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Shader nodes

Press Shift+A, or release a dragged wire on empty canvas, to open the node search ("Search nodes…").

In the tables, drag scale N describes drag sensitivity, not a maximum: a 200-pixel drag moves the value across the span from the minimum to N; keep dragging, or double-click and type, to reach the full registered numeric range. A dash in the bounds column means no scalar range is listed; it does not promise that every input type accepts unrestricted values.


Principled BSDF​

Physically-based surface shader combining diffuse, specular, subsurface, coat, sheen, transmission, and emission in a single node. Wire the BSDF output to Material Output > Surface. Subsurface Weight blends in subsurface scattering; Coat Weight adds a clear-coat layer. Thin Film Thickness and Thin Film IOR produce iridescent interference effects.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Base ColorColour0.8, 0.8, 0.8——
MetallicFloat00 to 1—
RoughnessFloat0.50 to 1—
IORFloat1.51 to 3—
AlphaFloat10 to 1—
NormalVector0, 0, 0——
Subsurface WeightFloat00 to 1—
Subsurface RadiusVector0.1, 0.1, 0.1——
Specular IOR LevelFloat0.50 to 1—
AnisotropicFloat00 to 1—
Anisotropic RotationFloat00 to 1—
Transmission WeightFloat00 to 1—
Sheen WeightFloat00 to 1—
Sheen RoughnessFloat0.50 to 1—
Coat WeightFloat00 to 1—
Coat RoughnessFloat0.030 to 1—
Coat IORFloat1.51 to 3—
Emission ColorColour1, 1, 1——
Emission StrengthFloat00 to 100 (drag scale: 10)—
Thin Film ThicknessFloat00 to 1000—
Thin Film IORFloat1.31 to 3—
DistributionChoicemulti_ggx—ggx, multi_ggx
Subsurface MethodChoicerandom_walk—burley, random_walk, random_walk_skin
Coat TintColour1, 1, 1——
Diffuse RoughnessFloat00 to 1—
Sheen TintColour1, 1, 1——
Specular TintColour1, 1, 1——
Subsurface AnisotropyFloat0-0.999 to 0.999—

Outputs

SocketType
BSDFShader

Diffuse BSDF​

Lambertian diffuse shader with optional micro-roughness. Wire the BSDF output to Material Output > Surface, or combine with other BSDFs using Add Shader or Mix Shader.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
RoughnessFloat00 to 1—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Glossy BSDF​

Specular reflection shader with configurable microfacet Distribution. Anisotropy stretches the highlight in one direction; Rotation rotates it. Wire a Tangent node to Tangent to control anisotropy orientation.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
DistributionChoiceggx—beckmann, ggx, ashikhmin_shirley, multi_ggx
RoughnessFloat0.50 to 1—
AnisotropyFloat0-1 to 1—
RotationFloat00 to 1—
NormalVector0, 0, 0——
TangentVector0, 0, 0——

Outputs

SocketType
BSDFShader

Metallic BSDF​

Physical conductor shader. Fresnel selects the F82 artistic model or full complex IOR model. In physical_conductor mode, supply complex IOR and extinction coefficients as vectors; in f82 mode, use Base Color and Edge Tint. Wire a Tangent node for anisotropy direction.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Base ColorColour0.617, 0.577, 0.54——
DistributionChoicemulti_ggx—beckmann, ggx, multi_ggx
FresnelChoicef82—f82, physical_conductor
Edge TintColour0.695, 0.726, 0.77——
IORVector2.757, 2.513, 2.2310 to 10—
ExtinctionVector3.867, 3.404, 3.0090 to 10—
RoughnessFloat0.50 to 1—
AnisotropyFloat0-1 to 1—
RotationFloat00 to 1—
Thin Film ThicknessFloat00 to 1000—
Thin Film IORFloat1.331 to 3—
NormalVector0, 0, 0——
TangentVector0, 0, 0——

Outputs

SocketType
BSDFShader

Glass BSDF​

Dielectric glass shader combining transmission and reflection. IOR sets the index of refraction; Roughness blurs both transmission and reflection. Thin Film inputs add iridescence.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
DistributionChoiceggx—beckmann, ggx, multi_ggx
RoughnessFloat00 to 1—
IORFloat1.51 to 3—
Thin Film ThicknessFloat00 to 1000—
Thin Film IORFloat1.31 to 3—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Refraction BSDF​

