{
  "id": "phong_mat",
  "name": "Phong MAT",
  "displayName": "Phong MAT",
  "category": "MAT",
  "subcategory": "Classic",
  "version": "",
  "lastUpdated": "2025-08-07T07:50:07.450Z",
  "sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\Phong_MAT.htm",
  "url": "",
  "description": "The Phong MAT creates a material using the Phong Shading model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more. You can output its GLSL shader into two DATs for further adaptation in a GLSL MAT by using the Output Shader parameter.",
  "summary": "The Phong MAT creates a material using the Phong Shading model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more. You can output its GLSL shader into two D",
  "details": "",
  "usage": "",
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  "parameters": [
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      "id": null,
      "name": "Ambient uses Diffuse",
      "label": "Ambient uses Diffuse",
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      "name": "Diffuse",
      "label": "Diffuse",
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      "description": "diff -  - The color of the diffuse light reflected from the material.\n\n diffr - diffg - diffb -",
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      "description": "diffr - diffg - diffb -",
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      "name": "Ambient",
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      "description": "amb -  - The color of the ambient light reflected from the material.\n\n ambr - ambg - ambb -",
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      "name": "Specular",
      "label": "Specular",
      "group": "General",
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      "description": "spec -  - The color of the specular light reflected from the material. This changes the color of the highlights on shiney objects.\n\n specr - specg - specb -",
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      "name": "Emit",
      "label": "Emit",
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      "description": "emit -  - This is the color that the material will emit even if there is no light.\n\n emitr - emitg - emitb -",
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      "label": "Constant",
      "group": "General",
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      "description": "constant -  - Adds to the final color. Where there are point colors, finalcolor +=  Color * Constant Color. This behaves like there is ambient illumination of 1 1 1. It is not affected by textures or transparency.\n\n constantr - constantg - constantb -",
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      "name": "Shininess",
      "label": "Shininess",
      "group": "General",
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      "description": "shininess - Controls the specular highlights (glossyness) of an object. Higher settings are more glossy, like plastic or shiny metal. Lower settings give more of a matte finish.",
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      "id": null,
      "name": "Color Map",
      "label": "Color Map",
      "group": "General",
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      "description": "colormap -  - Specifies a  texture that is multiplied by the results of all of the lighting calculations. The alpha of this map is used as a part of calculating the objects alpha.  Clicking on the arrows to the right of the map field will open the Texture Sampling Parameters for Color Map.  The other Map parameters below will have their own Texture Sampling Parameters as well.\n\n  colormapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  colormapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  colormapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  colormapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  colormapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  colormapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  colormapcoordinterp -  - \n\n perspectivecorrect - linear -",
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      "name": "Extend U",
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      "description": "colormapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  colormapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  colormapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  colormapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  colormapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  colormapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  colormapcoordinterp -  - \n\n perspectivecorrect - linear -",
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      "lastUpdated": "2025-08-07T07:50:07.421Z",
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      "id": null,
      "name": "Texture Coord",
      "label": "Texture Coord",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "colormapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -",
      "tooltip": "",
      "help": "",
      "units": "",
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      "id": null,
      "name": "Texture Layer 0 (uv[0-2])",
      "label": "Texture Layer 0 (uv[0-2])",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Coord Interpolation",
      "label": "Coord Interpolation",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "colormapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "name": "Perspective Correct",
      "label": "Perspective Correct",
      "group": "General",
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      "defaultValue": null,
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      "description": "perspectivecorrect - linear -",
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      "id": null,
      "name": "Normal Map (Bump)",
      "label": "Normal Map (Bump)",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "normalmap -  - Uses a Normal Map from TOPs to create a 'bump map' effect. Bump-mapping simulates bumps or wrinkles in a surface to give it a 3D depth effect. Your geometry must have tangent attributes created for this feature to work (T[4]). Create these using the Attribute Create SOP.\n\n  normalmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  normalmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  normalmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  normalmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  normalmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  normalmapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  normalmapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Bump Scale",
      "label": "Bump Scale",
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      "page": "",
      "type": "float",
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      "defaultValue": null,
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      "description": "bumpscale - A multiplier for the 'bump effect' created by the Normal Map parameter.",
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      "id": null,
      "name": "Enable Height Map",
      "label": "Enable Height Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "description": "heightmapenable - Enables height mapping.",
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      "id": null,
      "name": "Height Map",
