Shader Type: Material
Output: Color (RGBA) value
Controls the diffuse, ambient, and specular RGB colors, as well as the transparency of hair objects. This shader can be used with the Geometry render type setting in the object’s Hair property editor.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Root Color |
Defines the diffuse and ambient color of the hair roots. |
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Tip Color A |
Defines the diffuse and ambient color of the hair tips. |
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Tip Color B |
Defines a secondary diffuse and ambient color for the hair tips. |
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Tip Color Balance |
Controls the ratio of tip colors. At 0.0, all strands use Tip Color A and at 1.0, all strands use Tip Color B. |
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Specular Color |
Defines the color of specular highlights. |
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Color Ratio |
Defines the point along the length of the render hairs where the color “switches” from root to tip. |
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Diffuse Rate |
Controls the relative contribution of the ambient and diffuse illumination. Lower values result in a higher ambient contribution, and higher values result in a higher diffuse contribution. |
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Texture |
Controls the size and falloff of specular highlights. |
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Compute Transparency Falloff |
Enables calculation of transparency values. |
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Transparency Falloff |
Defines the point along the length of the render hairs where the transparency “switches” from the root value to the tip value. |
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Compute Subsurface Scattering |
Simulates the semi-translucence of hair by taking backlighting into account as part of the diffuse illumination. |
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Subsurface Scatter Probability |
The degree to which backfacing lights affect the diffuse illumination. |
Autodesk Softimage v.7.5