One-sided refraction without the reflection component of Glass BSDF. Use for surfaces where only transmitted light is needed.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
DistributionChoiceggx—beckmann, ggx
RoughnessFloat00 to 1—
IORFloat0.30 to 3—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Translucent BSDF​

Diffuse transmission — light scatters through the surface from behind (e.g. thin paper, leaves). For volumetric sub-surface effects use Subsurface Scattering instead.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Transparent BSDF​

Passes light through without bending or scattering. Use for alpha-masked surfaces (leaves, decals). Color tints the transmitted light.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour1, 1, 1——

Outputs

SocketType
BSDFShader

Sheen BSDF​

Retroreflective microfibre sheen for fabric surfaces. Distribution selects the sheen model.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
RoughnessFloat10 to 1—
DistributionChoicemicrofiber—ashikhmin, microfiber
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Cloth BSDF​

Physically-based cloth shader with woven microstructure. Weave picks fixed lobe constants for a common fabric type; custom keeps the cloth model's original built-in lobes — there is nothing further to set. Smoothing blends the weave detail.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
SpecularFloat0.50 to 1—
DiffuseFloat10 to 1—
WeaveChoicecustom—custom, plain, twill, satin, gabardine, polyester
SmoothingFloat0.50 to 1—
TwistFloat00 to 2—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Dispersion BSDF​

Glass-like shader with wavelength-dependent refraction (chromatic dispersion). Dispersion controls the colour spread.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour1, 1, 1——
IORFloat2.421 to 3—
DispersionFloat0.0440 to 1—
RoughnessFloat00 to 1—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Toon BSDF​

Stylised cel-shaded BSDF with sharp diffuse or specular bands. Set Banded Shading to 1 and Bands to 2 or more to add interior shading bands; Dark Band controls the darkest band level. With Banded Shading at 0, or Bands below 2, the response follows Size and Smooth without interior bands. Wire the BSDF output to Material Output > Surface. For a toon surface with ink in one node, use Toon Ink instead.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
ComponentChoicediffuse—diffuse, glossy
SizeFloat0.50 to 1—
SmoothFloat00 to 1—
BandsFloat00 to 32—
Dark BandFloat00 to 1—
Banded ShadingFloat00 to 1—
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Subsurface Scattering​

Volumetric sub-surface scattering. Radius (R, G, B) controls how far each colour channel scatters beneath the surface. Scale multiplies the radius. For skin, use random_walk_skin; for general organic materials, use random_walk.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
MethodChoicerandom_walk—burley, random_walk, random_walk_skin
ScaleFloat0.010 to 1000—
RadiusVector0.1, 0.1, 0.10 to 100—
IORFloat1.41 to 3—
RoughnessFloat10 to 1—
AnisotropyFloat0-1 to 1—
NormalVector0, 0, 0——

Outputs

SocketType
BSSRDFShader

Emission​

Emissive surface shader for self-illuminating surfaces. Strength multiplies the emission brightness; Color tints the emitted light. Wire to Material Output > Surface alone or combined with other shaders.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
StrengthFloat100 to 100 (drag scale: 10)—

Outputs

SocketType
EmissionShader

Background​

Background is the world shader from the renderer's node set. VIZid's node editor edits object materials only, so there is no world-material graph to wire it into. Set the environment in the Environment panel. Placing this node on an object material has no confirmed effect.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
StrengthFloat10 to 100 (drag scale: 10)—

Outputs

SocketType
BackgroundShader

Holdout​

Marks the surface as a holdout matte. Has no inputs. Wire the Holdout output to Material Output > Surface.

Inputs

None.

Outputs

SocketType
HoldoutShader

Add Shader​

Adds two shaders together by combining their contributions without normalisation. Use for additive effects such as combining a diffuse shader with an emission layer.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Shader (1)Shader———
Shader (2)Shader———

Outputs

SocketType
ShaderShader

Mix Shader​

Blends two shaders by Fac (0 = Shader (1), 1 = Shader (2)).

