-
Notifications
You must be signed in to change notification settings - Fork 360
/
Copy pathstandard_surface.mtlx
406 lines (387 loc) · 26.1 KB
/
standard_surface.mtlx
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
<?xml version="1.0"?>
<materialx version="1.38">
<!--
Autodesk Standard Surface node definition.
-->
<nodedef name="ND_standard_surface_surfaceshader" node="standard_surface" nodegroup="pbr" version="1.0.1" isdefaultversion="true" inherit="ND_standard_surface_surfaceshader_100"
doc="Autodesk standard surface shader">
<input name="base" type="float" value="1.0" uimin="0.0" uimax="1.0" uiname="Base" uifolder="Base"
doc="Multiplier on the intensity of the diffuse reflection." />
<input name="base_color" type="color3" value="0.8, 0.8, 0.8" uimin="0,0,0" uimax="1,1,1" uiname="Base Color" uifolder="Base"
doc="Color of the diffuse reflection." />
</nodedef>
<nodedef name="ND_standard_surface_surfaceshader_100" node="standard_surface" nodegroup="pbr" version="1.0.0" doc="Autodesk standard surface shader">
<input name="base" type="float" value="0.8" uimin="0.0" uimax="1.0" uiname="Base" uifolder="Base"
doc="Multiplier on the intensity of the diffuse reflection." />
<input name="base_color" type="color3" value="1.0, 1.0, 1.0" uimin="0,0,0" uimax="1,1,1" uiname="Base Color" uifolder="Base"
doc="Color of the diffuse reflection." />
<input name="diffuse_roughness" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Diffuse Roughness" uifolder="Base" uiadvanced="true"
doc="Roughness of the diffuse reflection. Higher values cause the surface to appear flatter and darker." />
<input name="metalness" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Metalness" uifolder="Base"
doc="Specifies how metallic the material appears. At its maximum, the surface behaves like a metal, using fully specular reflection and complex fresnel." />
<input name="specular" type="float" value="1" uimin="0.0" uimax="1.0" uiname="Specular" uifolder="Specular"
doc="Multiplier on the intensity of the specular reflection." />
<input name="specular_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Specular Color" uifolder="Specular"
doc="Color tint on the specular reflection." />
<input name="specular_roughness" type="float" value="0.2" uimin="0.0" uimax="1.0" uiname="Specular Roughness" uifolder="Specular"
doc="The roughness of the specular reflection. Lower numbers produce sharper reflections, higher numbers produce blurrier reflections." />
<input name="specular_IOR" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Index of Refraction" uifolder="Specular"
doc="Index of refraction for specular reflection." />
<input name="specular_anisotropy" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Specular Anisotropy" uifolder="Specular" uiadvanced="true"
doc="The directional bias of reflected and transmitted light resulting in materials appearing rougher or glossier in certain directions." />
<input name="specular_rotation" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Specular Rotation" uifolder="Specular" uiadvanced="true"
doc="Rotation of the axis of specular anisotropy around the surface normal." />
<input name="transmission" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Transmission" uifolder="Transmission" uiadvanced="true"
doc="Transmission of light through the surface for materials such as glass or water. The greater the value the more transparent the material." />
<input name="transmission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Color" uifolder="Transmission" uiadvanced="true"
doc="Color tint on the transmitted light." />
<input name="transmission_depth" type="float" value="0" uimin="0.0" uisoftmax="100.0" uiname="Transmission Depth" uifolder="Transmission" uiadvanced="true"
doc="Specifies the distance light travels inside the material before its becomes exactly the transmission color according to Beer's law." />
<input name="transmission_scatter" type="color3" value="0, 0, 0" uimin="0,0,0" uimax="1,1,1" uiname="Transmission Scatter" uifolder="Transmission" uiadvanced="true"
