Material Operators

Material operators that are used by renderers to determine the color of points on the surface of geometry.

These operators are specialized to work in the MaterialContext and may not support being fed through other OPs like filters.


backgroundFieldContrib Accesses color from the background field of the renderer, which is based on the surface normal, for use in a modularMat.
basicMat basicMat Material with a basic lighting model.
colorizeSdf2d Converts a 2D SDF to a striped distance pattern.
diffuseContrib diffuseContrib A material element that provides diffuse light contribution.
goochShadingContrib A material element that uses the Gooch shading model.
hologramContrib beta
iridescenceContrib iridescenceContrib beta Shading element that produces a rainbow pattern around the edges of shapes, depending on which direction the surface is facing (the surface normal).
matCapContrib beta Shading using a MatCap (Material Capture) image to fake lighting and reflections.
modularMat A material that is composed of one or more shading elements.
pbrMat pbrMat beta
phongMat deprecated Material that uses phong shading.
reflectContrib beta A material element that produces color based on light reflected from other surfaces.
reflectMat reflectMat beta
rimContrib rimContrib Shading that is applied to the edges of a surface relative to where it's viewed from.
sampledPointMat A material that produces color for volumetric points relative to the input shape.
shadingProperty beta
shadowContrib beta A material element that produces the shading level for the surface.
skyLightContrib skyLightContrib A material element that acts as a basic pseudo directional light.
specularContrib specularContrib A material element that provides specular light contribution.
subsurfaceContrib beta
surfaceColorContrib A material element that produces the assigned color attribute for the surface.
toonShadingContrib toonShadingContrib beta Modular shading element which uses a cell/toon shading technique with a color ramp.