POPX

Material

v1.3.0
Tools

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

Attribute ClassAttrclass
Selects which attribute class the material properties are applied to.
PointpointPrimitiveprimitiveVertexvertex
GroupGroup
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 ExistsOverrideifexists
Override material attributes that already exist.
Base ColorBasecolor
Diffuse albedo color.
Base ColorBasecolorrBase ColorBasecolorgBase ColorBasecolorb
MetallicMetallic
Metallic appearance.
RoughnessRoughness
Surface roughness.
Specular LevelSpecularlevel
Specular reflection strength for dielectrics.
Specular TintSpeculartint
Tint specular reflection with color.
Specular TintSpeculartintrSpecular TintSpeculartintgSpecular TintSpeculartintb
Anisotropic LevelAnisotropiclevel
Anisotropic highlight stretching level.
Anisotropic AngleAnisotropicangle
Rotation angle for anisotropic highlights.
Sheen LevelSheenlevel
Soft velvet-like reflection for fabrics and cloth.
Sheen TintSheentint
Tint sheen reflection with color.
Sheen TintSheentintrSheen TintSheentintgSheen TintSheentintb
Clearcoat LevelClearcoatlevel
Secondary specular layer for car paint or lacquered surfaces.
Clearcoat RoughnessClearcoatroughness
Roughness of the clearcoat layer.
Clearcoat TintClearcoattint
Tint clearcoat reflection with color.
Clearcoat TintClearcoattintrClearcoat TintClearcoattintgClearcoat TintClearcoattintb
IORIor
Index of refraction for dielectrics.
ThicknessThickness
Thickness of the surface for thin-walled materials.
TransmissionTransmission
Light transmission through surface for glass and transparent materials.
DispersionDispersion
Chromatic dispersion amount for refractive materials.
Absorption ColorAbsorptioncolor
Color absorbed by the volume as light passes through.
Absorption ColorAbsorptioncolorrAbsorption ColorAbsorptioncolorgAbsorption ColorAbsorptioncolorb
Emission LevelEmissionlevel
Emission intensity for self-illuminating surfaces.
Emission ColorEmissioncolor
Emissive color for self-illuminating surfaces.
Emission ColorEmissioncolorrEmission ColorEmissioncolorgEmission ColorEmissioncolorb
Substance TOPSubstance
Reference to a Substance TOP for automatic PBR texture assignment.
Base Color MapBasecolormap
Texture map for base color.
Metallic MapMetallicmap
Texture map for metallic values.
Roughness MapRoughnessmap
Texture map for roughness values.
Specular MapSpecularmap
Texture map for specular values.
Anisotropic Level MapAnisotropiclevelmap
Texture map for anisotropic level values.
Anisotropic Angle MapAnisotropicanglemap
Texture map for anisotropic angle values.
Sheen MapSheenmap
Texture map for sheen values.
Clearcoat MapClearcoatmap
Texture map for clearcoat values.
Transmission MapTransmissionmap
Texture map for transmission values.
Emission MapEmissionmap
Texture map for emission values.
Normal Map (Bump)Normalmap
Normal map for surface bump detail.
Bump ScaleBumpscale
Scale factor for normal map bump intensity.
Free Extra GPU MemoryFreeextragpumem
Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0POP
POPX_in1

Outputs

Output 0POP
POPX_out1