LMMetal

LMMetal

images/renderman-gold.jpg

The LMMetal substrate provides a basic template for creating metallic surfaces. Presets for specific materials (gold, copper, silver, etc.) are provided for the Refractive Index and Extinction Coefficient parameters.

images/pxrLM/metalPresetsUI.png

The LMMetal Presets menu in RfM

Generally, the default color can be left as is and the look is manipulated via the Refractive Index and Extinction Coefficient, which manipulate the material's Fresnel response. For metallic materials the Extinction Coefficient is typically in the 2.0 - 3.5 range.

images/pxrLM/lmMetalPresets.png

LMMetal

Parameters

Overlay

Connect a PxrLMLayer or PxrLMMixer node here to apply one or more layers atop the metal substrate.

RIB: struct lmlayer

Refractive Index

Refractive Index is the dielectric index of refraction for the material. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers.

RIB: color eta
Default: 4.369684 2.916713 1.654698

Extinction Coefficient

Extinction Coefficient is a second refractive index for the material useful for characterizing metallic behaviors. Channel values for this parameter typically lie in the range 1 - 3. Since we support 3 color values to capture the spectral effect presets may be prefered over color pickers. When 0, the material reacts as a dielectric (glass, clearcoat)> When non-zero, the material responds as a conductor would.

RIB: color kappa
Default: 5.20643 4.231366 3.754969

Roughness

Controls the sharpness of highlights and reflections. This may range from 0.0 to 1.0.

RIB: float roughness
Default: 0.1

Anisotropy

Controls the shape of the specular highlights and reflections. At 0.0 the shape is circular. Values from -1.0 to 1.0 produce the range of ellipses from fat to tall. The direction of anisotropy can also be controlled by your model texture parameters and by the Shading Tangent parameter. This value can range from -1.0 to 1.0.

RIB: float anisotropy
Default: 0.0

Specular Color

Provides an additional coloration tint atop the reflection colors produced by the Fresnel Refractive Index and Extinction parameters. Usually its best to leave this value to its default white hue but use this parameter to control the strength of the reflections.

RIB: color specularColor
Default: 1.0 1.0 1.0

Bump

Connect a PxrBump node here if you need bump or normal-mapped normals. Note that layers can override this value as well as apply independent bump to the diffuse or clearcoat channels. Only valid when provided as a texture/connection.

RIB: normal bumpNormal
Default: 0.0 0.0 0.0

Shading Tangent

Controls the anisotropy direction. Only valid when provided as a texture/connection.

RIB: vector shadingTangent
Default: 0.0 0.0 0.0

Presence

Connect a mask function here to apply a cutout pattern to your object. Presence is defined as a binary (0 or 1) function that can take on continuous values to antialias the shape. Useful for modeling leaves and other thin, complex shapes.

IMPORTANT NOTE: This value should be either 0 or 1. A value between 0 and 1 will produce unwanted noise !!!

RIB: float presence
Default: 1.0

Input AOV

Connect an AOV pattern like PxrMatteID to trigger AOV output. Note: In Maya, you will also need to declare the relevant outputs in the Render Globals.

RIB: int inputAOV
Default: 0