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
FacFloat0.50 to 1—
Shader (1)Shader———
Shader (2)Shader———

Outputs

SocketType
ShaderShader

Absorption Volume​

Volume shader that absorbs light without scattering. Density controls opacity. Wire to Material Output > Volume on a mesh enclosing the volume.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
DensityFloat10 to 1000—

Outputs

SocketType
VolumeShader

Scatter Volume​

Volume shader with configurable scattering phase function. Phase selects the model (Henyey-Greenstein, Fournier-Forand, Draine, Rayleigh, Mie). Anisotropy controls forward/backward scattering for Henyey-Greenstein and Draine. Rayleigh has no phase setting of its own; Color and Density still apply. IOR and Backscatter apply to Fournier-Forand, Alpha to Draine, and Diameter to Mie.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
DensityFloat10 to 1000—
AnisotropyFloat0-1 to 1—
IORFloat1.331 to 3—
BackscatterFloat0.10 to 1—
AlphaFloat0.50 to 1—
DiameterFloat200 to 1000—
PhaseChoiceHenyey-Greenstein—Henyey-Greenstein, Fournier-Forand, Draine, Rayleigh, Mie

Outputs

SocketType
VolumeShader

Principled Volume​

Convenience volume shader combining absorption, scattering, and blackbody emission. Density Attribute and Temperature Attribute name the volume data fields; Color Attribute optionally tints the density.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Density AttributeTextdensity——
Color AttributeText(empty)——
Temperature AttributeTexttemperature——
ColorColour0.5, 0.5, 0.5——
DensityFloat10 to 1000—
AnisotropyFloat0-1 to 1—
Absorption ColorColour0, 0, 0——
Emission StrengthFloat00 to 1000—
Emission ColorColour1, 1, 1——
Blackbody IntensityFloat00 to 1—
Blackbody TintColour1, 1, 1——
TemperatureFloat10000 to 6500—

Outputs

SocketType
VolumeShader

Ambient Occlusion​

Outputs the raw ambient occlusion as Color and AO. Dirt Mask builds on the same measurement and adds threshold, softness, noise and a real-world radius. Inside measures occlusion from within the surface; Only Local ignores other objects.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
SamplesInteger161 to 128—
ColorColour1, 1, 1——
DistanceFloat10 to 1000—
InsideBooleanOff——
Only LocalBooleanOff——
NormalVector0, 0, 0——

Outputs

SocketType
ColorColour
AOFloat

Multi-Layer Optics BSDF​

Thin-film interference shader modelling stacked dielectric layers. Click the band at the bottom of the node ('N film layers — click to edit' or 'no layers — click to add') to edit the layer stack: one layer per row, outermost first, IOR 1.000–3.000 and thickness 1–5000 nm. Add Layer appends a layer (maximum 8). × deletes a row; a new layer starts at IOR 1.5, 550 nm. Useful for anti-reflection coatings and iridescent surfaces.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour1, 1, 1——
IORFloat1.51 to 3—
RoughnessFloat00 to 1—
Layer IORsFloat array———
Layer Thicknesses (nm)Float array———
NormalVector0, 0, 0——

Outputs

SocketType
BSDFShader

Wood BSDF​

Physical wood surface shader. Wire the decomposed outputs of Wood Texture into the matching inputs: Color → Color, Tangent → Tangent, Normal → Normal, and so on.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
RoughnessFloat0.50 to 1—
AnisotropyFloat0.50 to 1—
TangentVector0, 0, 0——
NormalVector0, 0, 0——
Coat WeightFloat00 to 1—
Coat RoughnessFloat0.10 to 1—
Coat IORFloat1.51 to 2.5—
Coat TintColour1, 1, 1——
Coat NormalVector0, 0, 0——
Fibre BetaFloat0.20 to 1.5—
Fibre StrengthFloat0.120 to 1—
CavityFloat00 to 1—
Subsurface WeightFloat00 to 1—
Subsurface RadiusVector0.1, 0.1, 0.5——
Subsurface ScaleFloat10 to 10—
Energy CompensationInteger10 to 1—

