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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Metallic | Float | 0 | 0 to 1 | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| IOR | Float | 1.5 | 1 to 3 | — |
| Alpha | Float | 1 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Subsurface Weight | Float | 0 | 0 to 1 | — |
| Subsurface Radius | Vector | 0.1, 0.1, 0.1 | — | — |
| Specular IOR Level | Float | 0.5 | 0 to 1 | — |
| Anisotropic | Float | 0 | 0 to 1 | — |
| Anisotropic Rotation | Float | 0 | 0 to 1 | — |
| Transmission Weight | Float | 0 | 0 to 1 | — |
| Sheen Weight | Float | 0 | 0 to 1 | — |
| Sheen Roughness | Float | 0.5 | 0 to 1 | — |
| Coat Weight | Float | 0 | 0 to 1 | — |
| Coat Roughness | Float | 0.03 | 0 to 1 | — |
| Coat IOR | Float | 1.5 | 1 to 3 | — |
| Emission Color | Colour | 1, 1, 1 | — | — |
| Emission Strength | Float | 0 | 0 to 100 (drag scale: 10) | — |
| Thin Film Thickness | Float | 0 | 0 to 1000 | — |
| Thin Film IOR | Float | 1.3 | 1 to 3 | — |
| Distribution | Choice | multi_ggx | — | ggx, multi_ggx |
| Subsurface Method | Choice | random_walk | — | burley, random_walk, random_walk_skin |
| Coat Tint | Colour | 1, 1, 1 | — | — |
| Diffuse Roughness | Float | 0 | 0 to 1 | — |
| Sheen Tint | Colour | 1, 1, 1 | — | — |
| Specular Tint | Colour | 1, 1, 1 | — | — |
| Subsurface Anisotropy | Float | 0 | -0.999 to 0.999 | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Roughness | Float | 0 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Distribution | Choice | ggx | — | beckmann, ggx, ashikhmin_shirley, multi_ggx |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Anisotropy | Float | 0 | -1 to 1 | — |
| Rotation | Float | 0 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Tangent | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Color | Colour | 0.617, 0.577, 0.54 | — | — |
| Distribution | Choice | multi_ggx | — | beckmann, ggx, multi_ggx |
| Fresnel | Choice | f82 | — | f82, physical_conductor |
| Edge Tint | Colour | 0.695, 0.726, 0.77 | — | — |
| IOR | Vector | 2.757, 2.513, 2.231 | 0 to 10 | — |
| Extinction | Vector | 3.867, 3.404, 3.009 | 0 to 10 | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Anisotropy | Float | 0 | -1 to 1 | — |
| Rotation | Float | 0 | 0 to 1 | — |
| Thin Film Thickness | Float | 0 | 0 to 1000 | — |
| Thin Film IOR | Float | 1.33 | 1 to 3 | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Tangent | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Distribution | Choice | ggx | — | beckmann, ggx, multi_ggx |
| Roughness | Float | 0 | 0 to 1 | — |
| IOR | Float | 1.5 | 1 to 3 | — |
| Thin Film Thickness | Float | 0 | 0 to 1000 | — |
| Thin Film IOR | Float | 1.3 | 1 to 3 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
Refraction BSDF
One-sided refraction without the reflection component of Glass BSDF. Use for surfaces where only transmitted light is needed.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Distribution | Choice | ggx | — | beckmann, ggx |
| Roughness | Float | 0 | 0 to 1 | — |
| IOR | Float | 0.3 | 0 to 3 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
Transparent BSDF
Passes light through without bending or scattering. Use for alpha-masked surfaces (leaves, decals). Color tints the transmitted light.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 1, 1, 1 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
Sheen BSDF
Retroreflective microfibre sheen for fabric surfaces. Distribution selects the sheen model.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Roughness | Float | 1 | 0 to 1 | — |