      "label": "Height Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "description": "heightmap -  - Specifies a height texture map. The height map is used in conjunction with the normal map to perform parallax mapping.\n\n  heightmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  heightmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  heightmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  heightmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  heightmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  heightmapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  heightmapcoordinterp -  - \n\n perspectivecorrect - linear -\n\n  heightmapchannelsource -  - \n\n luminance - red - green - blue - alpha - rgbaverage - average -",
      "tooltip": "",
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    {
      "id": null,
      "name": "Channel Source",
      "label": "Channel Source",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "heightmapchannelsource -  - \n\n luminance - red - green - blue - alpha - rgbaverage - average -",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Luminance",
      "label": "Luminance",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "luminance - red - green - blue - alpha - rgbaverage - average -",
      "tooltip": "",
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    {
      "id": null,
      "name": "Parallax Scale",
      "label": "Parallax Scale",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "parallaxscale - Scale value applied to the height map. Can be used to increase or exaggerate the effect.",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "Parallax Occlusion",
      "label": "Parallax Occlusion",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "parallaxocclusion - Enables parallax occlusion, an enhancement of the parallax mapping technique used with the height map. Parallax occlusion improves the quality of the texture offsetting in parallax mapping so that the higher parts of the height map appear to occlude the lower parts, giving a better illusion of height.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Displace Vertices",
      "label": "Displace Vertices",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "displaceverts - When Enable Height Map above is On, setting Displace  to On will enable true displacement mapping where the vertices of the geometry are displaced based on the Height Map texture and the parameters below.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Displace Scale",
      "label": "Displace Scale",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "displacescale - A multiplier for the displacement amount.",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Displace Midpoint",
      "label": "Displace Midpoint",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "displacemid - Sets the middle point of displacement map as the start position for the displacement effect.",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Diffuse Map",
      "label": "Diffuse Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "diffusemap -  - Specifies a  that multiples the Diffuse Color. The object must have texture coordinates. The alpha of this map is ignored.\n\n  diffusemapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  diffusemapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  diffusemapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  diffusemapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  diffusemapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  diffusemapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  diffusemapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "lastUpdated": "2025-08-07T07:50:07.425Z",
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    },
    {
      "id": null,
      "name": "Specular Map",
      "label": "Specular Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "specmap -  - Specifies a  texture that is multiplied with the Specular color parameter of the material. The object must have texture coordinates. The alpha of this map is ignored.\n\n  specmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  specmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  specmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  specmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  specmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  specmapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  specmapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "isAdvanced": false,
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      "lastUpdated": "2025-08-07T07:50:07.426Z",
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      "id": null,
      "name": "Emit Map",
      "label": "Emit Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "emitmap -  - Specifies a  texture that is multiplied with the Emit color parameter of the material. The object must have texture coordinates. The alpha of this map is ignored.\n\n  emitmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  emitmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  emitmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  emitmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  emitmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  emitmapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  emitmapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "isAdvanced": false,
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      "lastUpdated": "2025-08-07T07:50:07.428Z",
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    {
      "id": null,
      "name": "Environment Map",
      "label": "Environment Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "envmap -  - Uses a  texture to define an environment map for the material. Environment mapping simulates an object reflecting its surroundings. The  defined in this parameter is the texture that will be reflected. The Env Map is added to whatever the normal lighting will be, so to make an object purely reflective turn the Diffuse and Specular parameters to 0. This input expects a sphere map. An example of a sphere map can be found here. This input will also accept a cube map, created with the Cube Map TOP or the Render TOP's Render Cube Map parameter.\n\n  envmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  envmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  envmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  envmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  envmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -",
      "tooltip": "",
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      "lastUpdated": "2025-08-07T07:50:07.430Z",
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      "id": null,
      "name": "Environment Map Color",
      "label": "Environment Map Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "envmapcolor -  - This color is multiplied with the texture specified by the  parameter above.\n\n envmapcolorr - envmapcolorg - envmapcolorb -",
      "tooltip": "",
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      "id": null,
      "name": "Environment Map Rotate",
      "label": "Environment Map Rotate",
      "group": "General",
      "page": "",
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      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "envmaprotate -  - Rotate the texture specified by the  parameter above.\n\n envmaprotatex - envmaprotatey - envmaprotatez -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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      "id": null,
      "name": "X",
      "label": "X",
      "group": "General",
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      "type": "float",