Outputs

SocketType
BSDFShader

Dirt Layer​

Composites a dirt layer over a base shader, masked by a float Mask (typically from Dirt Mask > Dirt Mask). Wire Base Shader to your clean surface BSDF. Leave Dirt Shader empty to use the built-in dirt surface controlled by Dirt Color, Dirt Roughness and Fine Bump (mm); if you connect a shader to Dirt Shader, those three rows have no effect. The Shader output goes directly to Material Output > Surface. Real-world Scale sets how the built-in Fine Bump pattern is sized: −1 (default) = older behaviour (world position), 0 = pattern and bump depth follow the object's own scale, 1 = true millimetres on the part. Effect Scale multiplies the Fine Bump pattern size and depth. Both have no effect while Fine Bump (mm) is 0 or Dirt Shader is connected.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Base ShaderShader———
Dirt ShaderShader———
MaskFloat0.60 to 1—
Dirt ColorColour0.07, 0.035, 0.015——
Dirt RoughnessFloat0.90 to 1—
Fine Bump (mm)Float00 to 1000 (drag scale: 0.1)—
Effect ScaleFloat10.000001 to 1000000 (drag scale: 4)—
Real-world ScaleInteger-1-1 to 1—

Outputs

SocketType
ShaderShader

X-ray Surface​

Adds a view-angle opacity rim over a base shader: the surface is transparent at normal incidence and opaque at grazing angles. Center Opacity sets the opacity at normal incidence; Rim Opacity sets the opacity at grazing angles; Falloff controls the transition curve. Lighting and Ray Behavior must be set on the node; wiring them makes the material fail to compile. Effect Scale divides Falloff. Real-world Scale currently has no effect on this node.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Base ShaderShader———
Center OpacityFloat0.060 to 1—
Rim OpacityFloat0.70 to 1—
FalloffFloat30 to 100 (drag scale: 10)—
TintColour0.1, 0.55, 0.8——
Backface ContributionFloat10 to 1—
LightingChoicelit—lit, unlit
Ray BehaviorChoicecamera—camera, all
NormalVector0, 0, 0——
Effect ScaleFloat10.000001 to 1000000 (drag scale: 4)—
Real-world ScaleInteger-1-1 to 1—

Outputs

SocketType
ShaderShader
FacingFloat

Outline Style​

Adds procedural ink outlines to the surface. This node has a Style output (not a Shader); wire it to Material Output > Outline. It does not replace the surface shader — assign a surface BSDF separately to Material Output > Surface. All settings must be typed values or keyframes; wiring any input makes the material fail to compile. Brush Ink is Off by default; while it is off, the other Ink Shape settings and the Ink Pigment, Ink Ends and Rhythm and Ink Animation settings have no effect (not yet verified in a render). Enabled turns this material's outline on or off without removing the node. Units controls whether widths are measured in reference-1080 pixels, output pixels or world millimetres. Effect Scale multiplies all twelve length rows. Real-world Scale: −1 (default) uses Units; 0 forces reference_1080; 1 forces world_mm. The same controls (except Enabled, which the effect list's + and delete buttons manage) are also available in the Material panel under Outline / Ink (sections: Outline; Outline Edges and Visibility; Outline / Ink Quality; Ink Shape; Ink Pigment; Ink Ends and Rhythm; Ink Animation).

