rpr_material_node_type
Usage
Material node types.
Possible Values
Name |
Value |
Brief Explanation |
---|---|---|
RPR_MATERIAL_NODE_DIFFUSE |
0x1 |
Diffuse BSDF. |
RPR_MATERIAL_NODE_MICROFACET |
0x2 |
Microfacet BSDF, for rough or smooth specular surfaces. |
RPR_MATERIAL_NODE_REFLECTION |
0x3 |
Smooth reflection BSDF (like chrome). |
RPR_MATERIAL_NODE_REFRACTION |
0x4 |
Smooth refration BSDF (smooth glass). |
RPR_MATERIAL_NODE_MICROFACET_REFRACTION |
0x5 |
Smooth or rough refractive BSDF, glass for example. |
RPR_MATERIAL_NODE_TRANSPARENT |
0x6 |
Transparent BSDF, allows light to pass through multiplied by a color. |
RPR_MATERIAL_NODE_EMISSIVE |
0x7 |
Emmisive BSDF for light emitting area lights. |
RPR_MATERIAL_NODE_WARD |
0x8 |
Ward reflection BSDF. |
RPR_MATERIAL_NODE_ADD |
0x9 |
Shader that adds two BSDF’s together. |
RPR_MATERIAL_NODE_BLEND |
0xA |
Blend two BSDF’s based on a weight. |
RPR_MATERIAL_NODE_ARITHMETIC |
0xB |
Arithmetic node for performing math. |
RPR_MATERIAL_NODE_FRESNEL |
0xC |
Fresnel texture pattern, falls off to edge of geometry. |
RPR_MATERIAL_NODE_NORMAL_MAP |
0xD |
Normal map, turns a normal map image texture into normal. |
RPR_MATERIAL_NODE_IMAGE_TEXTURE |
0xE |
Image texture lookup on UV. |
RPR_MATERIAL_NODE_NOISE2D_TEXTURE |
0xF |
Random noise texture. |
RPR_MATERIAL_NODE_DOT_TEXTURE |
0x10 |
Dot texture, creates a circle centered on UV of radius 1/2 UV. |
RPR_MATERIAL_NODE_GRADIENT_TEXTURE |
0x11 |
Gradiant texture, mix between two colors on UV. |
RPR_MATERIAL_NODE_CHECKER_TEXTURE |
0x12 |
Checkerboard texture in UV. |
RPR_MATERIAL_NODE_CONSTANT_TEXTURE |
0x13 |
Constant color texture. |
RPR_MATERIAL_NODE_INPUT_LOOKUP |
0x14 |
Look up a geometry value, position, UV, etc. |
RPR_MATERIAL_NODE_BLEND_VALUE |
0x16 |
Blend two textures based on a weight. |
RPR_MATERIAL_NODE_PASSTHROUGH |
0x17 |
Simple color BSDF. |
RPR_MATERIAL_NODE_ORENNAYAR |
0x18 |
Oren Nayer diffuse BSDF. |
RPR_MATERIAL_NODE_FRESNEL_SCHLICK |
0x19 |
Fresnel texture with Schlick approximation. |
RPR_MATERIAL_NODE_DIFFUSE_REFRACTION |
0x1B |
Diffuse refraction, for simple refration like plastic. |
RPR_MATERIAL_NODE_BUMP_MAP |
0x1C |
Turn a height map into a normal for use with BSDFs. |
RPR_MATERIAL_NODE_VOLUME |
0x1D |
Volume BSSDF. |
RPR_MATERIAL_NODE_MICROFACET_ANISOTROPIC_REFLECTION |
0x1E |
Microfacet BSDF, with directionality (in UV) of roughness patterns. |
RPR_MATERIAL_NODE_MICROFACET_ANISOTROPIC_REFRACTION |
0x1F |