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      "description": "envmaprotatex - envmaprotatey - envmaprotatez -",
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      "id": null,
      "name": "Environment Map 2D Type",
      "label": "Environment Map 2D Type",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "envmaptype2d -  - Select between using a sphere map or an equirectangular map as the Environment Map type.\n\n spheremap - equirect -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
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      "isHidden": false,
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      "order": 0,
      "isVisible": true,
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    {
      "id": null,
      "name": "Sphere Map",
      "label": "Sphere Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
      "dimensions": 1,
      "description": "spheremap - equirect -",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Polygon Front Faces",
      "label": "Polygon Front Faces",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "frontfacelit -  - Controls how the polygon's normal is used to light the front face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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    {
      "id": null,
      "name": "Use Per-Light(s) Parameter",
      "label": "Use Per-Light(s) Parameter",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "uselight - frontlit - backlit -",
      "tooltip": "",
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      "isReadOnly": false,
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      "id": null,
      "name": "Polygon Back Faces",
      "label": "Polygon Back Faces",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "arraySize": 1,
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      "description": "backfacelit -  - Controls how the polygon's normal is used to light the back face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
      "tooltip": "",
      "help": "",
      "units": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Output Shader...",
      "label": "Output Shader...",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "outputshader - This button will bring up a dialog that will create a GLSL MAT and Text DATs with shader code that matches whatever effect this Phong  is currently creating. Since shaders are dependent on the number and type of lights, it will list some possible different shader choices, based on what lighting configurations have been used in the current system. If no shaders are listed in the dialog, it means no shader has been rendered in the current session of TouchDesigner. Turn on the viewer for the Phong , or setup a render in a Render . That will create/compile some shaders and will cause the list to be populated. For example if you want to see a shader that does shadow mapping, setup a render that does shadow mapping and you will see that come up in the list.",
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      "id": null,
      "name": "Alpha Map",
      "label": "Alpha Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "arraySize": 1,
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      "description": "alphamap -  - This map multiplies the alpha of the object. It uses the red channel of the map, other channels are ignored.\n\n  alphamapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  alphamapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  alphamapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  alphamapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  alphamapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  alphamapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  alphamapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
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      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
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    {
      "id": null,
      "name": "Uniform Alpha",
      "label": "Uniform Alpha",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "alphamode - Turning this off will make the alpha change depending on orientation of each polygon's normal compared to the camera. Normals that are pointing at the camera will results in the polygon having an alpha of Alpha Front. Normals that are perpendicular to the camera (facing sideways/up/down) will have Alpha Side for their alpha.",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Alpha Front",
      "label": "Alpha Front",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "defaultValue": null,
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      "description": "alphafront - The opacity of the material. This parameter is multiplied by point alpha of the object (as will as any other alpha source).",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Alpha Side",
      "label": "Alpha Side",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "alphaside - This is used for non-uniform alpha. It is the alpha value polygons that are facing away from the camera will get.",
      "tooltip": "",
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      "isReadOnly": false,
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    {
      "id": null,
      "name": "Alpha Rolloff",
      "label": "Alpha Rolloff",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
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      "description": "rolloff - Controls how the alpha changes from Alpha Front to Alpha Side.",
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      "id": null,
      "name": "Post-Mult Color by Alpha",
      "label": "Post-Mult Color by Alpha",
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      "type": "float",
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      "description": "postmultalpha - At the end of all of the calculations, the color (RGB) is multiplied by the calculated alpha. You can stop this from happening by turning off this toggle.",
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      "id": null,
      "name": "Mult Alpha by Light Luminance",
      "label": "Mult Alpha by Light Luminance",
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      "type": "float",
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      "description": "alphamultlight - When this is enabled, the luminance of the lighting will be multiplied by the alpha, to decrease/increase it.",
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      "label": "Multi-Texturing (Disables Color Map)",
      "group": "General",
      "page": "",
      "type": "float",
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      "description": "multitexturing - Enables multi-texturing. This disables the Color Map parameter.",
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      "name": "Texture 1",
      "label": "Texture 1",
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      "type": "float",
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      "description": "texture1 -  - You can specify up to 4 textures for multi-texturing.\n\n  texture1mapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  texture1mapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  texture1mapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  texture1mapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  texture1mapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  texture1coord -  - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  texture1coordinterp -  - \n\n perspectivecorrect - linear -",
