Material v1.2.1

Summary

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.

Parameters

Page: Material

Attribute Class Attrclass Selects which attribute class the material properties are applied to.
Point point
Primitive primitive
Group Group If 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 Exists Overrideifexists Override material attributes that already exist.
Base Color Basecolor Diffuse albedo color.
Base Color Basecolorr
Base Color Basecolorg
Base Color Basecolorb
Metallic Metallic Metallic appearance.
Roughness Roughness Surface roughness.
Specular Specular Specular reflection strength for dielectrics.
Specular Color Specularcolor Tint specular reflection with color.
Specular Color Specularcolorr
Specular Color Specularcolorg
Specular Color Specularcolorb
Anisotropic Anisotropic Anisotropic highlight stretching.
Anisotropic Rotation Anisotropicrot Rotation angle for anisotropic highlights.
Subsurface Subsurface Subsurface scattering amount for translucent materials like skin or wax.
Sheen Sheen Soft velvet-like reflection for fabrics and cloth.
Sheen Color Sheencolor Tint sheen reflection with color.
Sheen Color Sheencolorr
Sheen Color Sheencolorg
Sheen Color Sheencolorb
Clearcoat Clearcoat Secondary specular layer for car paint or lacquered surfaces.
Clearcoat Gloss Clearcoatgloss Glossiness of clearcoat layer.
IOR Ior Index of refraction for dielectrics.
Transmission Transmission Light transmission through surface for glass and transparent materials.
Dispersion Dispersion Chromatic dispersion amount for refractive materials.
Emission Emission Emissive color for self-illuminating surfaces.
Emission Emissionr
Emission Emissiong
Emission Emissionb

Page: Common

Free Extra GPU Memory Freeextragpumem Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0 POP POPX_in1

Outputs

Output 0 POP POPX_out1