameter sets the longitudinal roughness of the reflection along the hair fiber. At 0.0, reflection becomes sharp and bright, while at 1.0, a deviation based on specular_reflection_shift in degrees, for a very rough reflection. +------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_roughness_w0p2.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_roughness_w0p3.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_roughness_w0p2 | :alt: rtx_material_omnihairbase_specular_reflection_roughness_w0p3 | | | | | | | | Roughness: 0.2 | Roughness: 0.3 | +------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_roughness_w0p4.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_roughness_w0p5.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_roughness_w0p4 | :alt: rtx_material_omnihairbase_specular_reflection_roughness_w0p5 | | | | | | | | Roughness: 0.4 | Roughness: 0.5 | +------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+ .. _OmniHairBase_specular_reflection_anisotropic_roughness: **Anisotropic Roughness** This parameter enables the use of the azimuthal roughness parameter. When disabled, the roughness parameter controls both longitudinal and azimuthal roughness. .. _OmniHairBase_specular_reflection_azimuthal_roughness: **Azimuthal Roughness** This parameter sets the azimuthal roughness of the reflection in the hair fiber's tangent direction when the anisotropic roughness parameter is enabled. At a lower value, the reflection looks sharp, while at a higher value, reflection wraps around the hair fiber, giving a smoother look. One could consider azimuthal roughness as a phase function of the hair fiber's volume, which changes the translucency and affects the multiple scattering albedo. +----------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p0.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p1.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p0 | :alt: rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p1 | | | | | Azimuthal Roughness: 0.0 | Azimuthal Roughness: 0.1 | | | | | Anisotropic Roughness: Disabled | Anisotropic Roughness: Enabled | | | | | Roughness: 0.2 | Roughness: 0.2 | +----------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p3.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p5.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p3 | :alt: rtx_material_omnihairbase_specular_reflection_azimuthal_roughness_w0p5 | | | | | Azimuthal Roughness: 0.3 | Azimuthal Roughness: 0.5 | | | | | Anisotropic Roughness: Enabled | Anisotropic Roughness: Enabled | | | | | Roughness: 0.2 | Roughness: 0.2 | +----------------------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------+ .. _OmniHairBase_specular_reflection_ior_preset: **IOR Preset** This parameter presents a list of known IORs (index of refractions) for various materials, including hair and wet hair. One can use custom IOR by setting this parameter to ior_custom and a value for the specular reflection’s IOR parameter. .. _OmniHairBase_specular_reflection_ior: **IOR** This parameter sets the index of refraction. Individual hair fibers are modeled as dielectric cylinders, with hair fiber reflecting off and transmitting into the fiber depending on the IOR. At a lower IOR value, hair fibers exhibit strong forward scattering, while at a higher IOR value, stronger reflection. .. tip:: The IOR for typical human hair is about 1.55. A lower value can give hair fibers a muted look, while a higher value gives a wet look. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_ior_muted.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_ior_wet.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_ior_muted | :alt: rtx_material_omnihairbase_specular_reflection_ior_wet | | | | | Muted and thick hair | Wet hair | | | | | IOR: 1.2 | IOR: 1.8 | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniHairBase_specular_reflection_shift: **Shift (degree)** This parameter sets the angle of the hair fiber’s scales. values above 0.0 shift the primary and the secondary specular reflections away from the hair fiber’s root, while values less than 0.0 shift the specular reflection toward the root. Recommended values for human hair [#]_ : ====================== ======================= Hair Origin Scale angle (degrees) ====================== ======================= Piedmont 2.8 ± 0.2 Light brown European 2.9 ± 0.3 Dark brown European 3.0 ± 0.2 Indian 3.7 ± 0.3 Japanese 3.6 ± 0.3 Chinese 3.6 ± 0.4 African-American 2.3 ± 0.4 ====================== ======================= +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_shift_05.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_shift_10.