doc="Scattering coefficient of the interior medium. Suitable for a large body of liquid or one that is fairly thick, such as an ocean, honey, ice, or frosted glass." />
<input name="transmission_scatter_anisotropy" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Transmission Anisotropy" uifolder="Transmission" uiadvanced="true"
doc="The amount of directional bias, or anisotropy, of the scattering." />
<input name="transmission_dispersion" type="float" value="0" uimin="0.0" uisoftmax="100.0" uiname="Transmission Dispersion" uifolder="Transmission" uiadvanced="true"
doc="Dispersion amount, describing how much the index of refraction varies across wavelengths." />
<input name="transmission_extra_roughness" type="float" value="0" uimin="-1.0" uisoftmin="0.0" uimax="1.0" uiname="Transmission Roughness" uifolder="Transmission" uiadvanced="true"
doc="Additional roughness on top of specular roughness. Positive values blur refractions more than reflections, and negative values blur refractions less." />
<input name="subsurface" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Subsurface" uifolder="Subsurface" uiadvanced="true"
doc="The blend between diffuse reflection and subsurface scattering. A value of 1.0 indicates full subsurface scattering and a value 0 for diffuse reflection only." />
<input name="subsurface_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Color" uifolder="Subsurface" uiadvanced="true"
doc="The color of the subsurface scattering effect." />
<input name="subsurface_radius" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Subsurface Radius" uifolder="Subsurface" uiadvanced="true"
doc="The mean free path. The distance which light can travel before being scattered inside the surface." />
<input name="subsurface_scale" type="float" value="1" uimin="0.0" uisoftmax="10.0" uiname="Subsurface Scale" uifolder="Subsurface" uiadvanced="true"
doc="Scalar weight for the subsurface radius value." />
<input name="subsurface_anisotropy" type="float" value="0" uimin="-1.0" uimax="1.0" uiname="Subsurface Anisotropy" uifolder="Subsurface" uiadvanced="true"
doc="The direction of subsurface scattering. 0 scatters light evenly, positive values scatter forward and negative values scatter backward." />
<input name="sheen" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Sheen" uifolder="Sheen" uiadvanced="true"
doc="The weight of a sheen layer that can be used to approximate microfibers or fabrics such as velvet and satin." />
<input name="sheen_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Sheen Color" uifolder="Sheen" uiadvanced="true"
doc="The color of the sheen layer." />
<input name="sheen_roughness" type="float" value="0.3" uimin="0.0" uimax="1.0" uiname="Sheen Roughness" uifolder="Sheen" uiadvanced="true"
doc="The roughness of the sheen layer." />
<input name="coat" type="float" value="0" uimin="0.0" uimax="1.0" uiname="Coat" uifolder="Coat"
doc="The weight of a reflective clear-coat layer on top of the material. Use for materials such as car paint or an oily layer." />
<input name="coat_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Coat Color" uifolder="Coat"
doc="The color of the clear-coat layer's transparency." />
<input name="coat_roughness" type="float" value="0.1" uimin="0.0" uimax="1.0" uiname="Coat Roughness" uifolder="Coat"
doc="The roughness of the clear-coat reflections. The lower the value, the sharper the reflection." />
<input name="coat_anisotropy" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Anisotropy" uifolder="Coat" uiadvanced="true"
doc="The amount of directional bias, or anisotropy, of the clear-coat layer." />
<input name="coat_rotation" type="float" value="0.0" uimin="0.0" uimax="1.0" uiname="Coat Rotation" uifolder="Coat" uiadvanced="true"
doc="The rotation of the anisotropic effect of the clear-coat layer." />
<input name="coat_IOR" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Coat Index of Refraction" uifolder="Coat"
doc="The index of refraction of the clear-coat layer." />
