LMPlastic

LMPlastic

images/pxrLM/lmPlasticArmyDudes.png

LMPlastic Army Dudes

Parameters

Overlay

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

RIB: struct lmlayer

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

Plug here a MatteID node to populate its associated AOV channel for objects associated with this shading instance.

RIB: int inputAOV
Default: 0

Sample Light Emission

If this shader is associated with an area light source checking this box (in Maya) will trigger the extra computation to make the light emission visible to camera rays. This parameter has no effect if the light is not visible or if there is no light shader associated with the object.

RIB: int sampleLightEmission
Default: 0

Diffuse

Color

The color of the diffuse material. Sometimes referred to as albedo. To be physically plausible, the diffuse and specular colors should sum to less than 1. Materials should be brightened with light, not material response.

RIB: color diffuseColor
Default: 0.4 0.4 0.4

Roughness

Controls the diffuse roughness of the material. A value of 0 represents classic Lambertian shading model. Non-zero values increase the microfacet roughness as proscribed by the Oren-Nayar shading model.

RIB: float diffuseRoughness
Default: 0.0

Translucence

Controls the amount of light diffusely transmitted across the surface. This effect is usually applied to thin, leaf-like, objects. When non- zero, the shadows of your object are colored by diffuseColor.

RIB: float translucence
Default: 0.0

Sheen

Controls the diffuse retro-reflection effect. This can be used to simulate fuzz, velvet or carpet.

RIB: color sheen
Default: 0.0 0.0 0.0

Incandescence

Controls the incandescence, or glow, of the material.

RIB: color incandescence
Default: 0.0 0.0 0.0

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 specular or clearcoat channels.

RIB: normal diffuseNn
Default: 0.0 0.0 0.0

Specular

Color

The specular reflectivity of the plastic. To be physically plausible, the diffuse and specular colors should sum to less than 1. Materials should be brightened with light, not material response.

RIB: color specularColor
Default: 0.6 0.6 0.6

Roughness

Controls the specular roughness of the material.

RIB: float specularRoughness
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 specularAnisotropy
Default: 0.0

Refractive Index

Refractive is the dielectric index of refraction for the material. For dielectric materials like plastic, changing this value primary affects the amount reflectivity as the light or camera positions relates to the surface normal. 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 specularEta
Default: 1.5 1.5 1.5

Bump

Connect a PxrBump node here if you need bump or normal-mapped normals for your specular. Note that layers can override this value as well as apply independent bump to the specular or clearcoat channels.

RIB: normal specularNn
Default: 0.0 0.0 0.0

Shading Tangent

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

RIB: vector specularTn
Default: 0.0 0.0 0.0

Clear Coat

Color

The clearcoat models a dielectric coating material, so does not exhibit colored highlights and reflections. The clearcoat color governs the amount of the clearcoat effect to apply. The default black color results in no clear coat.

RIB: color clearcoatColor
Default: 0.0 0.0 0.0

Roughness

Controls the sharpness of the clearcoat highlights and reflections. This value can range from 0.01 to 1.0.

RIB: float clearcoatRoughness
Default: 0.01

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 shadingTangent parameter. This value can range from -1.0 to 1.0.

RIB: float clearcoatAnisotropy
Default: 0.0

Refractive Index

Since clearcoat is a dieletric, we provide a single index of refraction to control the reflection response. Typical values for eta might be in the same range as for glass: 1.5-1.8.

RIB: float clearcoatEta
Default: 1.3

Thickness

Controls the thickness of the clearcoat, which affects how much the under-materials are affected by the clearcoat color. This value can range from 0.0 to 5.0.

RIB: float clearcoatThickness
Default: 0.0

Transmission

Controls the amount and color of light absorpted by the clearcoat. Interoperates with thickness to produce a variety of aging the coating effects.

RIB: color clearcoatTransmission
Default: 1.0 1.0 1.0

Bump

Connect a PxrBump node here if you need bump or normal-mapped normals for your clearcoat. Note that layers can override this value as well as apply independent bump to the specular or clearcoat channels.

RIB: normal clearcoatNn
Default: 0.0 0.0 0.0

Shading Tangent

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

RIB: vector clearcoatTn
Default: 0.0 0.0 0.0