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_shift_05 | :alt: rtx_material_omnihairbase_specular_reflection_shift_10 | | | | | Shift (degree): 5.0 | Shift (degree): 10.0 | +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_shift_15.jpg | .. figure:: /content/images/rtx_material_omnihairbase_specular_reflection_shift_20.jpg | | :alt: rtx_material_omnihairbase_specular_reflection_shift_15 | :alt: rtx_material_omnihairbase_specular_reflection_shift_20 | | | | | Shift (degree): 15.0 | Shift (degree): 20.0 | +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ .. _`OmniHairBase_Diffuse (Diffuse Scattering)`: Diffuse (Diffuse Scattering) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` diffuse_reflection_weight float 0.0 :ref:`Color ` diffuse_reflection_color color 1.0, 1.0, 1.0 ========================================================================================== ================================================= ============== ========================= It adds a Lambertian diffuse component for greater control over the look of hair fibers. .. _OmniHairBase_diffuse_reflection_weight: **Weight** This parameter sets the weight of the additional diffuse reflection component. At 0.0, the hair fiber exhibits specular scattering, while at 1.0, completely diffuse scattering. .. note:: A healthy-looking human hair fiber does not have any diffuse component. However, the diffuse component can create effects such as makeup, dirty or damaged hair, and fabric threads. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_diffuse_scattering_w0p1.jpg | .. figure:: /content/images/rtx_material_omnihairbase_diffuse_scattering_w1p0.jpg | | :alt: rtx_material_omnihairbase_diffuse_scattering_w0p1 | :alt: rtx_material_omnihairbase_diffuse_scattering_w1p0 | | | | | Weight: 0.1 | Weight: 1.0 | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniHairBase_diffuse_reflection_color: **Color** This parameter sets the color of the diffuse scattering component. +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_diffuse_scattering_color.jpg | .. figure:: /content/images/rtx_material_omnihairbase_diffuse_scattering_color_animal.jpg | | :alt: rtx_material_omnihairbase_diffuse_scattering_color | :alt: rtx_material_omnihairbase_diffuse_scattering_color_animal | | | | | Color: Texture | Color: Texture | +----------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _`OmniHairBase_Emission`: Emission ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Weight ` emission_weight float 0.0 :ref:`Emission Mode ` emission_mode enum emission_lx :ref:`Intensity ` emission_intensity float 1.0 :ref:`Color ` emission_color color 1.0, 1.0, 1.0 :ref:`Use Temperature ` emission_use_temperature bool false :ref:`Temperature ` emission_temperature float 6500.0 ========================================================================================== ================================================= ============== ========================= This layer adds an additional directionally uniform EDF, which describes the light-emitting properties of the surface. .. note:: Realistic hair fibers do not have any emissive property, and these are just for artistic control. .. note:: In the |interactive_render| mode, to reduce the noise in the indirectly lit area using emissive materials, one may need to increase the *Total Samples per Pixel*. Please see :doc:`RTX Interactive (Path Tracing) mode render settings` for more information. .. _OmniHairBase_emission_weight: **Weight** This parameter sets the amount of light emission from the surface. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_emission_weight_0p1.jpg | .. figure:: /content/images/rtx_material_omnihairbase_emission_weight_0p6.jpg | | :alt: rtx_material_omnihairbase_emission_weight_0p1 | :alt: rtx_material_omnihairbase_emission_weight_0p6 | | | | | Weight: 0.1 | Weight: 0.6 | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniHairBase_emission_mode: **Emission Mode** This parameter specifies the physical units to use for the emission intensity. 1. "Nit" is the unit of *luminance* and describes the surface power of a visible light source. The overall illumination of the scene changes depends on the size of the light source. One nit is equal to *one candela per square meter*. 1 nit = 1 cd/m^2 The candela per square meter is the base unit of *luminance*. *Candela* is the base unit for luminous intensity. A light source that emits one candela of luminous intensity onto an area of one square meter has a luminance of one candela per square meter or one nit. As an example, a calibrated monitor has a brightness of 120 cd/m^2 or 120 nits. 2. "Lux" is the unit of *illuminance* and describes the total amount of visible light that a light source emits. The overall illumination of the scene does not change depending on the size of the light source. One lux is equal to *one lumen per square meter*. 