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<?xml version="1.0"?> | |
<materialx version="1.38"> | |
<!-- | |
Autodesk Standard Surface node definition. | |
--> | |
<nodedef name="ND_standard_surface_surfaceshader" node="standard_surface" nodegroup="pbr" doc="Autodesk standard surface shader" version="1.0.1" isdefaultversion="true"> | |
<input name="base" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Base" uifolder="Base" | |
doc="Multiplier on the intensity of the diffuse reflection." /> | |
<input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Base Color" uifolder="Base" | |
doc="Color of the diffuse reflection." /> | |
<input name="diffuse_roughness" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Diffuse Roughness" uifolder="Base" uiadvanced="true" | |
doc="Roughness of the diffuse reflection. Higher values cause the surface to appear flatter and darker." /> | |
<input name="metalness" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Metalness" uifolder="Base" | |
doc="Specifies how metallic the material appears. At its maximum, the surface behaves like a metal, using fully specular reflection and complex fresnel." /> | |
<input name="specular" type="float" value="1" uimin="0.0" uimax="1.0" uiname="Specular" uifolder="Specular" | |
doc="Multiplier on the intensity of the specular reflection." /> | |
<input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Specular Color" uifolder="Specular" | |
doc="Color tint on the specular reflection." /> | |
<input name="specular_roughness" type="float" value="0.2" uimin="0.0" uimax="1.0" uiname="Specular Roughness" uifolder="Specular" | |
doc="The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections." /> | |
<input name="specular_IOR" type="float" value="1.5" uimin="0.0" uisoftmax="3.0" uiname="Index of Refraction" uifolder="Specular" | |
doc="Index of refraction for specular reflection." /> | |
<input name="specular_anisotropy" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Specular Anisotropy" uifolder="Specular" uiadvanced="true" | |
doc="The directional bias of reflected and transmitted light resulting in materials appearing rougher or glossier in certain directions." /> | |
<input name="specular_rotation" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Specular Rotation" uifolder="Specular" uiadvanced="true" | |
doc="Rotation of the axis of specular anisotropy around the surface normal." /> | |
<input name="transmission" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Transmission" uifolder="Transmission" uiadvanced="true" | |
doc="Transmission of light through the surface for materials such as glass or water. The greater the value the more transparent the material." /> | |
<input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Color" uifolder="Transmission" uiadvanced="true" | |
doc="Color tint on the transmitted light." /> | |
<input name="transmission_depth" type="float" value="0" uimin="0.0" uisoftmax="100.0" uiname="Transmission Depth" uifolder="Transmission" uiadvanced="true" | |
doc="Specifies the distance light travels inside the material before its becomes exactly the transmission color according to Beer's law." /> | |
<input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Scatter" uifolder="Transmission" uiadvanced="true" | |
doc="Scattering coefficient of the interior medium. Suitable for a large body of liquid or one that is fairly thick, such as an ocean, honey, ice, or frosted glass." /> | |
<input name="transmission_scatter_anisotropy" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Transmission Anisotropy" uifolder="Transmission" uiadvanced="true" | |
doc="The amount of directional bias, or anisotropy, of the scattering." /> | |
<input name="transmission_dispersion" type="float" value="0" uimin="0.0" uisoftmax="100.0" uiname="Transmission Dispersion" uifolder="Transmission" uiadvanced="true" | |