<input name="coat_normal" type="vector3" defaultgeomprop="Nworld" uiname="Coat normal" uifolder="Coat"
doc="Input normal for clear-coat layer" />
<input name="coat_affect_color" type="float" value="0" uimin="0" uimax="1" uiname="Coat Affect Color" uifolder="Coat" uiadvanced="true"
doc="Controls the saturation of diffuse reflection and subsurface scattering below the clear-coat." />
<input name="coat_affect_roughness" type="float" value="0" uimin="0" uimax="1" uiname="Coat Affect Roughness" uifolder="Coat" uiadvanced="true"
doc="Controls the roughness of the specular reflection in the layers below the clear-coat." />
<input name="thin_film_thickness" type="float" value="0" uimin="0.0" uisoftmax="2000.0" uiname="Thin Film Thickness" uifolder="Thin Film" uiadvanced="true"
doc="The thickness of the thin film layer on a surface. Use for materials such as multitone car paint or soap bubbles." />
<input name="thin_film_IOR" type="float" value="1.5" uimin="0.0" uisoftmin="1.0" uisoftmax="3.0" uiname="Thin Film Index of Refraction" uifolder="Thin Film" uiadvanced="true"
doc="The index of refraction of the medium surrounding the material." />
<input name="emission" type="float" value="0" uimin="0.0" uisoftmax="1.0" uiname="Emission" uifolder="Emission"
doc="The amount of emitted incandescent light." />
<input name="emission_color" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Emission Color" uifolder="Emission"
doc="The color of the emitted light." />
<input name="opacity" type="color3" value="1, 1, 1" uimin="0,0,0" uimax="1,1,1" uiname="Opacity" uifolder="Geometry"
doc="The opacity of the entire material." />
<input name="thin_walled" type="boolean" value="false" uiname="Thin Walled" uifolder="Geometry" uiadvanced="true"
doc="If true the surface is double-sided and represents an infinitely thin shell. Suitable for thin objects such as tree leaves or paper." />
<input name="normal" type="vector3" defaultgeomprop="Nworld" uiname="Normal" uifolder="Geometry"
doc="Input geometric normal" />
<input name="tangent" type="vector3" defaultgeomprop="Tworld" uiname="Tangent Input" uifolder="Geometry"
doc="Input geometric tangent" />
<output name="out" type="surfaceshader" />
</nodedef>
<!--
Association between implementation and definition.
Note that version 1.0.1 only changes default values and thus reuses the same 1.0.0 nodegraph implementation.
-->
<implementation name="IMPL_standard_surface_surfaceshader_101" nodedef="ND_standard_surface_surfaceshader" nodegraph="NG_standard_surface_surfaceshader_100" />
<implementation name="IMPL_standard_surface_surfaceshader_100" nodedef="ND_standard_surface_surfaceshader_100" nodegraph="NG_standard_surface_surfaceshader_100" />
<!--
Autodesk Standard Surface nodegraph implementation.
-->
<nodegraph name="NG_standard_surface_surfaceshader_100">
<!-- Roughness influence by coat-->
<!-- Calculate main specular roughness -->
<multiply name="coat_affect_roughness_multiply1" type="float">
<input name="in1" type="float" interfacename="coat_affect_roughness" />
<input name="in2" type="float" interfacename="coat" />
</multiply>
<multiply name="coat_affect_roughness_multiply2" type="float">
<input name="in1" type="float" nodename="coat_affect_roughness_multiply1" />
<input name="in2" type="float" interfacename="coat_roughness" />
</multiply>
<mix name="coat_affected_roughness" type="float">
<input name="fg" type="float" value="1.0" />
<input name="bg" type="float" interfacename="specular_roughness" />
<input name="mix" type="float" nodename="coat_affect_roughness_multiply2" />
</mix>
<roughness_anisotropy name="main_roughness" type="vector2">
<input name="roughness" type="float" nodename="coat_affected_roughness" />
<input name="anisotropy" type="float" interfacename="specular_anisotropy" />
</roughness_anisotropy>
<!-- Calculate transmission roughness -->
<add name="transmission_roughness_add" type="float">
<input name="in1" type="float" interfacename="specular_roughness" />
<input name="in2" type="float" interfacename="transmission_extra_roughness" />
</add>
