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This class defines a material shader node bound to an asset from an Autodesk material library.

Node nameParentsClassificationMFn typeCompatible function sets

Related nodes

adskLight, adskEnvironment, adskTexture2D

Attributes (19)

glowIntensity, matteOpacity, matteOpacityMode, outColor, outColorB, outColorG, outColorR, outGlowColor, outGlowColorB, outGlowColorG, outGlowColorR, outMatteOpacity, outMatteOpacityB, outMatteOpacityG, outMatteOpacityR, outTransparency, outTransparencyB, outTransparencyG, outTransparencyR

Long name (short name)TypeDefaultFlags
glowIntensity (gi) float0.0outputinputconnectablestorablekeyable
Glow Intensity is 0 by default, meaning that no glow is added to the material. As this is turned up, the material seems to 'glow' with a faint halo of light around it.

Note that this is different from the Incandescence attribute in a few important ways. First, glow is added as a post-process at the end of rendering. (Incandescence just makes the surface appear brighter.) Second, glow adds a halo, which incandescence does not.

matteOpacityMode (mom) enum2outputinputconnectablestorable
Matte Opacity Mode controls how the system will use the Matte Opacity attribute (below). When you are rendering with a matte (i.e. an alpha channel, or mask), these two attributes are used to control how this material will show up in the matte. This is useful if you will be compositing your rendered images later on.

There are three settings, used for different purposes:

    Opacity Gain: (the default). Matte values are calculated in the normal way (based on the transparency of the object) then multiplied by the Matte Opacity. (Matte Opacity has a default value of one, by default these attributes have no effect.) With Opacity Gain, you can animate the Matte Opacity value to change the overall transparency of the object when it is later composited.

    Solid Matte: This is like Opacity Gain, except that the normally-calculated matte values are ignored in favor of the Matte Opacity setting. The entire matte for the object is set to the value of the Matte Opacity attribute. If there are transparent areas on the object, their transparency is ignored in the matte. Use this setting to composite an object with transparent parts, when you don't want the background to show through them.

    Black Hole: The value of Matte Opacity is ignored, and all the matte for this material is set to be transparent. Use this when you are creating substitute geometry in a scene, which is standing in for objects in a background image that you will be compositing with later. Your stand-in objects will 'punch a hole' in the matte. This allows other computer-generated geometry to pass behind your stand-in objects. Later, when foreground and background are composited, the results will be correct, with the background object showing through the 'black hole' areas.

matteOpacity (mog) float1.0outputinputconnectablestorablekeyable
Matte Opacity is used (along with Matte Opactiy Mode) to affect how the matte (i.e. alpha channel or mask) for this material will be calculated. See Matte Opacity Mode above for full details.
outMatteOpacity (omo) float3outputconnectable
output Matte Opacity
outMatteOpacityR (omor) float0.0outputconnectable
output Matte Opacity red value
outMatteOpacityG (omog) float0.0outputconnectable
output Matte Opacity green value
outMatteOpacityB (omob) float0.0outputconnectable
output Matte Opacity blue value
outColor (oc) float3outputconnectable
Out Color is the final output color generated by this node. If you are using this node as one of the layers in a Layered Shader, then you will need to connect this attribute to the Color input of the Layered Shader.
outColorR (ocr) float0.0outputconnectable
out color red value
outColorG (ocg) float0.0outputconnectable
out color green value
outColorB (ocb) float0.0outputconnectable
out color blue value
outTransparency (ot) float3outputconnectable
Out Transparency is the final output transparency generated by this node. If you are using this node as one of the layers in a Layered Shader, then you will need to connect this attribute to the Transparency input of the Layered Shader.
outTransparencyR (otr) float0.0outputconnectable
out transparency red value
outTransparencyG (otg) float0.0outputconnectable
out transparency green value
outTransparencyB (otb) float0.0outputconnectable
out transparency blue value
outGlowColor (ogc) float3outputconnectable
Out Glow Color is the final output glow color from this node (if this node is glowing)
outGlowColorR (ogr) float0.0outputconnectable
out glow color red value
outGlowColorG (ogg) float0.0outputconnectable
out glow color green value
outGlowColorB (ogb) float0.0outputconnectable
out glow color blue value