Material properties

The 3D View renders the surface of models using a program called a shader. The shader defines the material
applied to the model using a list of properties which impact various aspects of the model’s appearance.

The Materials menu of the 3D View lets you check which shader is used for each of the scene’s materials.

OpenPBR

Designer uses the OpenPBR material model by default, which supports several complex effects such as anisotropy,
transmission and fuzz.

The default graph templates and the material samples included in Designer are all based on the OpenPBR model.

This shader’s properties follow the OpenPBR parameter reference, and are shared across the Rasterizer,
GPU Pathtracer and OpenGL 3D renderers.

UVs
table 0-row-4 1-row-4 2-row-4 3-row-4
Parameter Type Default Description
Tiling Float 1.0 The amount of texture repetitions in one UV cell, where a higher value
results in more texture repetitions.
Enable physical size from graph Boolean False Automatically adjust the tiling according to the graph’s Physical size
in order to represent the material at the appropriate scale.
UV scale Float2 1.0, 1.0 Adjusts the scale of the tiling by a separate factor for U and V, where
a higher value results in more texture repetitions.
Base
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4
Parameter Type Default Description
Weight Float 1.0 Multiplier on the intensity of the reflection from the diffuse and metallic base.
Color Float3 (RGB) 0.8, 0.8, 0.8 Color of the reflection from the diffuse and metallic base.
Metalness Float 0.0 Specifies how metallic the base material appears. (Dials the base from pure dielectric to pure metal)
Diffuse roughness Float 0.0 Roughness of the diffuse reflection. Higher values cause the surface to appear flatter.
Specular
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4 5-row-4
Parameter Type Default Description
Weight Float 1.0 Multiplies the specular reflectivity.
Color Float3 (RGB) 1.0, 1.0, 1.0 Color of the specular reflection. (Controls the physical edge-tint for metals,
and a non-physical overall tint for dielectrics)
Roughness Float 0.3 The roughness of the specular reflection. Lower numbers produce sharper
reflections, higher numbers produce blurrier reflections.
Anisotropy Float 0.0 The directional bias of the roughness of the metal/dielectric base, resulting
in increasingly stretched highlights along the tangent direction.
IOR Float 1.5 Index of refraction of the dielectric base.
Transmission
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4 5-row-4 6-row-4 7-row-4
Parameter Type Default Description
Weight Float 0.0 Mixture weight between the transparent and opaque dielectric base.
The greater the value the more transparent the material.
Color Float3 (RGB) 1.0, 1.0, 1.0 Controls color of the transparent base due to Beer’s law volumetric
absorption under the surface.
Depth Float 0.0 Specifies the distance light travels inside the transparent base before
it becomes exactly the transmission_color according to Beer’s law.
Scatter Float3 (RGB) 0.0, 0.0, 0.0 Controls the color of light volumetrically scattered inside the transparent base.
Anisotropy Float 0.0 The amount of directional bias, or anisotropy, of the volumetric scattering
in the transparent base.
Dispersion scale Float 0.0 Linearly scales the amount of dispersion.
Abbe number Float 20.0 Physical Abbe number of the dielectric medium, describing how much
the dielectric index of refraction varies across wavelengths.
Subsurface
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4 5-row-4
Parameter Type Default Description
Weight Float 0.0 Mixture weight which dials the opaque dielectric base between
diffuse reflection and subsurface scattering.
Color Float3 (RGB) 0.8, 0.8, 0.8 The observed reflection color of the subsurface scattering medium.
Radius Float 1.0 Length scale of the subsurface scattering mean free path.
Radius scale Float3 (RGB) 1.0, 0.5, 0.25 RGB multiplier to subsurface_radius, giving the per-channel scattering
mean-free-paths.
Anisotropy Float 0.0 Controls the phase-function of subsurface scattering, where zero
scatters light evenly, positive values scatter forwards, and negative
values scatter backwards.
Coat
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4 5-row-4 6-row-4
Parameter Type Default Description
Weight Float 0.0 The presence weight of a reflective clear-coat layer on top of the material.
Use for materials such as car paint or an oily layer.
Color Float3 (RGB) 1.0, 1.0, 1.0 The color of the clear-coat layer’s transparency, due to absorption in the coat.
Roughness Float 0.0 The roughness of the clear-coat reflections.
The lower the value, the sharper the reflection.
Anisotropy Float 0.0 The directional bias of the roughness of the clear-coat layer,
resulting in increasingly stretched highlights along the coat tangent direction.
IOR Float 1.6 The index of refraction of the clear-coat layer.
Darkening Float 1.0 Modulates the physical coat darkening effect.
Fuzz
table 0-row-4 1-row-4 2-row-4 3-row-4
Parameter Type Default Description
Weight Float 1.0 The presence weight of a fuzz layer that can be used to approximate microfibers,
for fabrics such as velvet and satin as well as dust grains.
Color Float3 (RGB) 1.0, 1.0, 1.0 The color of the fuzz layer.
Roughness Float 0.5 The roughness of the fuzz layer.
Emission
table 0-row-4 1-row-4 2-row-4
Parameter Type Default Description
Luminance Float 0.0 The amount of emitted light, as a luminance in nits.
Color Float3 (RGB) 1.0, 0.0, 0.0 The color of the emitted light.
Thin-film
table 0-row-4 1-row-4 2-row-4 3-row-4
Parameter Type Default Description
Weight Float 0.0 Coverage weight of the thin-film.
Use for materials such as multi-tone car paint or soap bubbles.
Thickness Float 0.5 The thickness of the thin-film layer on the base. (In micrometers)
IOR Float 1.4 The index of refraction of the thin-film.
Geometry
table 0-row-4 1-row-4 2-row-4 3-row-4 4-row-4 5-row-4 6-row-4 7-row-4 8-row-4 9-row-4 10-row-4
Parameter Type Default Description
Opacity Float 1.0 The opacity of the entire material.
Thin walled Boolean False If true the surface is double-sided and represents an infinitesimally thin shell.
Suitable for extremely geometrically thin objects such as leaves or paper.
Normal Float3 (RGB) 0.5, 0.5, 1.0 Input geometric normal for the surface.
Tangent Float3 (RGB) 1.0, 0.5, 0.0 Input geometric tangent.
Coat normal Float3 (RGB) 0.5, 0.5, 1.0 Input normal for coat layer.
Coat tangent Float3 (RGB) 1.0, 0.5, 0.0 Input geometric tangent for coat layer.
Height Float 0.5 Displacement (or bump) amount in the direction of the normal.
When height is equal to the height level, there is no displacement.
Displacement is a scalar change in surface position toward unperturbed,
blended normal surface.
In cases where tessellated displacement is not possible or desired,
height may be implemented as a bump map.
Height level Float 0.5 Value of height corresponding to no displacement (zero-level value).
Height level shifts (but does not scale or flip) the displacement relative
to the undisplaced object’s surface.
If height level is 0, all displacement is above.
If height level is 1, all displacement is below the surface, but it still retains
the same scale and direction.
Height scale Float 1.0 Scale of displacement or bump in scene space units.
The magnitude and direction of scale is independent of the value of height level.
Ambient occlusion Float 1.0 Ambient occlusion map for darkening occluded areas.
White (1.0) means fully lit, black (0.0) means fully occluded.