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Ink ColorColour0, 0, 0——
AnimationChoicelocked—locked, boiling
BleedFloat00 to 10000 (drag scale: 20)—
Bleed OpacityFloat00 to 1—
Open BoundariesBooleanOn——
Break DensityFloat00 to 1—
Bristle ContrastFloat00 to 1—
BristlesInteger80 to 10000 (drag scale: 20)—
Brush AssetFile(empty)——
CapChoiceround—round, butt, square
Corner SmoothingFloat00 to 10000 (drag scale: 20)—
Corner SplitFloat600 to 180—
Edge SamplesInteger41 to 16 (drag scale: 4)—
CreaseBooleanOff——
Crease AngleFloat450 to 180—
Dash (mm)Float00 to 10000 (drag scale: 20)—
DrynessFloat00 to 1—
EnabledBooleanOn——
End TaperFloat00 to 10000 (drag scale: 20)—
End TipFloat00 to 1—
Motion / DOF SamplesInteger321 to 64 (drag scale: 32)—
FillFloat10 to 1—
Gap (mm)Float00 to 10000 (drag scale: 20)—
Gap Length (mm)Float50 to 10000 (drag scale: 20)—
Brush InkBooleanOff——
Inner WeightFloat0.50 to 16 (drag scale: 3)—
Internal OpacityFloat10 to 1—
JoinChoiceround—round, bevel, miter
MaterialBooleanOff——
Maximum WidthFloat1000 to 4096 (drag scale: 10)—
Minimum SegmentFloat00 to 10000 (drag scale: 20)—
Minimum WidthFloat00 to 4096 (drag scale: 10)—
Miter LimitFloat41 to 100 (drag scale: 8)—
Nib AngleFloat0-360 to 360—
Nib ExponentFloat10.001 to 32 (drag scale: 4)—
Nib RatioFloat10 to 1—
OpacityFloat10 to 1—
Outer WeightFloat10 to 16 (drag scale: 3)—
Outline OnlyBooleanOff——
OvershootFloat00 to 10000 (drag scale: 20)—
Pigment SeedText2——
PlacementChoicecenter—center, inside, outside
Pressure ProfileCurve data———
PriorityInteger0-1000000 to 1000000 (drag scale: 10)—
Redraws per SecondFloat120 to 10000 (drag scale: 20)—
RoleChoiceordinary—ordinary, shell, internal, excluded
Sequence Origin (s)Float0-1000000000 to 1000000000 (drag scale: 100)—
Shell OpacityFloat0.50 to 1—
SilhouetteBooleanOn——
SoftnessFloat00 to 10000 (drag scale: 20)—
Start TaperFloat00 to 10000 (drag scale: 20)—
Start TipFloat00 to 1—
Texture RotationFloat0-360 to 360—
Texture Scale (mm)Float10 to 10000 (drag scale: 20)—
UnitsChoicereference_1080—reference_1080, output_pixels, world_mm
VisibilityChoicevisible—visible, through_shells
WidthFloat1.50 to 4096 (drag scale: 10)—
Width SeedText0——
Width VariationFloat00 to 1—
Width Wavelength (mm)Float100 to 10000 (drag scale: 20)—
WobbleFloat00 to 10000 (drag scale: 20)—
Wobble SeedText1——
Wobble Wavelength (mm)Float100 to 10000 (drag scale: 20)—
Effect ScaleFloat10.000001 to 1000000 (drag scale: 4)—
Real-world ScaleInteger-1-1 to 1—

Outputs

SocketType
StyleStyle

Ground Receiver​

Marks a surface as a ground plane receiver for shadow-catching and optional reflections. Wire the Ground output to Material Output > Ground — this is a Style output, not a Shader. All settings must be typed values; wiring any input makes the material fail to compile.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Clip GeometryChoiceoff—off, surface_mask, interior_clip
AO OnlyBooleanOff——
Shadow ColourColour0, 0, 0——
Reflection ColourColour1, 1, 1——
Shadow StrengthFloat10 to 1—
Reflection StrengthFloat00 to 1—
Reflection ContrastFloat10 to 2—