| Distribution | Choice | microfiber | — | ashikhmin, microfiber |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Specular | Float | 0.5 | 0 to 1 | — |
| Diffuse | Float | 1 | 0 to 1 | — |
| Weave | Choice | custom | — | custom, plain, twill, satin, gabardine, polyester |
| Smoothing | Float | 0.5 | 0 to 1 | — |
| Twist | Float | 0 | 0 to 2 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
Dispersion BSDF
Glass-like shader with wavelength-dependent refraction (chromatic dispersion). Dispersion controls the colour spread.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 1, 1, 1 | — | — |
| IOR | Float | 2.42 | 1 to 3 | — |
| Dispersion | Float | 0.044 | 0 to 1 | — |
| Roughness | Float | 0 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Component | Choice | diffuse | — | diffuse, glossy |
| Size | Float | 0.5 | 0 to 1 | — |
| Smooth | Float | 0 | 0 to 1 | — |
| Bands | Float | 0 | 0 to 32 | — |
| Dark Band | Float | 0 | 0 to 1 | — |
| Banded Shading | Float | 0 | 0 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Method | Choice | random_walk | — | burley, random_walk, random_walk_skin |
| Scale | Float | 0.01 | 0 to 1000 | — |
| Radius | Vector | 0.1, 0.1, 0.1 | 0 to 100 | — |
| IOR | Float | 1.4 | 1 to 3 | — |
| Roughness | Float | 1 | 0 to 1 | — |
| Anisotropy | Float | 0 | -1 to 1 | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSSRDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Strength | Float | 10 | 0 to 100 (drag scale: 10) | — |
Outputs
| Socket | Type |
|---|---|
| Emission | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Strength | Float | 1 | 0 to 100 (drag scale: 10) | — |
Outputs
| Socket | Type |
|---|---|
| Background | Shader |
Holdout
Marks the surface as a holdout matte. Has no inputs. Wire the Holdout output to Material Output > Surface.
Inputs
None.
Outputs
| Socket | Type |
|---|---|
| Holdout | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Shader (1) | Shader | — | — | — |
| Shader (2) | Shader | — | — | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Mix Shader
Blends two shaders by Fac (0 = Shader (1), 1 = Shader (2)).
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Fac | Float | 0.5 | 0 to 1 | — |
| Shader (1) | Shader | — | — | — |
| Shader (2) | Shader | — | — | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
Absorption Volume
Volume shader that absorbs light without scattering. Density controls opacity. Wire to Material Output > Volume on a mesh enclosing the volume.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Density | Float | 1 | 0 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Volume | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Density | Float | 1 | 0 to 1000 | — |
| Anisotropy | Float | 0 | -1 to 1 | — |
| IOR | Float | 1.33 | 1 to 3 | — |
| Backscatter | Float | 0.1 | 0 to 1 | — |
| Alpha | Float | 0.5 | 0 to 1 | — |
| Diameter | Float | 20 | 0 to 1000 | — |
| Phase | Choice | Henyey-Greenstein | — | Henyey-Greenstein, Fournier-Forand, Draine, Rayleigh, Mie |
Outputs
| Socket | Type |
|---|---|
| Volume | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Density Attribute | Text | density | — | — |
| Color Attribute | Text | (empty) | — | — |
| Temperature Attribute | Text | temperature | — | — |
| Color | Colour | 0.5, 0.5, 0.5 | — | — |
| Density | Float | 1 | 0 to 1000 | — |
| Anisotropy | Float | 0 | -1 to 1 | — |
| Absorption Color | Colour | 0, 0, 0 | — | — |
| Emission Strength | Float | 0 | 0 to 1000 | — |
| Emission Color | Colour | 1, 1, 1 | — | — |
| Blackbody Intensity | Float | 0 | 0 to 1 | — |
| Blackbody Tint | Colour | 1, 1, 1 | — | — |