Compatibility with existing graphs

Some of OpenPBR material properties have different usage identifiers compared to other models included in Designer.
Designer automatically matches some identifiers to ensure compatibility with OpenPBR as its default model.

Legacy to OpenPBR usage mappings
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Legacy OpenPBR
metallic metalness
specularEdgeColor specularColor
roughness specularRoughness
anisotropyLevel specularRoughnessAnisotropy
IOR specularIOR
absorptionColor transmissionColor
absorptionDistance transmissionDepth
translucency subsurfaceWeight
scatteringColor subsurfaceColor
scatteringDistance subsurfaceRadius
scatteringDistanceScale subsurfaceRadiusScale
coatOpacity coatWeight
sheenOpacity fuzzWeight
sheenColor fuzzColor
sheenRoughness fuzzRoughness
emissive emissionColor

Further reading

To learn more about OpenPBR, here are some resources:

Adobe Standard Material

The Adobe Standard Material (ASM) model was introduced in Designer 11.2 and has been Designer’s default shader
up to version 15.1.

While Designer moved to OpenPBR as its new default model, ASM is still included and its properties are also shared
across the Rasterizer, GPU Pathtracer and OpenGL 3D renderers.

The model is documented here.

UsdPreviewSurface

The purpose of the UsdPreviewSurface model is previewing materials with a basic feature set promoting compatibility
across renderers that include USD and/or Hydra.

In Designer, this material model is only supported by the Rasterizer and GPU Pathtracer 3D renderers.

The model is documented here.

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