<clamp name="transmission_roughness_clamped" type="float">
<input name="in" type="float" nodename="transmission_roughness_add" />
</clamp>
<mix name="coat_affected_transmission_roughness" type="float">
<input name="fg" type="float" value="1.0" />
<input name="bg" type="float" nodename="transmission_roughness_clamped" />
<input name="mix" type="float" nodename="coat_affect_roughness_multiply2" />
</mix>
<roughness_anisotropy name="transmission_roughness" type="vector2">
<input name="roughness" type="float" nodename="coat_affected_transmission_roughness" />
<input name="anisotropy" type="float" interfacename="specular_anisotropy" />
</roughness_anisotropy>
<!-- Tangent rotation -->
<multiply name="tangent_rotate_degree" type="float">
<input name="in1" type="float" interfacename="specular_rotation" />
<input name="in2" type="float" value="360" />
</multiply>
<rotate3d name="tangent_rotate" type="vector3">
<input name="in" type="vector3" interfacename="tangent" />
<input name="amount" type="float" nodename="tangent_rotate_degree" />
<input name="axis" type="vector3" interfacename="normal" />
</rotate3d>
<normalize name="tangent_rotate_normalize" type="vector3">
<input name="in" type="vector3" nodename="tangent_rotate" />
</normalize>
<ifgreater name="main_tangent" type="vector3">
<input name="value1" type="float" interfacename="specular_anisotropy" />
<input name="value2" type="float" value="0.0" />
<input name="in1" type="vector3" nodename="tangent_rotate_normalize" />
<input name="in2" type="vector3" interfacename="tangent" />
</ifgreater>
<!-- Coat tangent rotation -->
<multiply name="coat_tangent_rotate_degree" type="float">
<input name="in1" type="float" interfacename="coat_rotation" />
<input name="in2" type="float" value="360" />
</multiply>
<rotate3d name="coat_tangent_rotate" type="vector3">
<input name="in" type="vector3" interfacename="tangent" />
<input name="amount" type="float" nodename="coat_tangent_rotate_degree" />
<input name="axis" type="vector3" interfacename="coat_normal" />
</rotate3d>
<normalize name="coat_tangent_rotate_normalize" type="vector3">
<input name="in" type="vector3" nodename="coat_tangent_rotate" />
</normalize>
<ifgreater name="coat_tangent" type="vector3">
<input name="value1" type="float" interfacename="coat_anisotropy" />
<input name="value2" type="float" value="0.0" />
<input name="in1" type="vector3" nodename="coat_tangent_rotate_normalize" />
<input name="in2" type="vector3" interfacename="tangent" />
</ifgreater>
<!-- Colors influenced by coat ("coat gamma") -->
<clamp name="coat_clamped" type="float">
<input name="in" type="float" interfacename="coat" />
</clamp>
<multiply name="coat_gamma_multiply" type="float">
<input name="in1" type="float" nodename="coat_clamped" />
<input name="in2" type="float" interfacename="coat_affect_color" />
</multiply>
<add name="coat_gamma" type="float">
<input name="in1" type="float" nodename="coat_gamma_multiply" />
<input name="in2" type="float" value="1.0" />
</add>
<max name="base_color_nonnegative" type="color3">
<input name="in1" type="color3" interfacename="base_color" />
<input name="in2" type="float" value="0.0" />
</max>
<power name="coat_affected_diffuse_color" type="color3">
<input name="in1" type="color3" nodename="base_color_nonnegative" />
<input name="in2" type="float" nodename="coat_gamma" />
</power>
<max name="subsurface_color_nonnegative" type="color3">
<input name="in1" type="color3" interfacename="subsurface_color" />
<input name="in2" type="float" value="0.0" />
</max>
<power name="coat_affected_subsurface_color" type="color3">
<input name="in1" type="color3" nodename="subsurface_color_nonnegative" />
<input name="in2" type="float" nodename="coat_gamma" />
</power>
<!-- Diffuse/Subsurface Layer -->
<oren_nayar_diffuse_bsdf name="diffuse_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="base" />
<input name="color" type="color3" nodename="coat_affected_diffuse_color" />
<input name="roughness" type="float" interfacename="diffuse_roughness" />
<input name="normal" type="vector3" interfacename="normal" />