| Temperature | Float | 1000 | 0 to 6500 | — |
Outputs
| Socket | Type |
|---|---|
| Volume | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Samples | Integer | 16 | 1 to 128 | — |
| Color | Colour | 1, 1, 1 | — | — |
| Distance | Float | 1 | 0 to 1000 | — |
| Inside | Boolean | Off | — | — |
| Only Local | Boolean | Off | — | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| AO | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 1, 1, 1 | — | — |
| IOR | Float | 1.5 | 1 to 3 | — |
| Roughness | Float | 0 | 0 to 1 | — |
| Layer IORs | Float array | — | — | — |
| Layer Thicknesses (nm) | Float array | — | — | — |
| Normal | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Anisotropy | Float | 0.5 | 0 to 1 | — |
| Tangent | Vector | 0, 0, 0 | — | — |
| Normal | Vector | 0, 0, 0 | — | — |
| Coat Weight | Float | 0 | 0 to 1 | — |
| Coat Roughness | Float | 0.1 | 0 to 1 | — |
| Coat IOR | Float | 1.5 | 1 to 2.5 | — |
| Coat Tint | Colour | 1, 1, 1 | — | — |
| Coat Normal | Vector | 0, 0, 0 | — | — |
| Fibre Beta | Float | 0.2 | 0 to 1.5 | — |
| Fibre Strength | Float | 0.12 | 0 to 1 | — |
| Cavity | Float | 0 | 0 to 1 | — |
| Subsurface Weight | Float | 0 | 0 to 1 | — |
| Subsurface Radius | Vector | 0.1, 0.1, 0.5 | — | — |
| Subsurface Scale | Float | 1 | 0 to 10 | — |
| Energy Compensation | Integer | 1 | 0 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Dirt Shader | Shader | — | — | — |
| Mask | Float | 0.6 | 0 to 1 | — |
| Dirt Color | Colour | 0.07, 0.035, 0.015 | — | — |
| Dirt Roughness | Float | 0.9 | 0 to 1 | — |
| Fine Bump (mm) | Float | 0 | 0 to 1000 (drag scale: 0.1) | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Base Shader | Shader | — | — | — |
| Center Opacity | Float | 0.06 | 0 to 1 | — |
| Rim Opacity | Float | 0.7 | 0 to 1 | — |
| Falloff | Float | 3 | 0 to 100 (drag scale: 10) | — |
| Tint | Colour | 0.1, 0.55, 0.8 | — | — |
| Backface Contribution | Float | 1 | 0 to 1 | — |
| Lighting | Choice | lit | — | lit, unlit |
| Ray Behavior | Choice | camera | — | camera, all |
| Normal | Vector | 0, 0, 0 | — | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
| Facing | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Ink Color | Colour | 0, 0, 0 | — | — |
| Animation | Choice | locked | — | locked, boiling |
| Bleed | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Bleed Opacity | Float | 0 | 0 to 1 | — |
| Open Boundaries | Boolean | On | — | — |
| Break Density | Float | 0 | 0 to 1 | — |
| Bristle Contrast | Float | 0 | 0 to 1 | — |
| Bristles | Integer | 8 | 0 to 10000 (drag scale: 20) | — |
| Brush Asset | File | (empty) | — | — |
| Cap | Choice | round | — | round, butt, square |
| Corner Smoothing | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Corner Split | Float | 60 | 0 to 180 | — |
| Edge Samples | Integer | 4 | 1 to 16 (drag scale: 4) | — |
| Crease | Boolean | Off | — | — |
| Crease Angle | Float | 45 | 0 to 180 | — |
| Dash (mm) | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Dryness | Float | 0 | 0 to 1 | — |
| Enabled | Boolean | On | — | — |
| End Taper | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| End Tip | Float | 0 | 0 to 1 | — |
| Motion / DOF Samples | Integer | 32 | 1 to 64 (drag scale: 32) | — |
| Fill | Float | 1 | 0 to 1 | — |
| Gap (mm) | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Gap Length (mm) | Float | 5 | 0 to 10000 (drag scale: 20) | — |
| Brush Ink | Boolean | Off | — | — |
| Inner Weight | Float | 0.5 | 0 to 16 (drag scale: 3) | — |
| Internal Opacity | Float | 1 | 0 to 1 | — |
| Join | Choice | round | — | round, bevel, miter |