1 lux = 1 lm/m^2 A light source that emits one candela of luminous intensity from an area of one steradian has a luminous flux of one lumen. A light source that emits one lumen of luminous flux onto an area of one square meter has an illuminance of one lux. As an example, very bright sunlight has a brightness of 120,000 lux. .. _OmniHairBase_emission_intensity: **Intensity** This parameter sets the emission intensity. The emission mode parameter sets the physical unit for this parameter. A few examples of illuminance under various lighting conditions: ====================== ======================= Lighting Condition Illuminance (lx) ====================== ======================= Sunlight 100,000 - 120,000 Daylight 10,000 - 25,000 Overcast 1000 Twilight 10 Full moon 0.05 – 0.3 Ceiling lamp 400 - 800 Table lamp 200 - 300 Candle light 12.57 ====================== ======================= .. _OmniHairBase_emission_color: **Color** This parameter sets the emission color. +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_emission_color_rainbow.jpg | .. figure:: /content/images/rtx_material_omnihairbase_emission_color_pattern.jpg | | :alt: rtx_material_omnihairbase_emission_color_rainbow | :alt: rtx_material_omnihairbase_emission_color_pattern | | | | | Color: Texture | Color: Texture | +---------------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+ .. _OmniHairBase_emission_use_temperature: **Use Temperature** Enable the use of color temperature value instead of color. .. note:: This parameter will override the default emission color, including any textures assigned to the emission color parameter. .. _OmniHairBase_emission_temperature: **Temperature** This parameter specifies emission color using a color temperature in the Kelvin unit. Lower values are warmer, i.e., redder, while higher values are cooler, i.e., bluer. The default value of 6500K is close to D65 illuminant, the white point in sRGB and Rec. 709 color spaces. +-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_emission_temperature_2700.jpg | .. figure:: /content/images/rtx_material_omnihairbase_emission_temperature_4000.jpg | .. figure:: /content/images/rtx_material_omnihairbase_emission_temperature_6500.jpg | | :alt: rtx_material_omnihairbase_emission_temperature_2700 | :alt: rtx_material_omnihairbase_emission_temperature_4000 | :alt: rtx_material_omnihairbase_emission_temperature_6500 | | | | | | Emission Temperature: 2700.0 | Emission Temperature: 4000.0 | Emission Temperature: 6500.0 | | | | | | Use Temperature: Enabled | Use Temperature: Enabled | Use Temperature: Enabled | +-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ .. _`OmniHairBase_Geometry (Opacity, Geometry normal, Displacement)`: Geometry (Opacity, Geometry normal, Displacement) ******************************************************************************** ========================================================================================== ================================================= ============== ========================= Display Name Name Type Default ========================================================================================== ================================================= ============== ========================= :ref:`Enable Opacity ` enable_opacity bool false :ref:`Opacity ` geometry_opacity float 1.0 :ref:`Opacity Threshold ` geometry_opacity_threshold float 0.0 :ref:`Geometry Normal ` geometry_normal float3 state::normal() :ref:`Displacement ` geometry_displacement float3 0.0, 0.0, 0.0 ========================================================================================== ================================================= ============== ========================= .. _OmniHairBase_enable_opacity: **Enable Opacity** Enables the use of opacity .. _OmniHairBase_geometry_opacity: **Opacity** This parameter controls the travel of rays through the surface. At 0.0, the surface is invisible to the cameras, while at 1.0, it is completely opaque. .. note:: Although it is not physically correct, one may reduce the opacity to create softer-looking hair fibers at the cost of increased render time. +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_geometry_opacity_1p0.jpg | .. figure:: /content/images/rtx_material_omnihairbase_geometry_opacity_0p5.jpg | | :alt: rtx_material_omnihairbase_geometry_opacity_1p0 | :alt: rtx_material_omnihairbase_geometry_opacity_0p5 | | | | | Full Look | 50% Hair-Thinning | | | | | Opacity: 1.0 | Opacity: 0.5 | +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_geometry_opacity_0p25.jpg | .. figure:: /content/images/rtx_material_omnihairbase_geometry_opacity_haircut.jpg | | :alt: rtx_material_omnihairbase_geometry_opacity_0p25 | :alt: rtx_material_omnihairbase_geometry_opacity_haircut | | | | | 75% Hair-Thinning | Haircut | | | | | Opacity: 0.25 | Opacity: Texture | +------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------+ .. _OmniHairBase_geometry_opacity_threshold: **Opacity Threshold** This parameter controls the opacity threshold. At a value lower or equal to the opacity map, the surface renders completely transparent. At a value greater than the opacity, the surface renders fully opaque. .. _OmniHairBase_geometry_normal: **Geometry Normal** This parameter replaces the surface geometric normal with the one evaluated from a map. .. _OmniHairBase_geometry_displacement: **Displacement** This parameter sets the direction and distance of position modification of the surface. .. important:: This feature is not supported yet. Presets ^^^^^^^^^^^^^^^^^^^^^^ OmniHarBase comes with an existing library of presets. These presets can be used as a starting point for creating a new hair look. +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_presets_black.jpg | .. figure:: /content/images/rtx_material_omnihairbase_presets_auburn.jpg | | :alt: rtx_material_omnihairbase_presets_black | :alt: rtx_material_omnihairbase_presets_auburn | | | | | Black | Auburn | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ | .. figure:: /content/images/rtx_material_omnihairbase_presets_brown.jpg | .. figure:: /content/images/rtx_material_omnihairbase_presets_blonde.jpg | | :alt: rtx_material_omnihairbase_presets_brown | :alt: rtx_material_omnihairbase_presets_blonde | | | | | Brown | Blonde | +---------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+ References ################## .. [#] Georgiev, I, Portsmouth, J., Zap, A., Herubel, A., King, A., Ogaki, S. and Servant, F. (2019), Autodesk Standard Surface. Autodesk White Paper. .. [#] Chiang, M. J., Bitterli, B., Tappan, C. and Burley, B. (2016), A Practical and Controllable Hair and Fur Model for Production Path Tracing. Computer Graphics Forum, 35: 275-283. .. [#] Keis, K., Ramaprasad, K.R. and Kamath, Y.K. (2004), Studies of light scattering from ethnic hair fibers. J Cosmet Sci. 55(1): 49-63. PMID: 15037920. Color Space ################# Texture Slots in |apps| contain a dropdown allowing the selection of color-space. Choosing the correct color space is critical to correct visual output and should be set to match the Color Space of the image being used. As a general rule, data images like Normal, Roughness, Metallic, etc. are best using RAW while full color images like Base/Diffuse Color should be set to sRGB. Auto can be used to help guess the color space but should be used cautiously as it can guess incorrectly based on several factors. ======================= ==================================================== Color Space Result ======================= ==================================================== Auto | Assigns the Color Space based on metadata or bit depth of the image. | Checks for gamma or color space metadata in the texture file. If the | texture is 8-bit or has 3 channels or if it is 8-bit and has 4 | channels, the image is read in sRGB. Otherwise read the image in RAW. sRGB | Applies sRGB to Linear color transformation. RAW | Uses texture data as it's read from the file. ======================= ==================================================== Applying Materials ---------------------------------- In order to assign a material to an object, the material must be added to your stage. This can be accomplished several ways. Using drag and drop, you can drag your material to an empty part of the Viewport or to the Stage panel. If you wish to use one our the Omniverse materials, you can use the Create menu. .. image:: /content/images/kit_materials_apply_material_search.png :align: center :alt: Material List Once a material is in the scene, the material can be assigned to any location. With your object or scene location selected, you can assign the material by going to the Details panel and selecting your material in the dropdown under **Materials on selected models**. If an scene has multiple material, a searchable list box will open so you can select the appropriate material to assign. You can scroll through the list of materials or type the name or partial name of your material. Apply a Material to a Mesh ################################# #. Select the mesh you want to apply a material to. #. In the details panel look for the heading "Materials on selected models" #. In the dropdown under that heading select the material you wish to apply. #. At this point your material