Category: Switch
Shader Type: Texture
Output: Color (RGB) value
Selects the color or texture to be displayed (output), depending on the type of ray hitting the object.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
Visible Rays
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Eye |
Defines the color when an eye ray is hitting the object. |
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Refraction |
Defines the color when a refractive transparency ray is hitting the object. |
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Reflection |
Defines the color when a reflective ray is hitting the object. |
Shadow Rays
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Shadow Color |
Defines the color when a shadow ray is hitting the object. |
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Shadow Modulation |
Override with Shadow Color or multiply the returned color with the Shadow Color. |
Photon Rays/Final Gathering
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Photon |
Defines the color when a photon ray is hitting the object. |
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Final Gathering |
Defines the color when a final gathering ray is hitting the object. |
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Use Eye port for final gathering |
When selected, final gathering is evaluated through the eye input port. |
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Use FG port for final gathering |
When selected, final gathering is evaluated through the fg input port. |
In the render tree, use this shader to define a texture or texture effect for the various rays that hit an object. For example, the Reflection input can be a gradient, the Shadow input can be a fractal, and the eye ray can be an image clip. This shader can then be output to either the Surface connection of the Material node or a Color input on a surface shader.
Autodesk Softimage v.7.5