| Material | Boolean | Off | — | — |
| Maximum Width | Float | 100 | 0 to 4096 (drag scale: 10) | — |
| Minimum Segment | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Minimum Width | Float | 0 | 0 to 4096 (drag scale: 10) | — |
| Miter Limit | Float | 4 | 1 to 100 (drag scale: 8) | — |
| Nib Angle | Float | 0 | -360 to 360 | — |
| Nib Exponent | Float | 1 | 0.001 to 32 (drag scale: 4) | — |
| Nib Ratio | Float | 1 | 0 to 1 | — |
| Opacity | Float | 1 | 0 to 1 | — |
| Outer Weight | Float | 1 | 0 to 16 (drag scale: 3) | — |
| Outline Only | Boolean | Off | — | — |
| Overshoot | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Pigment Seed | Text | 2 | — | — |
| Placement | Choice | center | — | center, inside, outside |
| Pressure Profile | Curve data | — | — | — |
| Priority | Integer | 0 | -1000000 to 1000000 (drag scale: 10) | — |
| Redraws per Second | Float | 12 | 0 to 10000 (drag scale: 20) | — |
| Role | Choice | ordinary | — | ordinary, shell, internal, excluded |
| Sequence Origin (s) | Float | 0 | -1000000000 to 1000000000 (drag scale: 100) | — |
| Shell Opacity | Float | 0.5 | 0 to 1 | — |
| Silhouette | Boolean | On | — | — |
| Softness | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Start Taper | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Start Tip | Float | 0 | 0 to 1 | — |
| Texture Rotation | Float | 0 | -360 to 360 | — |
| Texture Scale (mm) | Float | 1 | 0 to 10000 (drag scale: 20) | — |
| Units | Choice | reference_1080 | — | reference_1080, output_pixels, world_mm |
| Visibility | Choice | visible | — | visible, through_shells |
| Width | Float | 1.5 | 0 to 4096 (drag scale: 10) | — |
| Width Seed | Text | 0 | — | — |
| Width Variation | Float | 0 | 0 to 1 | — |
| Width Wavelength (mm) | Float | 10 | 0 to 10000 (drag scale: 20) | — |
| Wobble | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Wobble Seed | Text | 1 | — | — |
| Wobble Wavelength (mm) | Float | 10 | 0 to 10000 (drag scale: 20) | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Style | Style |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Clip Geometry | Choice | off | — | off, surface_mask, interior_clip |
| AO Only | Boolean | Off | — | — |
| Shadow Colour | Colour | 0, 0, 0 | — | — |
| Reflection Colour | Colour | 1, 1, 1 | — | — |
| Shadow Strength | Float | 1 | 0 to 1 | — |
| Reflection Strength | Float | 0 | 0 to 1 | — |
| Reflection Contrast | Float | 1 | 0 to 2 | — |
Outputs
| Socket | Type |
|---|---|
| Ground | Style |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Surface Color | Colour | 0.7, 0.5, 0.2 | — | — |
| Component | Choice | diffuse | — | diffuse, glossy |
| Light Cone Size | Float | 1 | 0 to 1 | — |
| Cone Extension | Float | 0 | 0 to 1 | — |
| Angular Bands | Integer | 3 | 2 to 32 (drag scale: 8) | — |
| Dark Band Level | Float | 0.35 | 0 to 1 | — |
| Surface Normal | Vector | 0, 0, 0 | — | — |
| Ink Color | Colour | 0, 0, 0 | — | — |
| Animation | Choice | locked | — | locked, boiling |
| Bleed | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Bleed Opacity | Float | 0 | 0 to 1 | — |
| Open Boundaries | Boolean | On | — | — |
| Break Density | Float | 0 | 0 to 1 | — |
| Bristle Contrast | Float | 0 | 0 to 1 | — |
| Bristles | Integer | 8 | 0 to 10000 (drag scale: 20) | — |
| Brush Asset | File | (empty) | — | — |
| Cap | Choice | round | — | round, butt, square |
| Corner Smoothing | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Corner Split | Float | 60 | 0 to 180 | — |
| Edge Samples | Integer | 4 | 1 to 16 (drag scale: 4) | — |
| Crease | Boolean | Off | — | — |
| Crease Angle | Float | 45 | 0 to 180 | — |