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      "description": "texture2 -  - You can specify up to 4 textures for multi-texturing.\n\n  texture2mapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  texture2mapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  texture2mapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  texture2mapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  texture2mapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  texture2coord -  - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  texture2coordinterp -  - \n\n perspectivecorrect - linear -",
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      "description": "texture3 -  - You can specify up to 4 textures for multi-texturing.\n\n  texture3mapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  texture3mapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  texture3mapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  texture3mapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  texture3mapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  texture3coord -  - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  texture3coordinterp -  - \n\n perspectivecorrect - linear -",
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      "description": "texture4 -  - You can specify up to 4 textures for multi-texturing.\n\n  texture4mapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  texture4mapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  texture4mapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  texture4mapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  texture4mapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  texture4coord -  - Specifies which texture coordinate to use for the map.\n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  texture4coordnterp -  - \n\n perspectivecorrect - linear -",
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      "name": "GLSL Expression",
      "label": "GLSL Expression",
      "group": "General",
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      "type": "float",
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      "name": "Rim Light",
      "label": "Rim Light",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
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      "description": "Sequence of rim light info",
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      "name": "Enable",
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      "group": "General",
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      "type": "float",
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      "description": "rimlight0enable - Enables this rim light.",
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      "name": "Color",
      "label": "Color",
      "group": "General",
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      "type": "float",
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      "description": "rimlight0color -  - The color of the rim light.\n\n rimlight0colorr - rimlight0colorg - rimlight0colorb -",
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      "isReadOnly": false,
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      "name": "Center",
      "label": "Center",
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      "type": "float",
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      "description": "rimlight0center - The center of the rim lights location, situated somewhere on a 360 degree circle.",
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      "name": "Width",
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      "description": "rimlight0width - How far from the center the rim light extends.",
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      "id": null,
      "name": "Strength",
      "label": "Strength",
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      "description": "rimlight0strength - Controls the brightness of the rim light.",
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      "id": null,
      "name": "Strength Ramp",
      "label": "Strength Ramp",
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      "description": "rimlight0strengthramp - You can specify a horizontal ramp (it will sample the texture at v = 0.5), which controls the the rim lights strength.",
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      "id": null,
      "name": "Shadow Strength",
      "label": "Shadow Strength",
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      "page": "",
      "type": "float",
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      "description": "shadowstrength - This parameter will control how much being in a shadow will change the color of the lighting. At 1 the object will take on the  parameter, at 0 it will behave as if it's not in a shadow, even if it is.",
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      "lastUpdated": "2025-08-07T07:50:07.443Z",
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    {
      "id": null,
      "name": "Shadow Color",
      "label": "Shadow Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
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      "description": "shadowcolor -  - The color that will be used in shadowed areas.\n\n shadowcolorr - shadowcolorg - shadowcolorb -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "lastUpdated": "2025-08-07T07:50:07.443Z",
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      "id": null,
      "name": "Darkness Emit",
      "label": "Darkness Emit",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "darknessemit - The Phong  calculates the current brightness of color of the objects, after taking into account lights, rim lights, emission etc. It then uses this brightness (between 0-1) and fades in the . The darker the area, the more of the darkness emit color that will be applied.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "id": null,
      "name": "Darkness Emit Color",
      "label": "Darkness Emit Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "arraySize": 1,
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      "description": "darknessemitcolor -  - The color that is used for areas that are in darkness.\n\n darknessemitcolorr - darknessemitcolorg - darknessemitcolorb -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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    {
      "id": null,
      "name": "Darkness Emit Map",
      "label": "Darkness Emit Map",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "darknessemitmap -  - This map multiplies the . This maps alpha is not used.\n\n  darknessemitmapextendu -  - \n\n hold - zero - repeat - mirror -\n\n  darknessemitmapextendv -  - \n\n hold - zero - repeat - mirror -\n\n  darknessemitmapextendw -  - \n\n hold - zero - repeat - mirror -\n\n  darknessemitmapfilter -  - \n\n nearest - linear - mipmaplinear -\n\n  darknessemitmapanisotropy -  - \n\n off - 2x - 4x - 8x - 16x -\n\n  darknessemitmapcoord -  - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n  darknessemitmapcoordinterp -  - \n\n perspectivecorrect - linear -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.444Z",
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    {
      "id": null,
      "name": "Secondary Specular",
      "label": "Secondary Specular",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "spec2 -  - Adds a secondary specular highlight color.\n\n spec2r - spec2g - spec2b -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "dependsOn": [],