Outputs

SocketType
GroundStyle

Toon Ink​

Combined toon surface shader and outline ink node. Banded shading is enabled for its surface; Angular Bands chooses the number of levels, with a default of 3. Unlike Outline Style, Brush Ink is On by default here. This node has no Effect Scale and no Real-world Scale inputs. Wire the Shader output to Material Output > Surface and the Style output to Material Output > Outline to drive both shading and outlines from a single node. Component and every ink setting must be typed values or keyframes; wiring any of them makes the material fail to compile.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Surface ColorColour0.7, 0.5, 0.2——
ComponentChoicediffuse—diffuse, glossy
Light Cone SizeFloat10 to 1—
Cone ExtensionFloat00 to 1—
Angular BandsInteger32 to 32 (drag scale: 8)—
Dark Band LevelFloat0.350 to 1—
Surface NormalVector0, 0, 0——
Ink ColorColour0, 0, 0——
AnimationChoicelocked—locked, boiling
BleedFloat00 to 10000 (drag scale: 20)—
Bleed OpacityFloat00 to 1—
Open BoundariesBooleanOn——
Break DensityFloat00 to 1—
Bristle ContrastFloat00 to 1—
BristlesInteger80 to 10000 (drag scale: 20)—
Brush AssetFile(empty)——
CapChoiceround—round, butt, square
Corner SmoothingFloat00 to 10000 (drag scale: 20)—
Corner SplitFloat600 to 180—
Edge SamplesInteger41 to 16 (drag scale: 4)—
CreaseBooleanOff——
Crease AngleFloat450 to 180—
Dash (mm)Float00 to 10000 (drag scale: 20)—
DrynessFloat00 to 1—
EnabledBooleanOn——
End TaperFloat00 to 10000 (drag scale: 20)—
End TipFloat00 to 1—
Motion / DOF SamplesInteger321 to 64 (drag scale: 32)—
FillFloat10 to 1—
Gap (mm)Float00 to 10000 (drag scale: 20)—
Gap Length (mm)Float50 to 10000 (drag scale: 20)—
Brush InkBooleanOn——
Inner WeightFloat0.50 to 16 (drag scale: 3)—
Internal OpacityFloat10 to 1—
JoinChoiceround—round, bevel, miter
MaterialBooleanOff——
Maximum WidthFloat1000 to 4096 (drag scale: 10)—
Minimum SegmentFloat00 to 10000 (drag scale: 20)—
Minimum WidthFloat00 to 4096 (drag scale: 10)—
Miter LimitFloat41 to 100 (drag scale: 8)—
Nib AngleFloat0-360 to 360—
Nib ExponentFloat10.001 to 32 (drag scale: 4)—
Nib RatioFloat10 to 1—
OpacityFloat10 to 1—
Outer WeightFloat10 to 16 (drag scale: 3)—
Outline OnlyBooleanOff——
OvershootFloat00 to 10000 (drag scale: 20)—
Pigment SeedText2——
PlacementChoicecenter—center, inside, outside
Pressure ProfileCurve data———
PriorityInteger0-1000000 to 1000000 (drag scale: 10)—
Redraws per SecondFloat120 to 10000 (drag scale: 20)—
RoleChoiceordinary—ordinary, shell, internal, excluded
Sequence Origin (s)Float0-1000000000 to 1000000000 (drag scale: 100)—
Shell OpacityFloat0.50 to 1—
SilhouetteBooleanOn——
SoftnessFloat00 to 10000 (drag scale: 20)—
Start TaperFloat00 to 10000 (drag scale: 20)—
Start TipFloat00 to 1—
Texture RotationFloat0-360 to 360—
Texture Scale (mm)Float10 to 10000 (drag scale: 20)—
UnitsChoicereference_1080—reference_1080, output_pixels, world_mm
VisibilityChoicevisible—visible, through_shells
WidthFloat1.50 to 4096 (drag scale: 10)—
Width SeedText0——
Width VariationFloat00 to 1—
Width Wavelength (mm)Float100 to 10000 (drag scale: 20)—
WobbleFloat00 to 10000 (drag scale: 20)—
Wobble SeedText1——
Wobble Wavelength (mm)Float100 to 10000 (drag scale: 20)—

Outputs

SocketType
ShaderShader
StyleStyle

Hair BSDF​

Simplified hair shader for strand-based rendering. Component selects reflection or transmission; RoughnessU controls longitudinal roughness and RoughnessV controls azimuthal roughness. Fur, Hair and Fuzz strands use VIZid's own strand shader; a hair shader in an object's material does not reach them.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ColorColour0.8, 0.8, 0.8——
ComponentChoicereflection—reflection, transmission
OffsetFloat00 to 1—
RoughnessUFloat0.20 to 1—
RoughnessVFloat0.20 to 1—
TangentVector0, 0, 0——

Outputs

SocketType
BSDFShader

Principled Hair BSDF​

Physically-based hair shader with two scattering models (Chiang and Huang). Color (1) selects the colouring method; Melanin and Melanin Redness model natural hair pigmentation when Color (1) is Melanin concentration. Roughness controls longitudinal roughness; Radial Roughness controls azimuthal roughness. Fur, Hair and Fuzz strands use VIZid's own strand shader; a hair shader in an object's material does not reach them. Color (2) is the hair colour in Direct coloring mode. Absorption coefficient mode has no coefficient input on this node.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
ModelChoiceHuang—Chiang, Huang
Color (1)ChoiceDirect coloring—Direct coloring, Melanin concentration, Absorption coefficient
Color (2)Colour0.017513, 0.005763, 0.002059——
MelaninFloat0.80 to 1—
Melanin RednessFloat10 to 1—
RoughnessFloat0.30 to 1—
Radial RoughnessFloat0.30 to 1—
IORFloat1.551 to 3—

Outputs

SocketType
BSDFShader

Hidden / internal nodes​

Two node types are registered but never offered in node search: AOV Output and Mix Closure Weight. If an opened material shows one of these tiles, you cannot add another from node search.