is applied to the selected mesh and adjustment of the material inputs should present themselves as changes occur. Search Material List ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Sometimes the dropdown list can become exhaustive in length, a search widget found at the top of the dropdown can help alleviate this issue. .. image:: /content/images/kit_ui_material-search.gif While menu dropped down: #. Select Search bar at top top of drop-down panel. #. Type character string in material name. #. Select appropriate material. Drag and Drop Assignment ############################### In |composer|, materials can be dragged from the stage and dropped onto assets or prims based on the selection mode you are in. - If you have Object Selection Mode enabled, dragging a material from the stage onto an object will replace the material of ALL prims that make up the selected asset. - If you have Prim Selection Mode, dragging a material from the stage to an object will replace the prim where the material is dropped. Creating Materials -------------------------- Materials can be easily created in |composer| using the Create > Materials menu. Creating materials can be done in 2 common ways. #. Create a material on a mesh : This method is when you want to create a material in your scene AND apply it to selected meshe(s). #. Create a Material in a scene : This method simply creates a material inside the scene's look folder but does NOT apply it to a mesh. .. note:: IF your model does not have UVs, you will need to enable "World Space UV" to display textures. Create Material on Mesh ################################# For a quick easy way to apply a new material to your mesh you can create and automatically apply the material by simply selecting a mesh or several meshes before creating a new material. #. Select the mesh you want to apply a material to. #. Select Create > Material > Omni PBR, Omni Glass, etc. #. In the status bar (bottom right of screen), you will likely see a 0% bar for a few moments. Wait until it completes and disappears to confirm it is fully loaded. #. In the Stage window, Select the Looks folder and Find the shader you selected (ie: Omni PBR). Feel free to rename this as desired. #. If the material is fully loaded, you should see inputs for the material in the Details panel. #. At this point your material is applied to the selected mesh and adjustment of the inputs should present themselves as changes occur. Create Material in Scene ############################### There are times when you may want to pre-build a series of MDL's and you do not want to select the meshes each time as a needed step. In this case, you can simply create the materials first, fill them in, and later apply the materials to selected objects. #. Deselect all by left clicking a blank area in either the Stage or the Viewport. #. Select Create > Material > Omni PBR #. In the status bar (bottom right of screen), you will likely see a 0% bar for a few moments. Wait until it completes and disappears to confirm it is fully loaded. #. In the Stage window, Select the Looks folder and Find the shader you selected (ie: Omni PBR). Feel free to rename this as desired. #. If the material is fully loaded, you should see inputs for the material in the Details panel. #. You can now fill in the materials input properties as needed to set it to your desired materials look however it has not been applied yet and will not display. Material Selection -------------------------- As materials are an intricate part of the visual process, |composer| has several selection methods for working with Materials. Looks ################ Whenever a material is added to a scene, it will be stored in a "looks" directory in your Stage. This is where all material references are shown and managed. .. Note:: When a USD is nested, it will carry its looks folder with it. Therefore it is possible to have several looks folders in the appearing in stage, one for each imported USD is possible. Scene Material Quick Linking ##################################### .. image:: /content/images/kit_materials_locate_material.png :align: center With an asset selected, Click the arrow to right of material input to "jump" to the bound material. .. Tip:: You can use click the shader ball in lieu of the Arrow for quicker clicking! .. image:: /content/images/kit_materials_locate_material_2.png :align: center Users now can easily edit the attached material. Locate MDLs on your Nucleus #################################### Floating MDLs (MDLs existing in a reachable Nucleus Path) can be quickly located from the stage. Select a **Shader** in the scene and locate the Details panel. .. image:: /content/images/kit_materials_find_mdl.png :align: center Select the Right Arrow next to the module will quickly jump the Content Browser to the MDLs location on the nucleus. .. image:: /content/images/kit_materials_find_mdl_2.png :align: center .. Tip:: Using the Folder icon will allow reassignment to a different MDL. .. Note:: Locating MDLs with this method only works if your material exists on the Nucleus, therefore materials generated from the "Create" panel will not by located by this method as they exist as direct system references and not a particular location. Finding Objects attached to a Material ############################################ Selecting all objects bound with a specific material in your current scene can be quite useful at times. .. image:: /content/images/kit_materials_locate_objects_from_material.png :align: center In the Stage, Right Click on a material and choose "Select Bound Objects". .. image:: /content/images/kit_materials_locate_objects_from_material_2.png :align: center Material Swap --------------------------- Allows you quickly swap one material for another while maintaining any USD connections for the target material. .. image:: /content/images/kit_materials_material-swap_interface.png :align: center :alt: Omniverse Web Layout Choose a Target Material ############################# To use the material swap tool, simply select a material you wish to replace in your content browser, then while highlighted, select "User Selected". The Material to replace input window should now reflect the path to the material you expect to replace. Choose a Source Material ############################### Next, choose a material in your browser you wish to use to replace. Press User Selected again to populate the input with the path to the source material. Swap #################### Once swapped, the target material should now have the same properties and settings as the source material. Any assets using this material will be updated. UDIM Support --------------------------- Overview ################# |composer| has UDIM support done in a way that is both convenient and powerful. By using the standard naming conventions used in a typical UDIM scenario, you simply replace the UDIM number with on ANY texture file input to invoke UDIM support. Using UDIM's in |composer| (Video) ############################################# .. raw:: html
Drag and Drop assignment of UDIM sequences ############################################## By default, file sequences of UDIM textures are displayed in the Content Browser as discreet file names and thumbnails. UDIM sequences can be displayed compactly through the Options dialog. Enabling **Display UDIM Sequence** displays the sequence as a single file name with the UDIM tile numbers replaced with the UDIM token. Dragging and dropping the sequence to a texture parameter on a material inserts the sequence into the material. .. image:: /content/images/udim_display_ON.png :align: center To open Options, click the 3 lines in the upper right of the Content Browser. **Display UDIM Sequence** is persistant and will save with your configuration. Manually replacing the UDIM frame number with the UDIM token is still applicable to any MDL parameter texture input. Example UDIM Sequence ############################# If you have a sequence of textures slated for use in a UDIM prepared mesh like this... my_texture.1001.png my_texture.1002.png my_texture.1003.png Simply replace the number with in any MDL texture input dialogue. my_texture..png .. note:: Using UDIMs instead of multiple material assignments can benefit larger scenes/meshes by easing the assignment of a multitude of textures by its naturally automated process. Primvars ----------------------- .. image:: /content/images/primvars.png :align: center Primvars are additional data attached to a geometric object. The data is defined as a USD token and value pair and can be accessed using an MDL data_lookup node in the Material Editor. The data can then be used to drive shading parameters for rendering. .. raw:: html
Expanding Your Library --------------------------------- You can expand your library of MDLs by writing your own custom MDLs and importing them. You can also use Substance Designer to develop MDLs using a visual interface. For more information on Writing your Own MDLs `NVIDIA MDL Language Specification `_ For more information on Substance Designer and MDL `Substance & MDL `_ MDL in Substance (Video) ############################# These videos show how to begin your journey into creating MDL files in Substance Designer. Once created they can then be used in |composer| by copying the created MDL into your Omniverse Server. Part 1 .. raw:: html
Part 2 .. raw:: html