Renderer Translation
surface shader parameters · click a cell to copy the parameter name
27rows
| Concept | Arnoldstandard_surface | RedshiftStandard Material | V-RayVRayMtl | CyclesPrincipled BSDF (4.x) | Karma / MaterialXstandard_surface | OctaneUniversal Material |
|---|---|---|---|---|---|---|
Base color | × base weight | × base_color_weight | × base weight | |||
Diffuse roughness Oren-Nayar style; 0 = Lambert everywhere | diffuse section | 4.3+ | — | |||
Metalness | VRayMtl 5+ | |||||
Specular weight | Reflection weight | color — white = full; Fresnel on | 0.5 = F0 of the IOR (0.04 @ 1.5); 1 = doubled | dielectric strength; IOR still drives Fresnel | ||
Specular color / tint | same color as weight | color in 4.x | color | |||
Specular roughness V-Ray defaults to glossiness = 1 − roughness | 1 − roughness, unless option_use_roughness | |||||
IOR | locked to refract_ior unless unlocked | |||||
Anisotropy ranges differ: 0–1 vs −1–1 | 0–1, 0 = isotropic | −1 – 1 | −1 – 1 | 0–1 | 0–1 | −1 – 1 |
Anisotropy rotation | 0–1 = 0–360° | 0–1 | 0–1 | 0–1 | 0–1 | |
Coat weight | VRayMtl 5+ | |||||
Coat roughness | 1 − roughness | |||||
Coat IOR | ||||||
Coat color / tint | — | |||||
Sheen weight | amount via color; black = off | color | ||||
Sheen roughness | 1 − roughness | |||||
Transmission weight | color — white = full | color | ||||
Transmission color / depth absorption per distance — scene-unit dependent | + transmission_depth (units) | + refr_transmittance, refr_absorption_scale | + fog_mult (fog_bias) | — | + transmission_depth | Absorption medium node |
Transmission roughness | added to specular roughness | 1 − roughness | shared with specular | shared | ||
Subsurface weight | translucency mode ≠ none (VRayMtl 5+) | Scattering medium node | ||||
Subsurface radius / scale | + subsurface_scale | + ss_scale | depth via fog_mult | + Subsurface Scale | + subsurface_scale | on the medium |
Subsurface color | random walk uses base color | + Scattering on the medium | ||||
Emission | × emission | × emission_weight | color × multiplier; GI toggle | × Emission Strength | × emission | Blackbody / Texture emission node, Power |
Opacity / cutout | color; shape opaque flag off | + opacity_mode (normal / clip / stochastic) | ||||
Normal / bump input | via normal_map / bump2d | Bump Map / Normal Map node | + bump_type (bump / tangent normal) | Normal Map / Bump node | ND_normalmap | or Bump |
Displacement | shading group; disp_height / disp_zero_value | node → material output | or material displacement slot | Material Output; Displacement node Height / Midlevel / Scale | ND_displacement | Displacement / Vertex displacement node |
Thin film | + thin_film_IOR (nm) | + thinfilm_ior | + thin_film_ior (VRayMtl 5+) | + Thin Film IOR (4.2+) | + thin_film_IOR | + Film IOR |
Thin-walled | — | transmission section |
- Glossiness ↔ roughness: V-Ray’s glossiness is 1 − roughness (set “Use roughness” in BRDF options to type roughness directly). Everything else takes roughness.
- Specular weight ≠ IOR: Blender’s Specular IOR Level scales the Fresnel of the IOR (0.5 = unchanged, F0 0.04 at IOR 1.5); Arnold / MaterialX “specular” and Redshift “refl_weight” multiply the whole specular lobe. Prefer setting IOR and leaving the weight at 1.
- Anisotropy ranges: Arnold, Cycles and MaterialX use 0–1 (0 isotropic); Redshift, V-Ray and Octane use −1–1 (sign flips the axis). Rotation is 0–1 = 0–360° in all of them.
- Transmission depth: Arnold / MaterialX express absorption as color at a depth in scene units; V-Ray as fog color + multiplier; Redshift via absorption scale; Cycles has no per-material absorption — use a Volume Absorption node on the Volume output.
- Colors are linear in every renderer’s API; UI swatches are display-transformed. When pasting values from the PBR Materials page, use the linear triplet.