doc="Dispersion amount, describing how much the index of refraction varies across wavelengths." /> | |
<input name="transmission_extra_roughness" type="float" value="0" uimin="-1.0" uisoftmin="0.0" uimax="1.0" uiname="Transmission Roughness" uifolder="Transmission" uiadvanced="true" | |
doc="Additional roughness on top of specular roughness. Positive values blur refractions more than reflections, and negative values blur refractions less." /> | |
<input name="subsurface" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Subsurface" uifolder="Subsurface" uiadvanced="true" | |
doc="The blend between diffuse reflection and subsurface scattering. A value of 1.0 indicates full subsurface scattering and a value 0 for diffuse reflection only." /> | |
<input name="subsurface_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Color" uifolder="Subsurface" uiadvanced="true" | |
doc="The color of the subsurface scattering effect." /> | |
<input name="subsurface_radius" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Radius" uifolder="Subsurface" uiadvanced="true" | |
doc="The mean free path. The distance which light can travel before being scattered inside the surface." /> | |
<input name="subsurface_scale" type="float" value="1" uimin="0.0" uisoftmax="10.0" uiname="Subsurface Scale" uifolder="Subsurface" uiadvanced="true" | |
doc="Scalar weight for the subsurface radius value." /> | |
<input name="subsurface_anisotropy" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Subsurface Anisotropy" uifolder="Subsurface" uiadvanced="true" | |
doc="The direction of subsurface scattering. 0 scatters light evenly, positive values scatter forward and negative values scatter backward." /> | |
<input name="sheen" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Sheen" uifolder="Sheen" uiadvanced="true" | |
doc="The weight of a sheen layer that can be used to approximate microfibers or fabrics such as velvet and satin." /> | |
<input name="sheen_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Sheen Color" uifolder="Sheen" uiadvanced="true" | |
doc="The color of the sheen layer." /> | |
<input name="sheen_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Sheen Roughness" uifolder="Sheen" uiadvanced="true" | |
doc="The roughness of the sheen layer." /> | |
<input name="coat" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Coat" uifolder="Coat" | |
doc="The weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer." /> | |
<input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Coat Color" uifolder="Coat" | |
doc="The color of the clear-coat layer's transparency." /> | |
<input name="coat_roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Coat Roughness" uifolder="Coat" | |
doc="The roughness of the clear-coat reflections. The lower the value, the sharper the reflection." /> | |
<input name="coat_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Anisotropy" uifolder="Coat" uiadvanced="true" | |
doc="The amount of directional bias, or anisotropy, of the clear-coat layer." /> | |
<input name="coat_rotation" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Rotation" uifolder="Coat" uiadvanced="true" | |
doc="The rotation of the anisotropic effect of the clear-coat layer." /> | |
<input name="coat_IOR" type="float" value="1.5" uimin="0.0" uisoftmax="3.0" uiname="Coat Index of Refraction" uifolder="Coat" | |
doc="The index of refraction of the clear-coat layer." /> | |
<input name="coat_normal" type="vector3" defaultgeomprop="Nworld" uiname="Coat normal" uifolder="Coat" | |
doc="Input normal for clear-coat layer" /> | |
<input name="coat_affect_color" type="float" value="0" uimin="0" uimax="1" uiname="Coat Affect Color" uifolder="Coat" uiadvanced="true" | |
