Flexible Material Model

../../../../_images/ext_material_graph-flex-material.jpg

MDL Identifier: core_definitions::flex_material_v2

Description: A complex material that can be configured for a wide variety of looks.

Display Name

Type

Parameter

Default

Description

Base Color

color

base_color

color(0.5)

The color of the material

Diffuse Roughness

float

diffuse_roughness

0.0

Higher roughness values lead to a more “powdery” look

Metallic Material

float

is_metal

0.0

If 1.0, reflection will be colored and independent of view direction. If 0.0, reflection will be white and direction dependent. Directional dependence is in this case based on the IOR (Fresnel effect).

Reflection Weight

float

reflectivity

1.0

Controls the amount of reflection

Reflection Roughness

float

reflection_roughness

0.3

Higher roughness values lead to more blurry reflections

Reflection Anisotropy

float

anisotropy

0.0

Higher values will stretch the highlight

Anisotropy Rotation

float

anisotropy_rotation

0.0

Changes the orientation of the anisotropy. A value of 1 will rotate the orientation 360 degrees.

Transmission Weight

float

transparency

0.0

Weights how much light passes through the object compared to its diffuse reflectivity.

Transmission Color

color

transmission_color

color(1.0)

Color effect for transmission independent of thickness of the object, similar to stained glass.

Volume Color

uniform_color

volume_color

color(1.0)

If the material is not “Thin walled”, “Volume color” will be reached at “Volume reference distance” (m).

Transmission Roughness

float

transmission_roughness

0.0

Higher values lead to objects seen through the material to appear blurry

Volume Reference Distance

uniform_float

base_thickness

0.1

If the material is not “Thin walled”, “Volume color” will be reached at this distance (m). Enter a typical thickness of objects made of this material here.

IOR

uniform_float

ior

1.5

Determines refraction in the volume. It also influences the reflectivity for materials that are not metallic.

Thin Walled

uniform_bool

thin_walled

false

Thin walled materials do not refract and do not have volume effects. Good for soap bubbles or window glass.

Bumps

float3

normal

state::normal()

Attach bump or normal maps here

Abbe Number

uniform_float

abbe_number

0.0

Controls dispersion. A value of 0 switches dispersion off. Dispersive materials have Abbe numbers between 25 and 85