Search is based on keyword.
Ex: "Procedures"
Do not search with natural language
Ex: "How do I write a new procedure?"
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 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 |
|
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 | 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 |
|
From 0.000 to 1.000; defaults to 0.500. |
|
Displacement | Max Tessellation |
entry box, slider |
How many texels the surface is |
|
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 |
|
|
| '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. |