doc="Controls the saturation of diffuse reflection and subsurface scattering below the clear-coat." /> | |
<input name="coat_affect_roughness" type="float" value="0" uimin="0" uimax="1" uiname="Coat Affect Roughness" uifolder="Coat" uiadvanced="true" | |
doc="Controls the roughness of the specular reflection in the layers below the clear-coat." /> | |
<input name="thin_film_thickness" type="float" value="0" uimin="0.0" uisoftmax="2000.0" uiname="Thin Film Thickness" uifolder="Thin Film" uiadvanced="true" | |
doc="The thickness of the thin film layer on a surface. Use for materials such as multitone car paint or soap bubbles." /> | |
<input name="thin_film_IOR" type="float" value="1.5" uimin="0.0" uisoftmax="3.0" uiname="Thin Film Index of Refraction" uifolder="Thin Film" uiadvanced="true" | |
doc="The index of refraction of the medium surrounding the material." /> | |
<input name="emission" type="float" value="0" uimin="0.0" uisoftmax="1.0" uiname="Emission" uifolder="Emission" | |
doc="The amount of emitted incandescent light." /> | |
<input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Emission Color" uifolder="Emission" | |
doc="The color of the emitted light." /> | |
<input name="opacity" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Opacity" uifolder="Geometry" | |
doc="The opacity of the entire material." /> | |
<input name="thin_walled" type="boolean" value="false" uiname="Thin Walled" uifolder="Geometry" uiadvanced="true" | |
doc="If true the surface is double-sided and represents an infinitely thin shell. Suitable for thin objects such as tree leaves or paper." /> | |
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Geometry" | |
doc="Input geometric normal" /> | |
<input name="tangent" type="vector3" defaultgeomprop="Tworld" uiname="Tangent Input" uifolder="Geometry" | |
doc="Input geometric tangent" /> | |
<output name="out" type="surfaceshader" /> | |
</nodedef> | |
<!-- | |
Autodesk Standard Surface nodegraph implementation. | |
--> | |
<nodegraph name="IMPL_standard_surface_surfaceshader" nodedef="ND_standard_surface_surfaceshader"> | |
<!-- Roughness influence by coat--> | |
<multiply name="coat_affect_roughness_multiply1" type="float"> | |
<input name="in1" type="float" interfacename="coat_affect_roughness" /> | |
<input name="in2" type="float" interfacename="coat" /> | |
</multiply> | |
<multiply name="coat_affect_roughness_multiply2" type="float"> | |
<input name="in1" type="float" nodename="coat_affect_roughness_multiply1" /> | |
<input name="in2" type="float" interfacename="coat_roughness" /> | |
</multiply> | |
<mix name="coat_affected_roughness" type="float"> | |
<input name="fg" type="float" value="1.0" /> | |
<input name="bg" type="float" interfacename="specular_roughness" /> | |
<input name="mix" type="float" nodename="coat_affect_roughness_multiply2" /> | |
</mix> | |
<roughness_anisotropy name="main_roughness" type="vector2"> | |
<input name="roughness" type="float" nodename="coat_affected_roughness" /> | |
<input name="anisotropy" type="float" interfacename="specular_anisotropy" /> | |
</roughness_anisotropy> | |
<!-- Tangent rotation --> | |
<multiply name="tangent_rotate_degree" type="float"> | |
<input name="in1" type="float" interfacename="specular_rotation" /> | |
<input name="in2" type="float" value="360" /> | |
</multiply> | |
<rotate3d name="tangent_rotate" type="vector3"> | |
<input name="in" type="vector3" interfacename="tangent" /> | |
<input name="amount" type="float" nodename="tangent_rotate_degree" /> | |
<input name="axis" type="vector3" interfacename="normal" /> | |
</rotate3d> | |
<normalize name="tangent_rotate_normalize" type="vector3"> | |
<input name="in" type="vector3" nodename="tangent_rotate" /> | |
</normalize> | |
<ifgreater name="main_tangent" type="vector3"> | |
<input name="value1" type="float" interfacename="specular_anisotropy" /> | |
