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 |
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toggle |
Toggles the influence of channels connected to the shader without disconnecting them from the shader input. |
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button |
Adds a new channel for the shader component. |
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Diffuse Color |
dropdown |
The channel controlling the overall diffuse color of the shaded surface. |
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Emissive Color |
dropdown |
The channel controlling the color of the emissive (glow) qualities on the shaded surface. |
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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. |
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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. |
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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. |
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Roughness |
dropdown |
The channel controlling how rough the material is. Rough materials scatter reflected light in more directions than smooth materials. |
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Clearcoat |
dropdown |
Specifies the strength of clearcoat properties applied to the shaded surface. |
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Clearcoat Roughness |
dropdown |
Specifies the strength of clearcoat roughness properties applied to the shaded surface. |
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Opacity |
dropdown |
Controls the opacity strength of the shader. |
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Opacity Threshold |
dropdown |
A clamping feature that reverts opacity to 0 when the opacity slider is set below the specified threshold amount. |
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Index of Refraction |
dropdown |
Specifies the strength of IOR properties applied to the shaded surface. |
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Normal |
dropdown |
The channel containing the Normal map, used to give additional physical details to a surface. |
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Occlusion |
dropdown |
The channel used to specify the self-shadowing that occurs on an occluded object. |
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Bump |
dropdown |
The channel controlling the bump map effect of the shaded surface. |
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button |
Inverts the channel values of the selected channel. |
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Vector |
dropdown |
The channel controlling the vector field and resulting vector data from paint on the shaded surface. |
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This data is used by the vector inspector. |
Displacement |
dropdown |
The channel controlling the displacement map effect of the shaded surface. |
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Displacement Map is toggled off by default. |
Shader
Control | Type | What it does | Notes |
---|---|---|---|
Diffuse Color |
swatch |
Sets the Diffuse Color. |
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/ |
toggle |
Whether this channel is color or scalar data. |
See Color Data and Scalar Data for more information. |
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button |
Resets a control back to its default value. |
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Emissive Color |
swatch |
Sets the Emissive Color. |
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/ |
toggle |
Whether this channel is color or scalar data. |
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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. |
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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. |
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Clearcoat |
slider |
Specifies the strength of clearcoat applied to the shaded surface. |
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Clearcoat Roughness |
slider |
Specifies the strength of clearcoat roughness applied to the shaded surface. |
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Opacity |
slider |
Controls the opacity strength of the shader. |
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Opacity Threshold |
slider |
A clamping feature that reverts opacity to 0 when the opacity slider is set below the specified threshold amount. |
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Index of Refraction |
slider |
Specifies the strength of IOR properties applied to the shaded surface. |
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Occlusion |
slider |
Specify the amount of self-shadowing that occurs on an occluded object. |
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Mari Only |
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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 |
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Bump |
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button |
Resets a control back to its default value. |
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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. • World - Normals are calculated relative to the World coordinates space. |
By default, Bump Space is set to UV. |
Displacement |
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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. |
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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. |
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