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Lambertian: Blinn
|
Control |
Type |
What it does |
Dialog |
Notes |
|---|---|---|---|---|
|
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 Shininess |
dropdown |
The channel controlling the high shine areas for highlights in the specular shaded surface. |
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Inputs | Normal |
dropdown |
The channel used for input as a 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 component. |
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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 |
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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. |
|
From 0 to 2; defaults to 1. |
|
Specular |
entry box, slider |
How much of the specular light appears on the shaded surface. |
|
From 0 to 2; defaults to 1. |
|
Specular |
entry box, slider |
How much shininess the specularity appears to have on the shaded |
|
From 0 to 100; defaults to 30. |
|
Environment |
entry box, slider |
How much of the environment appears on the shaded surface. |
|
From 0 to 2; defaults to 1. |
|
Ambient |
entry box, slider |
How much ambient light appears on the shaded surface. |
|
From 0 to 2; defaults to 0.200. |
|
Ambient |
entry box, slider |
How much ambient occlusion occurs on the shaded surface. |
|
From 0 to 2; defaults to 1. |
|
Emissive |
entry box, slider |
How much glow the emissive channel appears to have. |
|
From 0 to 2; defaults to 1. |
|
Displacement | Displacement Bias |
entry box, slider |
How much the white or black values are pushed or pulled from the surface. |
|
From 0 to 1; defaults to 0.500. |
|
Displacement| Displacement Scale |
entry box, slider |
How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious |
|
From 0 to 1; defaults to 0.500. |
|
Displacement | Displacement Range |
entry box |
What the range of displacement is. This setting is multiplied by the |
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Displacement | Max Tessellation |
entry box, slider |
How many texels the surface is |
|
From 1 to 64; defaults to 10. |
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Displacement | Perturb Normals |
dropdown |
Selecting yes changes 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 |
|
From 0 to 10; defaults to 0.100. |
| Bump | Bump Mode | dropdown | Whether you want bump to be displayed quickly (Fast) or accurately (Accurate). | By default, Bump Mode is set to Fast. | |
|
Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
|
By default, Bump Space is set to UV. |