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RedshiftArchitectural
Note: Results may not be as expected if you do not use the Environment Light in the Lights palette when using this shader.
|
Control |
Type |
What it does |
Dialog |
Notes |
|---|---|---|---|---|
| Inputs | Diffuse Color | dropdown | The channel controlling the diffuse color of the material. | ||
| Inputs | Diffuse Roughness | dropdown | The channel specifying areas of roughness on the shaded surface, so that the diffuse of rougher materials appears flatter. |
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| Inputs | Translucency Color | dropdown |
The channel controlling the color of the areas of translucency in a material. |
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| Inputs | Reflection Color (Primary) | dropdown | The primary channel controlling the color on the areas of the material where light is reflected. | ||
| Inputs | Reflection Glossiness (Primary) | dropdown | The primary channel specifying the areas on the material where there is glossiness on a reflective surface. | ||
| Inputs | Reflection Color (Secondary) | dropdown | The secondary channel controlling the color on the areas of the material where light is reflected. | ||
| Inputs | Reflection Glossiness (Secondary) | dropdown | The secondary channel specifying the areas on the material where there is glossiness on a reflective surface. | ||
| Inputs | Anisotropy | dropdown | The channel specifying the areas on the material that have an anisotropic effect. | ||
| Inputs | Anisotropy Rotation | dropdown | The channel specifying the direction of the anisotropic rotation. | ||
| Inputs | Refraction Color | dropdown | The channel controlling the color of the areas on the material where light is refracted. | ||
| Inputs | Refraction Glossiness | dropdown | The channel specifying the areas on the material where there is glossiness on a refractive surface. | ||
| Inputs | End Color (Fog) | dropdown | When the Use End Color (Fog) option is enabled, this is the channel controlling the color of the areas on the material where fog (the attenuation of light as it passes through a material) appears, so that thick objects look less transparent than thinner objects. | ||
| Inputs | Cutout Opacity | dropdown |
The channel specifying the areas on the textured material where the material is treated as normal when Cutout Opacity is set to 0.5 or higher. Below this threshold, the material becomes transparent. |
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| Inputs | Incandescent Color | dropdown | The channel controlling the color of the areas on the material with an incandescent glow. | ||
| Inputs | Bump Map | dropdown | The channel containing the bump map. | ||
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button | Inverts the channel values of the selected Bump Map channel. | ||
| Inputs | Normal Map | dropdown | The channel containing the normal map, used as a representation of the surface normals added to the shaded surface. | ||
| Inputs | Displacement Map | dropdown | The channel containing the displacement map for adjusting the surface of the geometry. | ||
| Inputs | Vector Map | dropdown |
The channel containing the vector field and resulting vector data from paint on the shaded surface. |
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button | Adds a new channel for the shader component. | Add Channel Dialog | |
| Type | information | The shader type that you are using. | ||
| Diffuse | Color | swatch |
The base diffuse color on the surface for the Diffuse Color channel. Setting this to black essentially ensures there is no diffuse lighting. |
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| Diffuse | Weight | entry box, slider | The weight of the diffuse color for the Diffuse Color channel. | From 0.000 to 1.000; defaults to 1.000. | |
| Diffuse | Roughness | entry box, slider | The level of roughness of the diffuse component in the Diffuse Roughness channel. Higher values result in a rougher surface. | From 0.000 to 1.000; defaults to 0.000. | |
| Translucency | Enable | checkbox | Set whether or not the material has double-sided lighting. | Disabled by default. | |
| Translucency | Color | swatch | The color displayed when the light passes through the surface in areas specified in the Translucency Color channel. | ||
| Translucency | Weight | entry box, slider |
The amount of the Translucency Color light that is allowed to pass through the surface. |
From 0.000 to 1.000; defaults to 0.000. | |
| Primary Reflection and Fresnel | Weight (Primary) | entry box, slider | The amount of the primary Reflection Color that is displayed in the shader. | From 0.000 to 1.000; the default value is 0.600. | |
| Primary Reflection and Fresnel | Color (Primary) | swatch | The color reflected from the material in areas specified in the primary Reflection Color channel. | ||
| Primary Reflection and Fresnel | Glossiness (Primary) | entry box, slider | The level of glossiness for the primary specular reflections. The lower the value, the blurrier the reflection becomes, with 0.0 giving an almost-diffuse look. | From 0.000 to 1.000; the default value is 1.000. | |
| Primary Reflection and Fresnel | Use Index of Refraction | checkbox | Determine whether or not the index of refraction (how light bends when crossing the material's surface) for the material is used. | Enabled by default. | |
| Primary Reflection and Fresnel | Medium Type | dropdown | Specify whether the material is a Dielectric medium or a Conductor medium. Dielectics are typically transparent materials, such as glass or water, while conductors are solid metal materials. | ||
| Primary Reflection and Fresnel | Extinction Coefficient (k) | entry box | The coefficient for Conductor medium types. | ||
