Shader Type: Material
Output: Color (RGBA) value
This shader is only concerned with generating glossy reflections.
To accomplish a full car paint effect, the Glossy Reflection shader can be combined with the Metallic Paint and the Bump Flakes shader. To get all these connections automatically, use the Car Paint shader, which also supports a dirt layer.
Reflection
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Color |
The strength (and color) of the reflections. The calculated reflections are multiplied by this value. In the clearcoat layer of car paint the color is generally white. |
|
Max Distance |
Limits the reach of reflective rays. If the max ray distance is set to 0.0, the reach of the reflection rays is infinite. For values greater than 0.0, the reach of the reflection rays is limited to this distance, and the color of the reflection is faded toward the environment color as the length of the ray approaches this distance. Use Max Distance to improve performance and reduce excessive noise caused by high-contrast objects in the distance. |
|
Falloff Shape |
The rate for fading into the environment. The default of 2.0 means the falloff is by distance squared; 3.0 means distance cubed, and so on. This parameter has no effect if Max Distance is 0.0. |
Environment
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Environment Color |
A multiplier for when the ray misses any object and hits the environment. For physical accuracy, this should be exactly the same as the Reflection Color, but it is provided separately to give greater control when balancing the brightness between the reflection of objects and the reflection of the environment. |
|
Single Environment Sampling |
When off, an environment sample is made for each reflection ray that misses an object or needs to be mixed with the environment due to using the Max Distance option. When on, the environment is sampled only once for these reflection rays. |
Edge (Fresnel) Controls
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Facing Weight |
A multiplier defining the strength of the reflection at surfaces facing the camera. Set to low values between 0.1 and 0.3. |
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Edge Weight |
A multiplier defining the strength of the reflection at surfaces perpendicular to the camera (edges). Clearcoat tends to reflect more at edges than on facing surfaces, this is known as a fresnel effect. |
|
Edge Factor |
Defines the narrowness of the reflective edge. |
Glossy Controls
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Samples |
Sets the number of samples used, and is ideally a power of two. If 0.0, the shader reverts to single sample mirror reflection only. |
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U Spread |
The amount of normal vector perturbation performed in the U direction. If the U Spread and V Spread values are identical, isotropic glossy reflection is generated. If there is any difference between the two values, the anisotropic mode is enabled. |
|
V Spread |
The amount of normal vector perturbation performed in the V direction. If the U Spread and V Spread values are identical, isotropic glossy reflection is generated. If there is any difference between the two values, the anisotropic mode is enabled. |
Autodesk Softimage v.7.5