Refractive BSDF, with directionality (in UV) of roughness patterns. |
RPR_MATERIAL_NODE_TWOSIDED |
0x20 |
Set one BSDF for one side and another on back. |
RPR_MATERIAL_NODE_UV_PROCEDURAL |
0x21 |
Procedural UV projection. |
RPR_MATERIAL_NODE_MICROFACET_BECKMANN |
0x22 |
Beckmann type roughness BSDF. |
RPR_MATERIAL_NODE_PHONG |
0x23 |
Phong specular BSDF. |
RPR_MATERIAL_NODE_BUFFER_SAMPLER |
0x24 |
Sample a list of float or int values like a texture. |
RPR_MATERIAL_NODE_UV_TRIPLANAR |
0x25 |
Procedural UV projection of triplanar type. |
RPR_MATERIAL_NODE_AO_MAP |
0x26 |
Ambient occlusion map for texturing. |
RPR_MATERIAL_NODE_UBERV2 |
0x2b |
Uber Shader node. |
RPR_MATERIAL_NODE_TRANSFORM |
0x2c |
Node for transforming vectors. |
RPR_MATERIAL_NODE_RGB_TO_HSV |
0x2d |
RGB to HSV color convert. |
RPR_MATERIAL_NODE_HSV_TO_RGB |
0x2e |
HSV to RGB color convert. |
RPR_MATERIAL_NODE_USER_TEXTURE |
0x2f |
A user texture is a material where its source code can be written by the API user. |
RPR_MATERIAL_NODE_TOON_CLOSURE |
0x30 |
Closure of the Toon material. |
RPR_MATERIAL_NODE_TOON_RAMP |
0x31 |
Ramp of the Toon materials. This should be connected to |
RPR_MATERIAL_NODE_VORONOI_TEXTURE |
0x32 |
Material generating a Voronoi diagram. |
RPR_MATERIAL_NODE_GRID_SAMPLER |
0x33 |
A Grid Sampler takes rpr_grid as an input and samples it. |
RPR_MATERIAL_NODE_BLACKBODY |
0x34 |
Represents a material of a blackbody. |
RPR_MATERIAL_NODE_RAMP |
0x35 |
Ramp of colors. |
RPR_MATERIAL_NODE_PRIMVAR_LOOKUP |
0x36 |
Used to manipulate Primvars. |
RPR_MATERIAL_NODE_MATX_DIFFUSE_BRDF |
0x1000 |
|
RPR_MATERIAL_NODE_MATX_DIELECTRIC_BRDF |
0x1001 |
|
RPR_MATERIAL_NODE_MATX_GENERALIZED_SCHLICK_BRDF |
0x1002 |
|
RPR_MATERIAL_NODE_MATX_NOISE3D |
0x1003 |
|
RPR_MATERIAL_NODE_MATX_TANGENT |
0x1004 |
|
RPR_MATERIAL_NODE_MATX_NORMAL |
0x1005 |
|
RPR_MATERIAL_NODE_MATX_POSITION |
0x1006 |
|
RPR_MATERIAL_NODE_MATX_ROUGHNESS_ANISOTROPY |
0x1007 |
|
RPR_MATERIAL_NODE_MATX_ROTATE3D |
0x1008 |
|
RPR_MATERIAL_NODE_MATX_NORMALIZE |
0x1009 |
|
RPR_MATERIAL_NODE_MATX_IFGREATER |
0x100A |
|
RPR_MATERIAL_NODE_MATX_SHEEN_BRDF |
0x100B |
|
RPR_MATERIAL_NODE_MATX_DIFFUSE_BTDF |
0x100C |
|
RPR_MATERIAL_NODE_MATX_CONVERT |
0x100D |
|
RPR_MATERIAL_NODE_MATX_SUBSURFACE_BRDF |
0x100E |
|
RPR_MATERIAL_NODE_MATX_DIELECTRIC_BTDF |
0x100F |
|
RPR_MATERIAL_NODE_MATX_CONDUCTOR_BRDF |
0x1010 |
|
RPR_MATERIAL_NODE_MATX_FRESNEL |
0x1011 |
|
RPR_MATERIAL_NODE_MATX_LUMINANCE |
0x1012 |
|
RPR_MATERIAL_NODE_MATX_FRACTAL3D |
0x1013 |
|