| Dash (mm) | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Dryness | Float | 0 | 0 to 1 | — |
| Enabled | Boolean | On | — | — |
| End Taper | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| End Tip | Float | 0 | 0 to 1 | — |
| Motion / DOF Samples | Integer | 32 | 1 to 64 (drag scale: 32) | — |
| Fill | Float | 1 | 0 to 1 | — |
| Gap (mm) | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Gap Length (mm) | Float | 5 | 0 to 10000 (drag scale: 20) | — |
| Brush Ink | Boolean | On | — | — |
| Inner Weight | Float | 0.5 | 0 to 16 (drag scale: 3) | — |
| Internal Opacity | Float | 1 | 0 to 1 | — |
| Join | Choice | round | — | round, bevel, miter |
| Material | Boolean | Off | — | — |
| Maximum Width | Float | 100 | 0 to 4096 (drag scale: 10) | — |
| Minimum Segment | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Minimum Width | Float | 0 | 0 to 4096 (drag scale: 10) | — |
| Miter Limit | Float | 4 | 1 to 100 (drag scale: 8) | — |
| Nib Angle | Float | 0 | -360 to 360 | — |
| Nib Exponent | Float | 1 | 0.001 to 32 (drag scale: 4) | — |
| Nib Ratio | Float | 1 | 0 to 1 | — |
| Opacity | Float | 1 | 0 to 1 | — |
| Outer Weight | Float | 1 | 0 to 16 (drag scale: 3) | — |
| Outline Only | Boolean | Off | — | — |
| Overshoot | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Pigment Seed | Text | 2 | — | — |
| Placement | Choice | center | — | center, inside, outside |
| Pressure Profile | Curve data | — | — | — |
| Priority | Integer | 0 | -1000000 to 1000000 (drag scale: 10) | — |
| Redraws per Second | Float | 12 | 0 to 10000 (drag scale: 20) | — |
| Role | Choice | ordinary | — | ordinary, shell, internal, excluded |
| Sequence Origin (s) | Float | 0 | -1000000000 to 1000000000 (drag scale: 100) | — |
| Shell Opacity | Float | 0.5 | 0 to 1 | — |
| Silhouette | Boolean | On | — | — |
| Softness | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Start Taper | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Start Tip | Float | 0 | 0 to 1 | — |
| Texture Rotation | Float | 0 | -360 to 360 | — |
| Texture Scale (mm) | Float | 1 | 0 to 10000 (drag scale: 20) | — |
| Units | Choice | reference_1080 | — | reference_1080, output_pixels, world_mm |
| Visibility | Choice | visible | — | visible, through_shells |
| Width | Float | 1.5 | 0 to 4096 (drag scale: 10) | — |
| Width Seed | Text | 0 | — | — |
| Width Variation | Float | 0 | 0 to 1 | — |
| Width Wavelength (mm) | Float | 10 | 0 to 10000 (drag scale: 20) | — |
| Wobble | Float | 0 | 0 to 10000 (drag scale: 20) | — |
| Wobble Seed | Text | 1 | — | — |
| Wobble Wavelength (mm) | Float | 10 | 0 to 10000 (drag scale: 20) | — |
Outputs
| Socket | Type |
|---|---|
| Shader | Shader |
| Style | Style |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Color | Colour | 0.8, 0.8, 0.8 | — | — |
| Component | Choice | reflection | — | reflection, transmission |
| Offset | Float | 0 | 0 to 1 | — |
| RoughnessU | Float | 0.2 | 0 to 1 | — |
| RoughnessV | Float | 0.2 | 0 to 1 | — |
| Tangent | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Model | Choice | Huang | — | Chiang, Huang |
| Color (1) | Choice | Direct coloring | — | Direct coloring, Melanin concentration, Absorption coefficient |
| Color (2) | Colour | 0.017513, 0.005763, 0.002059 | — | — |
| Melanin | Float | 0.8 | 0 to 1 | — |
| Melanin Redness | Float | 1 | 0 to 1 | — |
| Roughness | Float | 0.3 | 0 to 1 | — |
| Radial Roughness | Float | 0.3 | 0 to 1 | — |
| IOR | Float | 1.55 | 1 to 3 | — |
Outputs
| Socket | Type |
|---|---|
| BSDF | Shader |
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.