Material v1.3.0

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
Vertex vertex
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 Level Specularlevel Specular reflection strength for dielectrics.
Specular Tint Speculartint Tint specular reflection with color.
Specular Tint Speculartintr
Specular Tint Speculartintg
Specular Tint Speculartintb
Anisotropic Level Anisotropiclevel Anisotropic highlight stretching level.
Anisotropic Angle Anisotropicangle Rotation angle for anisotropic highlights.
Sheen Level Sheenlevel Soft velvet-like reflection for fabrics and cloth.
Sheen Tint Sheentint Tint sheen reflection with color.
Sheen Tint Sheentintr
Sheen Tint Sheentintg
Sheen Tint Sheentintb
Clearcoat Level Clearcoatlevel Secondary specular layer for car paint or lacquered surfaces.
Clearcoat Roughness Clearcoatroughness Roughness of the clearcoat layer.
Clearcoat Tint Clearcoattint Tint clearcoat reflection with color.
Clearcoat Tint Clearcoattintr
Clearcoat Tint Clearcoattintg
Clearcoat Tint Clearcoattintb
IOR Ior Index of refraction for dielectrics.
Thickness Thickness Thickness of the surface for thin-walled materials.
Transmission Transmission Light transmission through surface for glass and transparent materials.
Dispersion Dispersion Chromatic dispersion amount for refractive materials.
Absorption Color Absorptioncolor Color absorbed by the volume as light passes through.
Absorption Color Absorptioncolorr
Absorption Color Absorptioncolorg
Absorption Color Absorptioncolorb
Emission Level Emissionlevel Emission intensity for self-illuminating surfaces.
Emission Color Emissioncolor Emissive color for self-illuminating surfaces.
Emission Color Emissioncolorr
Emission Color Emissioncolorg
Emission Color Emissioncolorb

Page: Maps

Substance TOP Substance Reference to a Substance TOP for automatic PBR texture assignment.
Base Color Map Basecolormap Texture map for base color.
Metallic Map Metallicmap Texture map for metallic values.
Roughness Map Roughnessmap Texture map for roughness values.
Specular Map Specularmap Texture map for specular values.
Anisotropic Level Map Anisotropiclevelmap Texture map for anisotropic level values.
Anisotropic Angle Map Anisotropicanglemap Texture map for anisotropic angle values.
Sheen Map Sheenmap Texture map for sheen values.
Clearcoat Map Clearcoatmap Texture map for clearcoat values.
Transmission Map Transmissionmap Texture map for transmission values.
Emission Map Emissionmap Texture map for emission values.
Normal Map (Bump) Normalmap Normal map for surface bump detail.
Bump Scale Bumpscale Scale factor for normal map bump intensity.

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