Shader Type: Illumination (surface)
Output: Color (RGB) value
Controls the diffuse and specular RGB colors, as well as object bumpiness and reflective qualities that simulate metallic surfaces. Also controls photon RGB colors.
|
Name |
The shader’s name. Enter any name you like, or leave the default. |
Diffuse
|
Diffuse |
Defines the surface color in the illuminated area of the object. This value is blended with the object’s Ambient value. |
Specular
|
Smoothness |
Controls the ratio of diffuse to specular reflectance and highlight size. |
|
Metalness |
Specifies the degree of metalness to an object surface, where 0 is fully insulated (giving an effect similar to brushed metal) and 1 is fully metallic (giving an effect similar to a chrome surface). Metallic surfaces feature colored highlights and reflections. |
Global Illumination / Caustics / Final Gathering
|
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. |
|
Bump |
Defines the number of steps a bump map uses when applying the map. |
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