| General | Illumination | Transparency | Reflection | Static Blur
Shader Type: Particle (material)
Output: Color (RGB) value
When applied to a particle type, this shader renders particles so that they appear as meta-ball objects. You can attach transparency and reflectivity values to these blobs as well as set their illumination method. Blob shapes can be modified and programmed to blend into one another.
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Get File Name from User Data |
Applies the attributes to the default particle sequence (PTP file), which is retrieved automatically from user data. |
Irregularity
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Value |
Specifies the degree of random variability to the shape of a generated blob particle. 0 = a perfect sphere. |
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Scale |
Specifies the scale of random variability used to modify the blob shapes. High values cause a more abrupt variation; low values cause a smoother variation. |
Surface
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Blend |
Specifies the frequency at which individual particles merge with others. A value of 0 prevents a particle from merging with its neighbor. |
Integration
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Samples |
Specifies the volume of particle data is drawn in the render region for preview. High values give you greater accuracy but requires more calculation time. A low value may render only a small fraction of the generated particles in the render region. If there is jittering on some particles, increase this sampling rate. |
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Shading Model |
Specifies the method used to calculate the illumination of the blob particles. |
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Diffuse from Particle File |
Takes diffuse color from the PTP file. When off, a set of controls appears, which prompt you to set your own diffuse values. |
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Ambient from Particle File |
Takes ambient color from the PTP file. When off, a set of controls appear that prompt you to set your own ambient values. |
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Ambient coefficient |
The coefficient used to scale the ambient color read from the PTP file. |
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Specular |
Defines color values for the specular highlight on blob particles that use a Phong or Blinn shading model. |
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Specular Decay |
Controls the size of the specular highlights on Phong- and Blinn-shaded models. Values range from 0 to 300; default is 50. |
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Modified Lambert Shading |
Uses the New Lambert model shading. The behavior of normal diffuse shading will change by considering the roughness properties of the material. The final effect reduces the shading contrast of the material. Click Activate to activate this shading. |
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Transparency |
Specifies the degree of opacity in each particle. |
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Index of Refraction |
Controls the bending of light through transparent particles. Defines the index of refraction through transparent materials. (A value of 1.33 simulates the refractive quality of glass, whereas the default value of 1 allows light rays to pass through a transparent material without any distortion.) |
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Transparency decay |
If this value is greater than 0, the material transparency will be reduced when the normal and view direction are not parallel. The greater the angle, the more the reduction. The maximum attenuation is achieved when the two vectors are orthogonal; in the case of transparency, it will become 0 if Decay reaches its maximum value (1). |
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Reflectivity |
Specifies the degree of reflectivity in each particle. |
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Enabled |
Switches on the system static blur effect, which makes the particles appear fuzzy or out of focus. |
Autodesk Softimage v.7.5