Radeon ProRender

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.