mia_material_x

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Multiple Outputs: Color and Scalar

Related Softimage shader: Architectural (Multi-Out)

This shader is designed to support most physical materials used by architectural and product design renderings. It supports most hard surface materials such as metal, wood, and glass. It is tuned especially for glossy reflections and refractions and high-quality glass.

The mia_material_x shader is the multi-output version of the mia_material shader (refer to this shader for all parameter descriptions).

Render Tree Usage

The mia_material_x shader has multiple outputs. Most of the outputs follow the pattern of xxx_result, xxx_raw and xxx_level. The "result" is the final contribution, "raw" is the unscaled contribution, and "level" is the scaling. The "level" is often related to an input parameter (or combinations thereof), and has been modified to abide by the energy conservation feature of this material. Unless otherwise noted, xxx_result = xxx_raw * xxx_level.

result

The combined result. It is the main, blended output, also known as the "beauty" pass. It is identical to the single output of mia_material.

diffuse_result

The resulting diffuse component after lighting, including textures.

diffuse_raw

The diffuse lighting itself, without textures.

diffuse_level

The diffuse texture color adjusted by the energy conservation.

spec_result

The resulting specular component.

spec_raw

The raw un-attenuated highlight.

spec_level

The specular level, which is the same as refl_level if the Highlight vs. Reflection Balance is 1.0.

refl_result

The resulting reflection component.

refl_raw

The raw (full intensity) reflection.

refl_level

The actual reflectivity, including Reflection Color and BRDF (or fresnel) curve attenuation effects.

refr_result

The resulting refraction (transparency) component.

refr_raw

The raw full intensity transparency.

refr_level

The actual transparency level, which has been adjusted by the energy conservation.

tran_result

The resulting translucency component.

tran_raw

The raw translucency.

tran_level

The actual translucency level, adjusted by the energy conservation.

indirect_result

The resulting indirect illumination including ambient occlusion effects and multiplying by the diffuse color.

indirect_raw

The raw result from mi compute avg radiance().

indirect_post_ao

The indirect illumination affected by ambient occlusion but without being multiplied by the diffuse color.

ao_raw

The raw ambient occlusion contribution.

add_result

A straight pass-through of the Color Blend (additional_color) parameter.

opacity_result

The final contribution of any background of the object as a result of the Cutout Opacity being less than 1.0. This output will contain black if Cutout Opacity is 1.0 since no actual transparency ray is ever traced in that case.

opacity_raw

The background without scaling by the opacity. This output will contain black if Cutout Opacity is 1.0 since no actual transparency ray is ever traced in that case.

opacity

The actual opacity itself (scalar value). Care must be taken if opacity equals zero, because this mean that the material has performed no shading whatsoever and none of the other outputs will contain any value at all.

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