Shader Type: Illumination (surface)
Output: Color (RGB) value
Computes the Phong illumination model. Use it to control the ambient, diffuse, and specular RGB colors. You can also add bumpiness to the object’s surface. No reflection transparency or refraction is computed.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
Diffuse
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Diffuse |
Defines the surface color in the illuminated area of the object. This value is blended with the object’s Ambient value. |
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Ambient |
Determines how strongly the global ambiance (indirect illumination) will affect the object. |
Specular
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Specular |
Defines the color of the object’s specular highlight. |
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Exponent |
Defines the rate at which the specularity decays outward. |
Global Illumination / Caustics / Final Gathering
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Radiance |
Used to control the color and intensity (strength) of the GI/FG/Caustic effect over the object’s surface. Also, you can texture this parameter in order to reveal a GI/FG/Caustic effect on a given location on the object. |
This illumination shader can be used almost anywhere in a render tree, just like a surface shader. You can use any number or combination of illumination and surface shaders to control various parts of your effect. Illumination shaders are often mixed (as the Base Color using a mixer shader) with textures to add realism to them. Also, you can use textures to control color inputs (such as Diffuse or Ambient) or scalar output nodes (such as gradients or fractals) to control refraction or translucency.
Autodesk Softimage v.7.5