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Material

tools/material·v1.5.1
IN:1  OUT:1

Material writes surface properties as point, primitive or vertex attributes so different parts of the geometry render with different materials in the Aura Render Engine: base color, metallic, roughness, specular, anisotropy, clearcoat, transmission with IOR and dispersion, absorption and emission. Group limits the edit, Override if Material Exists decides whether existing material attributes are replaced, and a Geometry operator can also reference a Material for its whole geometry. The Maps page adds base color, metallic, roughness, specular, anisotropy level and angle, clearcoat, transmission, emission and normal maps with Bump Scale; several TOPs per map are picked per instance by a point attribute, and Per POPX Instance Maps gives each POPX instance its own maps.

Volume settings shade fields rendered as volumes, such as POPX Flow smoke, with scattering, absorption, density scale, sharpening, anisotropy and multiple scattering. Fire settings make hot smoke glow through a blackbody or custom ramp, and can let the fire light the surrounding smoke.

PAGEMaterial
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Override if Material ExistsOverrideifexistsOverride material attributes that already exist.
MetallicMetallicSets how metallic the surface appears.
RoughnessRoughnessSets the roughness of the surface.
Specular LevelSpecularlevelSets the specular reflection strength of dielectrics.
Anisotropic LevelAnisotropiclevelSets how strongly the anisotropic highlights are stretched.
Anisotropic AngleAnisotropicangleSets the rotation angle of the anisotropic highlights.
Clearcoat LevelClearcoatlevelSets the strength of a secondary specular layer, for car paint or lacquered surfaces.
Clearcoat RoughnessClearcoatroughnessSets the roughness of the clearcoat layer.
TransmissionTransmissionSets how much light passes through the surface, for glass and transparent materials.
IORIorSets the index of refraction of dielectrics.
ThicknessThicknessSets the thickness of the surface for thin-walled materials.
DispersionDispersionSets the amount of chromatic dispersion of refractive materials.
Emission LevelEmissionlevelSets the emission intensity of self-illuminating surfaces.
ScatteringScatteringSets how much light the medium scatters toward the camera.
AbsorptionAbsorptionHow much light the medium absorbs along the ray.
Density ScaleDensityscaleMultiplies the density read from the flow.
SharpenSharpenCrisps the smoke by pushing fine wisps and edges away from their surroundings at render time. 0 turns it off.
AnisotropyAnisotropyHow the smoke scatters light: 0 evenly in every direction, above 0 forward (smoke lit from behind glows at its edges), below 0 back toward the light.
Multiple ScatteringMultiplescatteringAdds the light that bounces around inside the smoke: thick smoke gets a soft, bright interior instead of a dark core.
Multiple Scattering AmountMsamountScales the multiple scattering.
OctavesMsoctavesThe number of light bounces the multiple scattering approximates. More octaves carry light deeper into dense smoke, for a brighter, softer interior.
Octave DepthMsdepthHow far each bounce reaches into the smoke. Higher is a deeper, milkier glow; lower keeps the bounced light near the lit side.
Fire IntensityFireintensitySets how brightly hot smoke glows with a blackbody color from its temperature, not shadowed. Set to 0 for no glow.
Temperature RangeFirerangeThe temperatures the glow spans: dark red at the first, white hot at the second.
Open Fire Ramp EditorOpenfirerampeditorOpens the editor of the custom fire ramp.
Reset Fire RampResetfirerampResets the custom fire ramp.
Fire Lights SmokeFirelightMakes the fire light the smoke around it, so the soot above and around a flame picks up its glow.
Fire LightFirelightamountSets how brightly the fire lights the smoke.
Fire Light RadiusFirelightradiusSets how far the fire light reaches, in world units.
PAGEMaps
Substance TOPSubstanceSets a Substance TOP whose outputs fill the maps left empty on this page: base color, metallic, roughness, specular, anisotropic level and angle, clearcoat, transmission, emission and normal, matched by the output name. A map set on this page always wins.
