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Choose Diffuse/Specular: Minnaert: Beckman
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Control |
Type |
What it does |
Dialog |
Notes |
|---|---|---|---|---|
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Inputs | Diffuse Color |
dropdown |
The channel controlling the |
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Inputs | Specular Color |
dropdown |
The channel controlling the |
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Inputs | Specular Roughness |
dropdown |
The channel controlling the rough shaded surface for specularity. |
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button | Inverts the channel values of the selected channel. | ||
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Inputs | Normal |
dropdown |
The channel used for input as a representation of the surface normals, added to the shaded surface. |
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You must select either a Bump or Normal shader component in the same shader. If you attempt to use both, Normal overrides the Bump shader |
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Inputs | Bump |
dropdown |
The channel controlling the bump map to show as a perturbed lighting. |
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Inputs | Environment Color |
dropdown |
The channel controlling the reflective surface, using an image in a channel as the reflection, on the shaded surface. |
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Inputs | Ambient Occlusion |
dropdown |
The channel controlling the ambient occlusion effect of the shaded surface. Using this input overrides the ambient occlusion values stored on the object (Objects > Ambient Occlusion). |
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Inputs | Emissive Color |
dropdown |
The channel controlling the color of the emissive (glow) qualities on the shaded surface. |
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Inputs | Vector |
dropdown |
The channel controlling the vector field and resulting vector data from paint on the shaded surface. |
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This data is used by the vector inspector. |
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Inputs | Displacement |
dropdown |
The channel controlling the displacement map and dynamic tessellation to show a more advanced preview of displacement. |
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This component is disabled for Ptex channels. |
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button |
Adds a new channel for the shader component. |
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Diffuse |
entry box, slider |
How much of the diffuse input appears on the shaded surface. |
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From 0 to 2; defaults to 1. |
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Specular |
entry box, slider |
How much of the specular light appears on the shaded surface. |
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From 0 to 2; defaults to 1. |
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Specular Roughness |
entry box, slider |
How “rough” the surface is by default. Rougher surfaces have the highlight spread more across the surface. Lower values mean the surface is smoother (specular lights are more concentrated), higher values mean it is rougher (specular lights are spread out more). |
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From 0 to 1; defaults to 0.700. |
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Environment |
entry box, slider |
How much of the environment appears on the shaded surface. |
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From 0 to 2; defaults to 1. |
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Ambient |
entry box, slider |
How much ambient light appears on the shaded surface. |
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From 0 to 2; defaults to 0.200. |
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Ambient |
entry box, slider |
How much ambient occlusion occurs on the shaded surface. |
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From 0 to 2; defaults to 1. |
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Emissive |
entry box, slider |
How much glow the emissive channel appears to have. |
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From 0 to 2; defaults to 1. |
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Diffuse Falloff |
entry box, slider |
How much falloff is given to the diffuse input. |
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From 0 to 5; defaults to 1. |
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Displacement | Displacement Bias |
entry box, slider |
How much the white or black values are pushed or pulled from the surface. |
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From 0 to 1; defaults to 0.500. |
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Displacement | Displacement Scale |
entry box, slider |
What the range of displacement is. This setting is multiplied by the |
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Displacement | Displacement Range |
entry box |
How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious |
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From 0 to 1; defaults to 0.500. |
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Displacement | Max Tessellation |
entry box, slider |
How many texels the surface is tessellated to. |
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From 1 to 64; defaults to 10. |
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Displacement | Perturb Normals |
dropdown |
Selecting yes changes the displacement so that displacement moves the surface but leaves the |
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Bump | Bump Weight |
entry box, slider |
How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more |
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From 0 to 10; defaults to 0.100. |
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Bump| Bump Mode |
dropdown |
Whether you want bump to be displayed quickly (Fast) or accurately (Accurate). |
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