</oren_nayar_diffuse_bsdf>
<translucent_bsdf name="translucent_bsdf" type="BSDF">
<input name="weight" type="float" value="1.0" />
<input name="color" type="color3" nodename="coat_affected_subsurface_color" />
<input name="normal" type="vector3" interfacename="normal" />
</translucent_bsdf>
<convert name="subsurface_radius_vector" type="vector3">
<input name="in" type="color3" interfacename="subsurface_radius" />
</convert>
<multiply name="subsurface_radius_scaled" type="vector3">
<input name="in1" type="vector3" nodename="subsurface_radius_vector" />
<input name="in2" type="float" interfacename="subsurface_scale" />
</multiply>
<subsurface_bsdf name="subsurface_bsdf" type="BSDF">
<input name="weight" type="float" value="1.0" />
<input name="color" type="color3" nodename="coat_affected_subsurface_color" />
<input name="radius" type="vector3" nodename="subsurface_radius_scaled" />
<input name="anisotropy" type="float" interfacename="subsurface_anisotropy" />
<input name="normal" type="vector3" interfacename="normal" />
</subsurface_bsdf>
<convert name="subsurface_selector" type="float">
<input name="in" type="boolean" interfacename="thin_walled" />
</convert>
<mix name="selected_subsurface_bsdf" type="BSDF">
<input name="fg" type="BSDF" nodename="translucent_bsdf" />
<input name="bg" type="BSDF" nodename="subsurface_bsdf" />
<input name="mix" type="float" nodename="subsurface_selector" />
</mix>
<mix name="subsurface_mix" type="BSDF">
<input name="fg" type="BSDF" nodename="selected_subsurface_bsdf" />
<input name="bg" type="BSDF" nodename="diffuse_bsdf" />
<input name="mix" type="float" interfacename="subsurface" />
</mix>
<!-- Sheen Layer -->
<sheen_bsdf name="sheen_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="sheen" />
<input name="color" type="color3" interfacename="sheen_color" />
<input name="roughness" type="float" interfacename="sheen_roughness" />
<input name="normal" type="vector3" interfacename="normal" />
</sheen_bsdf>
<layer name="sheen_layer" type="BSDF">
<input name="top" type="BSDF" nodename="sheen_bsdf" />
<input name="base" type="BSDF" nodename="subsurface_mix" />
</layer>
<!-- Transmission Layer -->
<dielectric_bsdf name="transmission_bsdf" type="BSDF">
<input name="weight" type="float" value="1.0" />
<input name="tint" type="color3" interfacename="transmission_color" />
<input name="ior" type="float" interfacename="specular_IOR" />
<input name="roughness" type="vector2" nodename="transmission_roughness" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="main_tangent" />
<input name="distribution" type="string" value="ggx" />
<input name="scatter_mode" type="string" value="T" />
</dielectric_bsdf>
<mix name="transmission_mix" type="BSDF">
<input name="fg" type="BSDF" nodename="transmission_bsdf" />
<input name="bg" type="BSDF" nodename="sheen_layer" />
<input name="mix" type="float" interfacename="transmission" />
</mix>
<!-- Specular Layer -->
<dielectric_bsdf name="specular_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="specular" />
<input name="tint" type="color3" interfacename="specular_color" />
<input name="ior" type="float" interfacename="specular_IOR" />
<input name="roughness" type="vector2" nodename="main_roughness" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="main_tangent" />
<input name="distribution" type="string" value="ggx" />
<input name="scatter_mode" type="string" value="R" />
</dielectric_bsdf>
<layer name="specular_layer" type="BSDF">
<input name="top" type="BSDF" nodename="specular_bsdf" />
<input name="base" type="BSDF" nodename="transmission_mix" />
</layer>
<!-- Metal Layer -->
<multiply name="metal_reflectivity" type="color3">
<input name="in1" type="color3" interfacename="base_color" />
<input name="in2" type="float" interfacename="base" />
</multiply>
<multiply name="metal_edgecolor" type="color3">
<input name="in1" type="color3" interfacename="specular_color" />
<input name="in2" type="float" interfacename="specular" />
</multiply>
<artistic_ior name="artistic_ior" type="multioutput">
