Contact Support

AiStandard

Note:  Results may not be as expected if you do not use the Environment Light in the Lights palette when using this shader.

Control

Type

What it does

Dialog

Notes

Inputs | Diffuse Color

dropdown

The channel controlling the diffuse color of the material.

 

 

Inputs | Diffuse Roughness dropdown The channel specifying the areas with the diffuse component of the surface roughness.    

Inputs | Specular Color

dropdown

The channel controlling the color of the areas of the material where there is a highlight.

 

 

Inputs | Specular Roughness

dropdown

The channel specifying where the glossiness of the specular reflection appears on the surface.

 

 

Inputs | Anisotropy

dropdown

The channel specifying the areas on the material that have an anisotropic effect.

 

 

Inputs | Rotation dropdown The channel specifying the direction of the anisotropic rotation.    
Inputs | Reflection Color dropdown The channel controlling the color on the areas of the material where light is reflected.    
Inputs | Refraction Color dropdown The channel controlling the color on the areas of the material where light is refracted.    
Inputs | Refraction Roughness dropdown The channel specifying where the blurriness of the refraction occurs on the surface.    
Inputs | Transmittance dropdown The channel specifying where transmittance (light affected by thicker parts of the mesh) occurs on the surface.    
Inputs | Opacity dropdown The channel specifying what the opacity is on an object (to determine which parts of the material are opaque or translucent).    
Inputs |
Sub-surface Scattering Color
dropdown

The channel controlling the color on the areas of the material where sub-surface scattering occurs.

   
Inputs |
Sub-Surface Scattering Radius
dropdown The channel specifying the radius of the sub-surface scattering effect in the material.    
Inputs | Emission Color dropdown

The channel controlling the color on the areas of the material where emissive (glow) qualities occur.

   
Inputs | Bump Map dropdown

The channel containing the bump map to show as a perturbed lighting.

   
button Inverts the channel values of the selected Bump Map channel.    
Inputs | Normal Map dropdown

The channel used for input as a
representation of the surface normals, added to the shaded surface.

You must select either a Bump or Normal shader component in the same shader. If you attempt to use both, Normal overrides the Bump shader component.

   
Inputs | Displacement Map dropdown

The channel containing the
displacement map and dynamic
tessellation to show a more advanced preview of displacement.

 

This component is disabled for Ptex channels.
Inputs | Vector Map dropdown

The channel containing the vector field and resulting vector data from paint on the shaded surface.

Vector is used to control the anisotropic directions.

  This data is used by the vector inspector.
button Adds a new channel for the shader component. Add Channel Dialog  
Type information The shader type that you are using.    
Diffuse | Color swatch The base diffuse color on the object for the Diffuse Color channel.

 

 

Diffuse | Weight entry box, slider The weight of the diffuse color for the Diffuse Color channel.   From 0.000 to 1.000; defaults to 0.700
Diffuse | Roughness entry box, slider The level of roughness of the diffuse component in the Diffuse Roughness channel. Higher values result in a rougher surface.   From 0.000 to 1.000; defaults to 0.000.
Diffuse | Backlight entry box, slider To what level the backlight effect is applied to the surface, where backlight gives the look of a translucent object being lit from behind.   From 0.000 to 1.000; defaults to 0.000.
Diffuse | Fresnel affects Diffuse checkbox Set whether or not Fresnel affects the diffuse component.   Enabled by default.
Specular | Color swatch The color displayed when the light highlights the areas specified in the Specular Color channel.    
Specular | Weight entry box, slider The weight of the specularity. This influences the brightness of the highlight in the Specular Color channel.   From 0.000 to 1.000; defaults to 0.000.
Specular | BRDF dropdown

What type of specular reflection is used for the material: Cook_Torrance or Ward_Duer.

   
Specular | Specular Roughness entry box, slider The level of glossiness for the specular reflections in the Specular Roughness channel, with lower values producing sharper reflections.   From 0.000 to 1.000; defaults to 0.467.
Specular | Anisotropy entry box, slider

The amount of anisotropy on the shaded surface in the Anisotropy channel, with values closer to 1 being more anisotropic in the V axis and values closer to 0 being more anisotropic in the U axis.

The value 0.5 is considered isotropic.

  From 0.000 to 1.000; defaults to 0.500.
Specular | Rotation entry box, slider The rotation value used to set the orientation in degrees of the anisotropic effect.   From 0.000 to 1.000; defaults to 0.000.
Specular | Fresnel checkbox Sets whether the reflection level is dependent on the viewing angle of the surface, using Fresnel equations.   Disabled by default.
Specular | Reflectance at Normal entry box, slider

The amount of metallic-like specular reflection when using the Fresnel effect.

Metals have a more uniform reflectance than plastics or dielectrics.