Base Color Map(s)BasecolormapSets the TOP or TOPs used as the base color map.
Base Color Map IndexBasecolormapindexSets the point attribute that picks which of the Base Color Map(s) each instance uses when several TOPs are given.
Metallic Map(s)MetallicmapSets the TOP or TOPs used as the metallic map.
Metallic Map IndexMetallicmapindexSets the point attribute that picks which of the Metallic Map(s) each instance uses when several TOPs are given.
Roughness Map(s)RoughnessmapSets the TOP or TOPs used as the roughness map.
Roughness Map IndexRoughnessmapindexSets the point attribute that picks which of the Roughness Map(s) each instance uses when several TOPs are given.
Specular Map(s)SpecularmapSets the TOP or TOPs used as the specular map.
Specular Map IndexSpecularmapindexSets the point attribute that picks which of the Specular Map(s) each instance uses when several TOPs are given.
Aniso Level Map(s)AnisolevelmapSets the TOP or TOPs used as the anisotropic level map.
Aniso Level Map IndexAnisolevelmapindexSets the point attribute that picks which of the Aniso Level Map(s) each instance uses when several TOPs are given.
Aniso Angle Map(s)AnisoanglemapSets the TOP or TOPs used as the anisotropic angle map.
Aniso Angle Map IndexAnisoanglemapindexSets the point attribute that picks which of the Aniso Angle Map(s) each instance uses when several TOPs are given.
Clearcoat Map(s)ClearcoatmapSets the TOP or TOPs used as the clearcoat map.
Clearcoat Map IndexClearcoatmapindexSets the point attribute that picks which of the Clearcoat Map(s) each instance uses when several TOPs are given.
Transmission Map(s)TransmissionmapSets the TOP or TOPs used as the transmission map.
Transmission Map IndexTransmissionmapindexSets the point attribute that picks which of the Transmission Map(s) each instance uses when several TOPs are given.
Emission Map(s)EmissionmapSets the TOP or TOPs used as the emission map.
Emission Map IndexEmissionmapindexSets the point attribute that picks which of the Emission Map(s) each instance uses when several TOPs are given.
Normal Map(s)NormalmapSets the TOP or TOPs used as the normal map, for surface bump detail.
Normal Map IndexNormalmapindexSets the point attribute that picks which of the Normal Map(s) each instance uses when several TOPs are given.
Bump ScaleBumpscaleScales the bump intensity of the normal map.
Per POPX Instance MapsInstancemapsEnable to give each POPX instance its own maps from the POPX Maps blocks. Off uses the main maps for every instance.
POPX MapsMapsPer-instance maps, one block per instance, used when Per-Instance Maps is on. The block count follows the instances of the input.
Substance TOPMaps0substanceSets a Substance TOP whose outputs fill the maps left empty in this instance block, matched by the output name. A map set in the block always wins.
Base Color MapMaps0basecolormapSets the base color map of this instance block.
Metallic MapMaps0metallicmapSets the metallic map of this instance block.
Roughness MapMaps0roughnessmapSets the roughness map of this instance block.
Specular MapMaps0specularmapSets the specular map of this instance block.
Aniso Level MapMaps0anisolevelmapSets the anisotropic level map of this instance block.
Aniso Angle MapMaps0anisoanglemapSets the anisotropic angle map of this instance block.
Clearcoat MapMaps0clearcoatmapSets the clearcoat map of this instance block.
Transmission MapMaps0transmissionmapSets the transmission map of this instance block.
Emission MapMaps0emissionmapSets the emission map of this instance block.
Normal Map (Bump)Maps0normalmapSets the normal map of this instance block, for surface bump detail.
Bump ScaleMaps0bumpscaleScales the bump intensity of the normal map of this instance block.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesWhether to render the full POPX geometry. When off, only point instances are drawn.
Convert to Point PrimitivesConverttoptprimEnable converting points to point primitives when Render Primitives is off.
SRT / RSTSrtrstSets the transform order, SRT or RST, used when the points are rendered as TouchDesigner instances.
Input 0 POP - POPX/POP Geometry
Output 0 POP - POPX/POP Geometry