<input name="reflectivity" type="color3" nodename="metal_reflectivity" />
<input name="edge_color" type="color3" nodename="metal_edgecolor" />
</artistic_ior>
<conductor_bsdf name="metal_bsdf" type="BSDF">
<input name="weight" type="float" value="1.0" />
<input name="ior" type="color3" nodename="artistic_ior" output="ior" />
<input name="extinction" type="color3" nodename="artistic_ior" output="extinction" />
<input name="roughness" type="vector2" nodename="main_roughness" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="main_tangent" />
<input name="distribution" type="string" value="ggx" />
</conductor_bsdf>
<mix name="metalness_mix" type="BSDF">
<input name="fg" type="BSDF" nodename="metal_bsdf" />
<input name="bg" type="BSDF" nodename="specular_layer" />
<input name="mix" type="float" interfacename="metalness" />
</mix>
<!-- Thin-film Layer -->
<thin_film_bsdf name="thin_film_bsdf" type="BSDF">
<input name="thickness" type="float" interfacename="thin_film_thickness" />
<input name="ior" type="float" interfacename="thin_film_IOR" />
</thin_film_bsdf>
<layer name="thin_film_layer" type="BSDF">
<input name="top" type="BSDF" nodename="thin_film_bsdf" />
<input name="base" type="BSDF" nodename="metalness_mix" />
</layer>
<!-- Coat Layer -->
<mix name="coat_attenuation" type="color3">
<input name="fg" type="color3" interfacename="coat_color" />
<input name="bg" type="color3" value="1.0, 1.0, 1.0" />
<input name="mix" type="float" interfacename="coat" />
</mix>
<multiply name="thin_film_layer_attenuated" type="BSDF">
<input name="in1" type="BSDF" nodename="thin_film_layer" />
<input name="in2" type="color3" nodename="coat_attenuation" />
</multiply>
<roughness_anisotropy name="coat_roughness_vector" type="vector2">
<input name="roughness" type="float" interfacename="coat_roughness" />
<input name="anisotropy" type="float" interfacename="coat_anisotropy" />
</roughness_anisotropy>
<dielectric_bsdf name="coat_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="coat" />
<input name="tint" type="color3" value="1.0, 1.0, 1.0" />
<input name="ior" type="float" interfacename="coat_IOR" />
<input name="roughness" type="vector2" nodename="coat_roughness_vector" />
<input name="normal" type="vector3" interfacename="coat_normal" />
<input name="tangent" type="vector3" nodename="coat_tangent" />
<input name="distribution" type="string" value="ggx" />
<input name="scatter_mode" type="string" value="R" />
</dielectric_bsdf>
<layer name="coat_layer" type="BSDF">
<input name="top" type="BSDF" nodename="coat_bsdf" />
<input name="base" type="BSDF" nodename="thin_film_layer_attenuated" />
</layer>
<!-- Emission Layer -->
<multiply name="emission_weight" type="color3">
<input name="in1" type="color3" interfacename="emission_color" />
<input name="in2" type="float" interfacename="emission" />
</multiply>
<mix name="coat_emission_attenuation" type="color3">
<input name="fg" type="color3" interfacename="coat_color" />
<input name="bg" type="color3" value="1.0, 1.0, 1.0" />
<input name="mix" type="float" interfacename="coat" />
</mix>
<multiply name="emission_weight_attenuated" type="color3">
<input name="in1" type="color3" nodename="emission_weight" />
<input name="in2" type="color3" nodename="coat_emission_attenuation" />
</multiply>
<uniform_edf name="emission_edf" type="EDF">
<input name="color" type="color3" nodename="emission_weight_attenuated" />
</uniform_edf>
<!-- Surface construction with opacity -->
<!-- Node <surface> only supports monochromatic opacity so use the luminance of input opacity color -->
<luminance name="opacity_luminance" type="color3">
<input name="in" type="color3" interfacename="opacity" />
</luminance>
<surface name="shader_constructor" type="surfaceshader">
<input name="bsdf" type="BSDF" nodename="coat_layer" />
<input name="edf" type="EDF" nodename="emission_edf" />
<input name="opacity" type="float" nodename="opacity_luminance" channels="r" />
</surface>
<!-- Output -->
<output name="out" type="surfaceshader" nodename="shader_constructor" />
</nodegraph>
</materialx>