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Material

tools/material·v1.3.0
IN:1  OUT:1

Material is a utility operator that applies Disney BRDF material attributes to geometry for use with the Path Tracer operator. This operator writes material properties as point or primitive attributes, allowing you to create custom per-element materials instead of using the Path Tracer's built-in global material. The Material operator provides the same comprehensive Disney principled BRDF parameters as the Path Tracer, including base color, metallic/roughness workflow, specular color, subsurface scattering, sheen color, clearcoat, transmission, dispersion, and emission.

By using the Material operator, you can assign different material properties to different parts of your geometry, enabling multi-material scenes for path traced rendering. The operator supports attribute class selection (point or primitive), group filtering, and material override control, allowing you to choose whether to replace existing material attributes or preserve them. All material parameters follow the Disney BRDF standard, ensuring physically accurate rendering with intuitive artist-friendly controls.

PAGEMaterial
GroupGroupIf there are input groups, specifying a group name in this field will cause this POPX to act only upon the group specified.
Override if Material ExistsOverrideifexistsOverride material attributes that already exist.
MetallicMetallicMetallic appearance.
RoughnessRoughnessSurface roughness.
Specular LevelSpecularlevelSpecular reflection strength for dielectrics.
Anisotropic LevelAnisotropiclevelAnisotropic highlight stretching level.
Anisotropic AngleAnisotropicangleRotation angle for anisotropic highlights.
Sheen LevelSheenlevelSoft velvet-like reflection for fabrics and cloth.
Clearcoat LevelClearcoatlevelSecondary specular layer for car paint or lacquered surfaces.
Clearcoat RoughnessClearcoatroughnessRoughness of the clearcoat layer.
IORIorIndex of refraction for dielectrics.
ThicknessThicknessThickness of the surface for thin-walled materials.
TransmissionTransmissionLight transmission through surface for glass and transparent materials.
DispersionDispersionChromatic dispersion amount for refractive materials.
Emission LevelEmissionlevelEmission intensity for self-illuminating surfaces.
PAGEMaps
Substance TOPSubstanceReference to a Substance TOP for automatic PBR texture assignment.
Base Color MapBasecolormapTexture map for base color.
Metallic MapMetallicmapTexture map for metallic values.
Roughness MapRoughnessmapTexture map for roughness values.
Specular MapSpecularmapTexture map for specular values.
Anisotropic Level MapAnisotropiclevelmapTexture map for anisotropic level values.
Anisotropic Angle MapAnisotropicanglemapTexture map for anisotropic angle values.
Sheen MapSheenmapTexture map for sheen values.
Clearcoat MapClearcoatmapTexture map for clearcoat values.
Transmission MapTransmissionmapTexture map for transmission values.
Emission MapEmissionmapTexture map for emission values.
Normal Map (Bump)NormalmapNormal map for surface bump detail.
Bump ScaleBumpscaleScale factor for normal map bump intensity.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP POPX_in1
Output 0 POP POPX_out1