<input name="value2" type="float" value="0.0" /> | |
<input name="in1" type="vector3" nodename="tangent_rotate_normalize" /> | |
<input name="in2" type="vector3" interfacename="tangent" /> | |
</ifgreater> | |
<!-- Coat tangent rotation --> | |
<multiply name="coat_tangent_rotate_degree" type="float"> | |
<input name="in1" type="float" interfacename="coat_rotation" /> | |
<input name="in2" type="float" value="360" /> | |
</multiply> | |
<rotate3d name="coat_tangent_rotate" type="vector3"> | |
<input name="in" type="vector3" interfacename="tangent" /> | |
<input name="amount" type="float" nodename="coat_tangent_rotate_degree" /> | |
<input name="axis" type="vector3" interfacename="coat_normal" /> | |
</rotate3d> | |
<normalize name="coat_tangent_rotate_normalize" type="vector3"> | |
<input name="in" type="vector3" nodename="coat_tangent_rotate" /> | |
</normalize> | |
<ifgreater name="coat_tangent" type="vector3"> | |
<input name="value1" type="float" interfacename="coat_anisotropy" /> | |
<input name="value2" type="float" value="0.0" /> | |
<input name="in1" type="vector3" nodename="coat_tangent_rotate_normalize" /> | |
<input name="in2" type="vector3" interfacename="tangent" /> | |
</ifgreater> | |
<!-- Colors influenced by coat ("coat gamma") --> | |
<clamp name="coat_clamped" type="float"> | |
<input name="in" type="float" interfacename="coat" /> | |
</clamp> | |
<multiply name="coat_gamma_multiply" type="float"> | |
<input name="in1" type="float" nodename="coat_clamped" /> | |
<input name="in2" type="float" interfacename="coat_affect_color" /> | |
</multiply> | |
<add name="coat_gamma" type="float"> | |
<input name="in1" type="float" nodename="coat_gamma_multiply" /> | |
<input name="in2" type="float" value="1.0" /> | |
</add> | |
<power name="coat_affected_diffuse_color" type="color3"> | |
<input name="in1" type="color3" interfacename="base_color" /> | |
<input name="in2" type="float" nodename="coat_gamma" /> | |
</power> | |
<power name="coat_affected_subsurface_color" type="color3"> | |
<input name="in1" type="color3" interfacename="subsurface_color" /> | |
<input name="in2" type="float" nodename="coat_gamma" /> | |
</power> | |
<!-- Diffuse/Subsurface Layer --> | |
<oren_nayar_diffuse_bsdf name="diffuse_bsdf" type="BSDF"> | |
<input name="weight" type="float" interfacename="base" /> | |
<input name="color" type="color3" nodename="coat_affected_diffuse_color" /> | |
<input name="roughness" type="float" interfacename="diffuse_roughness" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
</oren_nayar_diffuse_bsdf> | |
<translucent_bsdf name="translucent_bsdf" type="BSDF"> | |
<input name="weight" type="float" value="1.0" /> | |
<input name="color" type="color3" nodename="coat_affected_subsurface_color" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
</translucent_bsdf> | |
<convert name="subsurface_radius_vector" type="vector3"> | |
<input name="in" type="color3" interfacename="subsurface_radius" /> | |
</convert> | |
<multiply name="subsurface_radius_scaled" type="vector3"> | |
<input name="in1" type="vector3" nodename="subsurface_radius_vector" /> | |
<input name="in2" type="float" interfacename="subsurface_scale" /> | |
</multiply> | |
<subsurface_bsdf name="subsurface_bsdf" type="BSDF"> | |
<input name="weight" type="float" value="1.0" /> | |
<input name="color" type="color3" nodename="coat_affected_subsurface_color" /> | |
<input name="radius" type="vector3" nodename="subsurface_radius_scaled" /> | |
<input name="anisotropy" type="float" interfacename="subsurface_anisotropy" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
</subsurface_bsdf> | |
<convert name="subsurface_selector" type="float"> | |
<input name="in" type="boolean" interfacename="thin_walled" /> | |
</convert> | |
