USD Preview Surface

The USD Preview Surface is a Mari shader designed to approximate the look of Pixar's UsdPreviewSurface. This shader can be used in tandem with Mari’s own Principled BRDF, or your own primary render vendor shader.

Note:  This shader is only available for versions of Mari 4.8 and later.

Inputs

Control

Type

What it does

Dialog

Notes

toggle

Toggles the influence of channels connected to the shader without disconnecting them from the shader input.

 

 

button

Adds a new channel for the shader component.

Add Channels Dialog

 

Diffuse Color

dropdown

The channel controlling the overall diffuse color of the shaded surface.

 

 

Emissive Color

dropdown

The channel controlling the color of the emissive (glow) qualities on the shaded surface.

 

 

Use Specular Workflow

dropdown

Enables or disables use of the Specular Color and Metallic channels to drive an asset’s reflective properties using maps connected to the channels.

 

 

Specular Color

dropdown

The channel controlling specular color on the shaded surface.

When Use Specular Workflow is enabled, you can connect a specular map to drive an asset’s reflective properties.

 

 

Metallic

dropdown

The channel specifying the areas on the material that have a metallic effect.

When Use Specular Workflow is enabled, you can connect a metallic map to drive an asset’s reflective properties.

 

 

Roughness

dropdown

The channel controlling how rough the material is. Rough materials scatter reflected light in more directions than smooth materials.

 

 

Clearcoat

dropdown

Specifies the strength of clearcoat properties applied to the shaded surface.

 

 

Clearcoat Roughness

dropdown

Specifies the strength of clearcoat roughness properties applied to the shaded surface.

 

 

Opacity

dropdown

Controls the opacity strength of the shader.

 

 

Opacity Threshold

dropdown

A clamping feature that reverts opacity to 0 when the opacity slider is set below the specified threshold amount.

 

 

Index of Refraction

dropdown

Specifies the strength of IOR properties applied to the shaded surface.

 

 

Normal

dropdown

The channel containing the Normal map, used to give additional physical details to a surface.

 

 

Occlusion

dropdown

The channel used to specify the self-shadowing that occurs on an occluded object.

 

 

Bump

dropdown

The channel controlling the bump map effect of the shaded surface.

 

 

button

Inverts the channel values of the selected channel.

 

 

Vector

dropdown

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

 

This data is used by the vector inspector.

Displacement

dropdown

The channel controlling the displacement map effect of the shaded surface.

 

Displacement Map is toggled off by default.

Shader

Control Type What it does Notes

Diffuse Color

swatch

Sets the Diffuse Color.

 

/

toggle

Whether this channel is color or scalar data.

See Color Data and Scalar Data for more information.

button

Resets a control back to its default value.

 

Emissive Color

swatch

Sets the Emissive Color.

 

/

toggle

Whether this channel is color or scalar data.

 

Use Specular Workflow

checkbox

Enables or disables use of the Specular Color and Metallic channels to drive an asset’s reflective properties using maps connected to the channels.

Use Specular Workflow is disabled by default.

Specular Color

swatch

Sets the Specular Color.

When Use Specular Workflow is enabled, you can connect a specular map to drive an asset’s reflective properties.

Specular can use a full range of gray scale values from 0-1.

/

toggle

Whether this channel is color or scalar data.

 

Metallic

slider

Sets the Metallic color.

When Use Specular Workflow is enabled, you can connect a metallic map to drive an asset’s reflective properties.

Metallic only supports value 0, not metal, and 1 metal, though the control is a slider.

Roughness

slider

Controls how rough the material is. Rough materials scatter reflected light in more directions than smooth materials.

 

Clearcoat

slider

Specifies the strength of clearcoat applied to the shaded surface.

 

Clearcoat Roughness

slider

Specifies the strength of clearcoat roughness applied to the shaded surface.

 

Opacity

slider

Controls the opacity strength of the shader.

 

Opacity Threshold

slider

A clamping feature that reverts opacity to 0 when the opacity slider is set below the specified threshold amount.

 

Index of Refraction

slider

Specifies the strength of IOR properties applied to the shaded surface.

 

Occlusion

slider

Specify the amount of self-shadowing that occurs on an occluded object.

 

Mari Only

Transparency to Environment

checkbox

When enabled, attempt to fake transparency by rendering the environment behind objects.

Works best in Perspective camera mode.

Mari Surface

Note:  Mari Surface is an approximation and may not accurately reflect the same settings in the renderer you're currently using.

Control Type What it does Notes

Bump

button

Resets a control back to its default value.

 

Bump Weight

text field, slider

How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more obvious displacements.

From 0 to 10, defaults to 0.1.

Bump Mode

dropdown

Displays bump quickly (Fast), accurately (Accurate), or less accurately (Fastest).

While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers.

Bump Space

dropdown

UV - Normals are calculated relative to the UV coordinates space.
UV mode is the more traditional approach but can lead to noticeable seams and color variations.

World - Normals are calculated relative to the World coordinates space.
Using World mode produces a more seamless result.

By default, Bump Space is set to UV.

Displacement

Displacement Bias

text field, slider

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

From 0 to 1, defaults to 0.5.

Displacement Scale

text field, slider

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

From 0 to 1, defaults to 0.5.

Displacement Range

text field

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

 

Max Tesselation

text field, slider

The surface is tessellated to a maximum of this number of texels.

From 1 to 64, defaults to 10.

Perturb Normals

dropdown

Selecting Yes causes displacement to move the surface, but leave the surface normals as they are.