Class MDLMaterialSemantic


  • public final class MDLMaterialSemantic
    extends java.lang.Object
    MDLMaterialSemantic [@summary] The material semantics are identifiers for material properties formally identified by one of the standard material descriptors. When files containing material properties are loaded and translated by ModelIO, an appropriate standard material descriptor will be chosen, and any properties translated from the loaded file can be retrieved using one of these semantics. MDLMaterialSemanticBaseColor The inherent color of a surface to be used as a modulator during shading. Default is 50% gray MDLMaterialSemanticSubsurface, The degree to which light scatters under the surface of a material MDLMaterialSemanticMetallic A blend between a material behaving as a dielectric material at zero, and a metal at one. MDLMaterialSemanticSpecular Specular response to incident light MDLMaterialSemanticSpecularExponent Power of the specular exponent in the case that a Blinn/Phong BSDF is in use. MDLMaterialSemanticSpecularTint At zero, the specular highlight will use the hue, saturation, and intensity of incoming light to color the specular response; at one, the material's base color, and the light's intensity will be used. MDLMaterialSemanticRoughness Controls diffuse and specular response. A value of zero is smooth and shiny. At one, a diffuse material will retroreflect, and the specular highlight will be very spread out. MDLMaterialSemanticAnisotropic The degree to which the specular highlight is elongated in the direction of the local tangent basis. A mesh that does not have a tangent basis will not respond to this parameter. MDLMaterialSemanticAnisotropicRotation The degree to which the anisotropy is rotated relative to the direction of the local tangent basis. Values from zero to one are mapped to zero to two PI. MDLMaterialSemanticSheen A specular tint that appears at glancing angles on an object MDLMaterialSemanticSheenTint At zero, the specular highlight will use the hue, saturation, and intensity of incoming light to color the specular response; at one, the material's base color, and the light's intensity will be used. MDLMaterialSemanticClearcoat A second specular highlight, much like the gloss that results from a clear coat on an automotive finish MDLMaterialSemanticClearcoatGloss The glossiness of the clear coat highlight. MDLMaterialSemanticEmission A value that is to be emitted as radiance by a surface MDLMaterialSemanticBump A value that perturbs surface normals according to the local gradient of the property MDLMaterialSemanticOpacity The opacity of the surface MDLMaterialSemanticInterfaceIndexOfRefraction n1 in Schlick's equation, typically 1.0 for air MDLMaterialSemanticMaterialIndexOfRefraction n2 in Schlick's equation MDLMaterialSemanticObjectSpaceNormal A value that perturbs surface normals in object space MDLMaterialSemanticTangentSpaceNormal A value that perturbs surface normals in a local tangent space MDLMaterialSemanticDisplacement Displacement of a surface relative to surface normal MDLMaterialSemanticDisplacementScale Scaling factor for displacement MDLMaterialSemanticAmbientOcclusion Ambient occlusion describes the accessibility of the surface to the surrounding radiant environment and is typically used to attenuate it. It is not intended to attenuate direct illumination sources. MDLMaterialSemanticAmbientOcclusionScale The degree to which the ambient occlusion values are applied MDLMaterialSemanticUserDefined = 0x8000 Properties with this value are created when material properties are translated for which no known semantic applies. Semantics defined at greater than this value are available to be user defined. The first value is also used to indicate