<mix name="selected_subsurface_bsdf" type="BSDF"> | |
<input name="fg" type="BSDF" nodename="translucent_bsdf" /> | |
<input name="bg" type="BSDF" nodename="subsurface_bsdf" /> | |
<input name="mix" type="float" nodename="subsurface_selector" /> | |
</mix> | |
<mix name="subsurface_mix" type="BSDF"> | |
<input name="fg" type="BSDF" nodename="selected_subsurface_bsdf" /> | |
<input name="bg" type="BSDF" nodename="diffuse_bsdf" /> | |
<input name="mix" type="float" interfacename="subsurface" /> | |
</mix> | |
<!-- Sheen Layer --> | |
<sheen_bsdf name="sheen_bsdf" type="BSDF"> | |
<input name="weight" type="float" interfacename="sheen" /> | |
<input name="color" type="color3" interfacename="sheen_color" /> | |
<input name="roughness" type="float" interfacename="sheen_roughness" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
</sheen_bsdf> | |
<layer name="sheen_layer" type="BSDF"> | |
<input name="top" type="BSDF" nodename="sheen_bsdf" /> | |
<input name="base" type="BSDF" nodename="subsurface_mix" /> | |
</layer> | |
<!-- Transmission Layer --> | |
<dielectric_bsdf name="transmission_bsdf" type="BSDF"> | |
<input name="weight" type="float" value="1.0" /> | |
<input name="tint" type="color3" interfacename="transmission_color" /> | |
<input name="ior" type="float" interfacename="specular_IOR" /> | |
<input name="roughness" type="vector2" nodename="main_roughness" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
<input name="tangent" type="vector3" nodename="main_tangent" /> | |
<input name="distribution" type="string" value="ggx" /> | |
<input name="scatter_mode" type="string" value="T" /> | |
</dielectric_bsdf> | |
<mix name="transmission_mix" type="BSDF"> | |
<input name="fg" type="BSDF" nodename="transmission_bsdf" /> | |
<input name="bg" type="BSDF" nodename="sheen_layer" /> | |
<input name="mix" type="float" interfacename="transmission" /> | |
</mix> | |
<!-- Thin-film --> | |
<thin_film_bsdf name="thin_film_bsdf" type="BSDF"> | |
<input name="thickness" type="float" interfacename="thin_film_thickness" /> | |
<input name="ior" type="float" interfacename="thin_film_IOR" /> | |
</thin_film_bsdf> | |
<!-- Specular Layer --> | |
<dielectric_bsdf name="specular_bsdf" type="BSDF"> | |
<input name="weight" type="float" interfacename="specular" /> | |
<input name="tint" type="color3" interfacename="specular_color" /> | |
<input name="ior" type="float" interfacename="specular_IOR" /> | |
<input name="roughness" type="vector2" nodename="main_roughness" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
<input name="tangent" type="vector3" nodename="main_tangent" /> | |
<input name="distribution" type="string" value="ggx" /> | |
<input name="scatter_mode" type="string" value="R" /> | |
</dielectric_bsdf> | |
<layer name="specular_layer" type="BSDF"> | |
<input name="top" type="BSDF" nodename="specular_bsdf" /> | |
<input name="base" type="BSDF" nodename="transmission_mix" /> | |
</layer> | |
<layer name="specular_layer_with_thin_film" type="BSDF"> | |
<input name="top" type="BSDF" nodename="thin_film_bsdf" /> | |
<input name="base" type="BSDF" nodename="specular_layer" /> | |
</layer> | |
<!-- Metal Layer --> | |
<multiply name="metal_reflectivity" type="color3"> | |
<input name="in1" type="color3" interfacename="base_color" /> | |
<input name="in2" type="float" interfacename="base" /> | |
</multiply> | |
<multiply name="metal_edgecolor" type="color3"> | |
<input name="in1" type="color3" interfacename="specular_color" /> | |
<input name="in2" type="float" interfacename="specular" /> | |
</multiply> | |
<artistic_ior name="artistic_ior" type="multioutput"> | |
<input name="reflectivity" type="color3" nodename="metal_reflectivity" /> | |
<input name="edge_color" type="color3" nodename="metal_edgecolor" /> | |
</artistic_ior> | |
<conductor_bsdf name="metal_bsdf" type="BSDF"> | |