  From 0.000 to 1.000; defaults to 0.000.
Reflection | Color swatch The color reflected from the material in areas specified in the Reflection Color channel.    
Reflection | Weight entry box, slider The amount of light that the surface reflects from the Reflection Color channel.   From 0.000 to 1.000; defaults to 0.000.
Reflection | Fresnel checkbox Sets whether or not the reflection level is dependent on the viewing angle of the surface, using Fresnel equations.   Disabled by default.
Reflection | Reflectance at Normal entry box, slider

The amount of metallic-like specular reflection when using the Fresnel effect.

Metals have a more uniform reflectance than plastics or dielectrics.

  From 0.000 to 1.000; defaults to 0.000.
Refraction | Color swatch The color displayed when the light is refracted in areas specified in the Refraction Color channel.    
Refraction | Weight entry box, slider

The amount of the Refraction Color light that is allowed to pass through the surface (transparency).

  From 0.000 to 1.000; defaults to 0.000.
Refraction | Roughness entry box, slider The level of blurriness for the refraction, where 0 isn't blurry at all.   From 0.000 to 1.000; defaults to 0.000.
Refraction | Index of Refraction entry box, slider The index of refraction for the material, determining how light bends when crossing the material's surface. An IOR of 1 means there is no refraction, and appears as if in empty space, while higher values are more noticeably refracted.   From 1.000 to 3.000; defaults to 1.000.
Refraction | Fresnel use IOR checkbox Sets whether or not to calculate Fresnel reflectance based on the Index of Refraction parameter.   Disabled by default.
Refraction |Transmittance swatch The color of the surface in areas of transmittance, where light has exited thicker parts of a mesh.    
Refraction | Opacity swatch The base opacity color for the Opacity channel.    
Sub-Surface Scattering | Color swatch The color used for the sub-surface scattering effect in the Sub-Surface Scattering Color channel.    
Sub-Surface Scattering | Weight entry box, slider The amount of sub-surface scattering, with 0 being no sub-surface scattering at all.   From 0.000 to 1.000; defaults to 0.000.
Sub-Surface Scattering | Radius swatch The radius of the area that each sample of sub-surface scattering affects, determined by RGB values. The lighter the color, the more light is scattered.    
Emission | Color swatch The color of the light that the material in the Emission Color channel appears to be emitting.    
Emission | Scale entry box, slider The amount of light that the material appears to be emitting, with 0 being no light at all.   From 0.000 to 1.000; defaults to 0.000.
Bump | Bump Weight entry box, slider The amount of bump applied to perturb the normals.   From 0.000 to 10.000; defaults to 0.100.
Bump | Bump Mode dropdown Set whether you want the bump to be calculated quickly (Fast) or with greater accuracy (Accurate), regardless of the time it takes.    

Displacement | Displacement Bias

entry box, slider

How much the white or black values are pushed or pulled from the surface.

 

From 0.000 to 1.000; defaults to 0.500.

Displacement | Displacement Scale

entry box, slider

What the range of displacement is. This setting is multiplied by the
Displacement Scale to give the
displacement.

 

 

Displacement | Displacement Range

entry box, slider

How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious
displacement.

 

From 0.000 to 1.000; defaults to 0.500.

Displacement | Max Tessellation

entry box, slider

How many texels the surface is
tessellated to.

 

From 1.000 to 64.000; defaults to 10.000.

Displacement | Perturb Normals

dropdown

Selecting yes changes the displacement so that displacement moves the surface but leaves the
surface normals as they are.

 

 

'Display Tweaks' | sRGB to Linear Color Swatches checkbox Convert the values of the colors from the color swatches from sRGB to Linear.   Enabled by default.
'Display Tweaks' | sRGB to Linear Color Channels checkbox Convert the values of the colors from the color channels from sRGB to Linear.   Disabled by default.
'Display Tweaks' | Turn ON Environment Light Bounce checkbox Set whether the object receives one extra light bounce hit from the environment light.   Disabled by default.
'Display Tweaks' | Light Falloff dropdown Set whether the light fall off for Mari's point lights is Constant or Quadratic.    
'Display Tweaks' | Decay Rate entry box, slider The rate of the light fall off.   From 0.010 to 1.000; defaults to 1.000.
'Display Tweaks' | Ambient Occlusion Amount entry box, slider The amount of ambient occlusion.   From 0.000 to 1.000; defaults to 1.000.
'Display Tweaks' | AOVs dropdown Set which separate element's contribution is displayed.    
'Display Tweaks' | Thick Glass effect emulation checkbox Set whether or not Mari emulates the look of solid/thick glass.   Disabled by default.
'Display Tweaks' | Import Baked Thickness Map file browser Import a map that represents the different levels of thickness in the material.    
'Display Tweaks' | Filter Thickness Map dropdown Set whether a thickness filter map, for blurring any possible noise, is set to Nearest or Bilinear.    
'Display Tweaks' | Thickness Map UV Coordinates dropdown Determine whether the thickness map uses the Default UVs, or flips the U, V, or both U and V values.