ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
Feel free to add notes!
2
GROUPSETTING NAMEINPUT TYPEDEFAULTCOMMENTS
3
basicBase ColorRGBR0,8 G0,8 B0,8
should this behave like physical albedo color? should there be an option for it to behave like that or possibly other ways?
4
basicMetalnessFLOAT0
5
basicSpecularFLOAT0,5
maybe also use for edge tiniting metals? for metals this param doesnt do much otherwise i guess
6
basicRoughnessFLOAT0,75Should have an option in the bsdf to convert to glossy (would be handy and artist friendly)
7
basicIORFLOAT1,5
In corona renderer the IOR has influence over the amount of reflection (it replaces the specular parameter there) is the a benefit to that?
8
9
finishAnisotropyFLOAT0
10
finishAnisotropic rotationFLOAT0
11
finishSheen AmountFLOAT0
12
finishSheen ColorRGBwhite
Since sheen is an additive effect (sorta, i mean dont forget energy conservation) could we maybe just have one rgb color that does strength and color in one
13
finishSheen Roughness/fallof/angleFLOAT0.75
14
finishClearcoat amountFLOAT0
15
finishClearcoat roughnessFLOAT0.03
16
finishClearcoat absorbsionRGBwhite
17
18
SSSThinBOOLFALSEhyped for this one (SHOULD ALSO FLIP X channel and Y channel PLEASE)
19
SSSScatter DepthFLOAT0
0 for disable and then 0,0x-infinity for maximum scatter depth (in centimetres perhaps for accuracy?)
20
SSSScatter TintRGBskintone maybei never knew exactly why the scatter radius was a thing, its not very artist friendly i think
21
SSSNOTENOTENOTEthin option should use the params above to shade both sides of the face properly (much love)
22
geoNormalNRMnormal
23
geoClearcoat Nomal NRMnormal
24
geoTangentNRMnormal
25
26
settingsUse GlossyBOOLFALSEthis would be handy and artist friendly
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