<input name="weight" type="float" value="1.0" /> | |
<input name="ior" type="color3" nodename="artistic_ior" output="ior" /> | |
<input name="extinction" type="color3" nodename="artistic_ior" output="extinction" /> | |
<input name="roughness" type="vector2" nodename="main_roughness" /> | |
<input name="normal" type="vector3" interfacename="normal" /> | |
<input name="tangent" type="vector3" nodename="main_tangent" /> | |
<input name="distribution" type="string" value="ggx" /> | |
</conductor_bsdf> | |
<mix name="metalness_mix" type="BSDF"> | |
<input name="fg" type="BSDF" nodename="metal_bsdf" /> | |
<input name="bg" type="BSDF" nodename="specular_layer_with_thin_film" /> | |
<input name="mix" type="float" interfacename="metalness" /> | |
</mix> | |
<!-- Coat Layer --> | |
<mix name="coat_attenuation" type="color3"> | |
<input name="fg" type="color3" interfacename="coat_color" /> | |
<input name="bg" type="color3" value="1.0, 1.0, 1.0" /> | |
<input name="mix" type="float" interfacename="coat" /> | |
</mix> | |
<multiply name="metalness_mix_attenuated" type="BSDF"> | |
<input name="in1" type="BSDF" nodename="metalness_mix" /> | |
<input name="in2" type="color3" nodename="coat_attenuation" /> | |
</multiply> | |
<roughness_anisotropy name="coat_roughness_vector" type="vector2"> | |
<input name="roughness" type="float" interfacename="coat_roughness" /> | |
<input name="anisotropy" type="float" interfacename="coat_anisotropy" /> | |
</roughness_anisotropy> | |
<dielectric_bsdf name="coat_bsdf" type="BSDF"> | |
<input name="weight" type="float" interfacename="coat" /> | |
<input name="tint" type="color3" value="1.0, 1.0, 1.0" /> | |
<input name="ior" type="float" interfacename="coat_IOR" /> | |
<input name="roughness" type="vector2" nodename="coat_roughness_vector" /> | |
<input name="normal" type="vector3" interfacename="coat_normal" /> | |
<input name="tangent" type="vector3" nodename="coat_tangent" /> | |
<input name="distribution" type="string" value="ggx" /> | |
<input name="scatter_mode" type="string" value="R" /> | |
</dielectric_bsdf> | |
<layer name="coat_layer" type="BSDF"> | |
<input name="top" type="BSDF" nodename="coat_bsdf" /> | |
<input name="base" type="BSDF" nodename="metalness_mix_attenuated" /> | |
</layer> | |
<!-- Emission Layer --> | |
<multiply name="emission_weight" type="color3"> | |
<input name="in1" type="color3" interfacename="emission_color" /> | |
<input name="in2" type="float" interfacename="emission" /> | |
</multiply> | |
<mix name="coat_emission_attenuation" type="color3"> | |
<input name="fg" type="color3" interfacename="coat_color" /> | |
<input name="bg" type="color3" value="1.0, 1.0, 1.0" /> | |
<input name="mix" type="float" interfacename="coat" /> | |
</mix> | |
<multiply name="emission_weight_attenuated" type="color3"> | |
<input name="in1" type="color3" nodename="emission_weight" /> | |
<input name="in2" type="color3" nodename="coat_emission_attenuation" /> | |
</multiply> | |
<uniform_edf name="emission_edf" type="EDF"> | |
<input name="color" type="color3" nodename="emission_weight_attenuated" /> | |
</uniform_edf> | |
<!-- Surface construction with opacity --> | |
<!-- Node <surface> only supports monochromatic opacity so use the luminance of input opacity color --> | |
<luminance name="opacity_luminance" type="color3"> | |
<input name="in" type="color3" interfacename="opacity" /> | |
</luminance> | |
<surface name="shader_constructor" type="surfaceshader"> | |
<input name="bsdf" type="BSDF" nodename="coat_layer" /> | |
<input name="edf" type="EDF" nodename="emission_edf" /> | |
<input name="opacity" type="float" nodename="opacity_luminance" channels="r" /> | |
</surface> | |
<!-- Output --> | |
<output name="out" type="surfaceshader" nodename="shader_constructor" /> | |
</nodegraph> | |
</materialx> |