RPR_MATERIAL_NODE_MATX_MIX |
0x1014 |
|
RPR_MATERIAL_NODE_MATX |
0x1015 |
It is advised to use this type for any MaterialX creation. Then use rprMaterialXSetFile() to bind a MTLX file to this material. |
RPR_MATERIAL_NODE_MATX_ARTISTIC_IOR |
0x1016 |
|
RPR_MATERIAL_NODE_MATX_GENERALIZED_SCHLICK_BTDF |
0x1017 |
|
RPR_MATERIAL_NODE_MATX_LAYER |
0x1018 |
|
RPR_MATERIAL_NODE_MATX_THIN_FILM |
0x1019 |
|
RPR_MATERIAL_NODE_MATX_BITANGENT |
0x101A |
|
RPR_MATERIAL_NODE_MATX_TEXCOORD |
0x101B |
|
RPR_MATERIAL_NODE_MATX_MODULO |
0x101C |
|
RPR_MATERIAL_NODE_MATX_ABSVAL |
0x101D |
|
RPR_MATERIAL_NODE_MATX_SIGN |
0x101E |
|
RPR_MATERIAL_NODE_MATX_FLOOR |
0x101F |
|
RPR_MATERIAL_NODE_MATX_CEIL |
0x1020 |
|
RPR_MATERIAL_NODE_MATX_ATAN2 |
0x1021 |
|
RPR_MATERIAL_NODE_MATX_SQRT |
0x1022 |
|
RPR_MATERIAL_NODE_MATX_LN |
0x1023 |
|
RPR_MATERIAL_NODE_MATX_EXP |
0x1024 |
|
RPR_MATERIAL_NODE_MATX_CLAMP |
0x1025 |
|
RPR_MATERIAL_NODE_MATX_MIN |
0x1026 |
|
RPR_MATERIAL_NODE_MATX_MAX |
0x1027 |
|
RPR_MATERIAL_NODE_MATX_MAGNITUDE |
0x1028 |
|
RPR_MATERIAL_NODE_MATX_CROSSPRODUCT |
0x1029 |
|
RPR_MATERIAL_NODE_MATX_REMAP |
0x102A |
|
RPR_MATERIAL_NODE_MATX_SMOOTHSTEP |
0x102B |
|
RPR_MATERIAL_NODE_MATX_RGBTOHSV |
0x102C |
|
RPR_MATERIAL_NODE_MATX_HSVTORGB |
0x102D |
|
RPR_MATERIAL_NODE_MATX_IFGREATEREQ |
0x102E |
|
RPR_MATERIAL_NODE_MATX_IFEQUAL |
0x102F |
|
RPR_MATERIAL_NODE_MATX_SWIZZLE |
0x1030 |
|
RPR_MATERIAL_NODE_MATX_NOISE2D |
0x1031 |
|
RPR_MATERIAL_NODE_MATX_PLUS |
0x1032 |
|
RPR_MATERIAL_NODE_MATX_MINUS |
0x1033 |
|
RPR_MATERIAL_NODE_MATX_DIFFERENCE |
0x1034 |
|
RPR_MATERIAL_NODE_MATX_BURN |
0x1035 |
|
RPR_MATERIAL_NODE_MATX_DODGE |
0x1036 |
|
RPR_MATERIAL_NODE_MATX_SCREEN |
0x1037 |
|
RPR_MATERIAL_NODE_MATX_OVERLAY |
0x1038 |
|
RPR_MATERIAL_NODE_MATX_INSIDE |
0x1039 |
|
RPR_MATERIAL_NODE_MATX_OUTSIDE |
0x103A |
|
RPR_MATERIAL_NODE_MATX_RAMPLR |
0x103B |
|
RPR_MATERIAL_NODE_MATX_RAMPTB |
0x103C |
|
RPR_MATERIAL_NODE_MATX_SPLITLR |
0x103D |
|
RPR_MATERIAL_NODE_MATX_SPLITTB |
0x103E |
|
RPR_MATERIAL_NODE_MATX_CELLNOISE2D |
0x103F |
|
RPR_MATERIAL_NODE_MATX_CELLNOISE3D |
0x1040 |
|
RPR_MATERIAL_NODE_MATX_ROTATE2D |
0x1041 |
|
RPR_MATERIAL_NODE_MATX_DOT |
0x1042 |
|
RPR_MATERIAL_NODE_MATX_RANGE |
0x1043 |
|
RPR_MATERIAL_NODE_MATX_SWITCH |
0x1044 |
|
RPR_MATERIAL_NODE_MATX_EXTRACT |
0x1045 |
|
RPR_MATERIAL_NODE_MATX_COMBINE2 |
0x1046 |
|
RPR_MATERIAL_NODE_MATX_COMBINE3 |
0x1047 |
|
RPR_MATERIAL_NODE_MATX_COMBINE4 |
0x1048 |
|
RPR_MATERIAL_NODE_MATX_TRIPLANARPROJECTION |
0x1049 |
|