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      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.445Z",
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    {
      "id": null,
      "name": "Secondary Shininess",
      "label": "Secondary Shininess",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
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      "description": "shininess2 - Controls the secondary specular highlights (glossyness) of an object. Higher settings are more glossy, like plastic or shiny metal. Lower settings give more of a matte finish.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "id": null,
      "name": "Write Camera Space Depth to Alpha",
      "label": "Write Camera Space Depth to Alpha",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "description": "writecameradepthtoalpha - This causes the camera space depth of the pixel to be written to the alpha channel of the output . This value can be useful for post-processing effects, but ofcourse you will not have the result of all the alpha calculations if you turn this on (although they'll get used to multiply the output color, assuming  is enabled.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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    {
      "id": null,
      "name": "Apply Point Color",
      "label": "Apply Point Color",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "applypointcolor - Normally the color attribute (Cd[4]) coming from the  is used in the lighting calculation, you can turn off using the color attribute by un-checking this parameter.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.445Z",
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    {
      "id": null,
      "name": "Instance Texture",
      "label": "Instance Texture",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "instancetexture -  - When provider per-instance textures in the Geometry COMP, this parameter selects which map the instance texture will be applied as.\n\n colormap - normalmap - diffusemap - specmap - emitmap - alphamap - darknessemitmap - rimlight0map -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.445Z",
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    },
    {
      "id": null,
      "name": "Color Buffer",
      "label": "Color Buffer",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
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      "isArray": false,
      "arraySize": 1,
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      "description": "color - Sequence of color buffers\n\n\n\n  color0output -  - Allows sending things like normals or diffuse color to different Render  color buffers in a single pass.\n\n zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - diffusemap - normalmap - specmap - emitmap - emitcolor - diffcolor - difflighting - finaldiffcolor - speccolor - spec2color - speclighting - spec2lighting - finalspeccolor - shadowstrength - normalizedshadowstrength -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
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    {
      "id": null,
      "name": "RGB",
      "label": "RGB",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
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      "arraySize": 1,
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      "description": "color0output -  - Allows sending things like normals or diffuse color to different Render  color buffers in a single pass.\n\n zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - diffusemap - normalmap - specmap - emitmap - emitcolor - diffcolor - difflighting - finaldiffcolor - speccolor - spec2color - speclighting - spec2lighting - finalspeccolor - shadowstrength - normalizedshadowstrength -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
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    {
      "id": null,
      "name": "Zero",
      "label": "Zero",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "arraySize": 1,
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      "description": "zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - diffusemap - normalmap - specmap - emitmap - emitcolor - diffcolor - difflighting - finaldiffcolor - speccolor - spec2color - speclighting - spec2lighting - finalspeccolor - shadowstrength - normalizedshadowstrength -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isPython": false,
      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
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    {
      "id": null,
      "name": "Deform",
      "label": "Deform",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "step": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "dodeform - Enables deforms on this material.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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    {
      "id": null,
      "name": "Get Bone Data:",
      "label": "Get Bone Data:",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "deformdata -  - Specifies where the deform bone data will be obtained.\n\n sop - mat - deformin -",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "dependsOn": [],
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      "order": 0,
      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
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    },
    {
      "id": null,
      "name": "From a SOP",
      "label": "From a SOP",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
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      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "sop - mat - deformin -",
      "tooltip": "",
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      "units": "",
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      "isReadOnly": false,
      "isAdvanced": false,
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      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
      "rawData": {},
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    },
    {
      "id": null,
      "name": "SOP with Capture Data",
      "label": "SOP with Capture Data",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "targetsop - Specifies the  that contains the deform capture attributes.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
      "isHidden": false,
      "isAnimatable": true,
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      "isVisible": true,
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      "lastUpdated": "2025-08-07T07:50:07.446Z",
      "rawData": {},
      "sourceElement": null
    },
    {
      "id": null,
      "name": "pCaptPath Attrib",
      "label": "pCaptPath Attrib",
      "group": "General",
      "page": "",
      "type": "float",
      "dataType": "number",
      "style": "",
      "defaultValue": null,
      "minValue": null,
      "maxValue": null,
      "step": null,
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      "allowCustom": false,
      "maxLength": null,
      "pattern": null,
      "isArray": false,
      "arraySize": 1,
      "dimensions": 1,
      "description": "pcaptpath - Specifies the name of the pCaptPath attribute to use. When your geometry has been put through a Bone Group SOP, the attributes will be split into names like pCaptPath0, pCaptPath1. You can only render 1 bone group at a time, so this should match the group you are rendering with this material.",
      "tooltip": "",
      "help": "",
      "units": "",
      "examples": [],
      "isReadOnly": false,
      "isAdvanced": false,
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