| Primary Reflection and Fresnel | Facing Reflectivity | entry box, slider |
The strength of reflections when viewed "head on" (a 0 degree angle from the surface). Typically, metals have a high setting, with a perfect mirror being a value of 1.0. Materials with reflective coats have relatively low values. |
From 0.000 to 1.000; defaults to 0.200. | |
| Primary Reflection and Fresnel | Perpendicular Reflectivity | entry box, slider |
The strength of reflections when viewed at a 90 degree angle from the surface. If the Facing Reflectivity and Perpendicular Reflectivity values are the same, the Fresnel effect is disabled. |
From 0.000 to 1.000; defaults to 1.000. | |
| Primary Reflection and Fresnel | Curve Falloff | entry box, slider | How the primary facing and perpendicular reflected strengths transitions between one another. High values produce a "tighter" transition. | From 0.100 to 10.000; defaults to 5.000. | |
| Secondary Reflection and Fresnel | Weight (Secondary) | entry box, slider | The amount of the secondary Reflection Color that is displayed in the shader. | From 0.000 to 1.000; the default value is 0.000. | |
| Secondary Reflection and Fresnel | Color (Secondary) | swatch | The color reflected from the material in areas specified in the secondary Reflection Color channel. | ||
| Secondary Reflection and Fresnel | Glossiness (Secondary) | entry box, slider | The level of glossiness for the secondary specular reflections. The lower the value, the blurrier the reflection becomes, with 0.0 giving an almost-diffuse look. | From 0.000 to 1.000; the default value is 1.000. | |
| Secondary Reflection and Fresnel | Use Index of Refraction | checkbox | Determine whether or not the index of refraction (how light bends when crossing the material's surface) for the material is used. | Enabled by default. | |
| Secondary Reflection and Fresnel | Medium Type | dropdown | Specify whether the material is a Dielectric medium or a Conductor medium. Dielectics are typically transparent materials, such as glass or water, while conductors are solid metal materials. | ||
| Secondary Reflection and Fresnel | Extinction Coefficient (k) | entry box | The coefficient for Conductor medium types. | ||
| Secondary Reflection and Fresnel | Facing Reflectivity | entry box, slider |
The strength of reflections when viewed "head on" (a 0 degree angle from the surface). Typically, metals have a high setting, with a perfect mirror being a value of 1.0. Materials with reflective coats have relatively low values. |
From 0.000 to 1.000; defaults to 0.200. | |
| Secondary Reflection and Fresnel | Perpendicular Reflectivity | entry box, slider |
The strength of reflections when viewed at a 90 degree angle from the surface. If the Facing Reflectivity and Perpendicular Reflectivity values are the same, the Fresnel effect is disabled. |
From 0.000 to 1.000; defaults to 1.000. | |
| Secondary Reflection and Fresnel | Curve Falloff | entry box, slider | How the secondary facing and perpendicular reflected strengths transitions between one another. High values produce a "tighter" transition. | From 0.100 to 10.000; defaults to 5.000. | |
| Common Reflection Attributes and Anisotropy | Metal Material | checkbox | Whether or not the reflections are tinted with the diffuse color in order to give reflections a more metallic look. | Disabled by default. | |
| Common Reflection Attributes and Anisotropy | Highlight vs Reflection Balance | entry box, slider | Determines the strength of the traditional specular highlights, relative to the ray-traced reflections, with a value of 1.0 meaning the specular highlights are fully visible. | From 0.000 to 1.000; defaults to 1.000. | |
| Common Reflection Attributes and Anisotropy | Anisotropy Amount | entry box, slider |
The ratio of anisotropy width and height for glossy reflections and refractions, where 0 means there is no anisotropy. Negative numbers contribute to the width of reflections being stretched (on the U axis), while positive values contribute to the height of reflections being stretched (on the V axis). |
From -1.000 to 1.000; defaults to 0.000. | |
| Common Reflection Attributes and Anisotropy | Anisotropy Rotation | entry box, slider | Change the orientation of the micro-surface grooves, with values between 0 and 1 representing 0 to 360 degree rotation. | From 0.000 to 1.000; defaults to 0.000. | |
| Common Reflection Attributes and Anisotropy | Surface Orientation | dropdown | Specify the orientation of the surface in U and V directions, in order to apply the anisotropic glossy effect, as either: From UV Channel, From Tangent Channel, or None to ignore this setting. | ||
| Refraction and Fog | Weight | entry box, slider |
The amount of the Refraction Color light that is allowed to pass through the surface. |
From 0.000 to 1.000; defaults to 0.000. | |
| Refraction and Fog | Color | swatch | The color displayed when the light is refracted in areas specified in the Refraction Color channel. | ||
| Refraction and Fog | Glossiness | entry box, slider | The level of glossiness for the specular refractions. The lower the value, the blurrier the refraction becomes, giving a "frosted" look. | ||
| Refraction and Fog | Index of Refraction | entry box, slider | How the light ray is bent as it travels through the material. For comparison, an IOR of 1.0 is roughly close to that of air at standard temperature and pressure, whereas water is closer to a value of 1.33. | From 0.000 to 5.000; default to 1.400. | |
| Refraction and Fog | Enable (Fog) | checkbox | Whether or not a fog effect occurs inside the material. By default, when Use End Color (Fog) is disabled, the object fogs to black, reaching black at the Distance (Fog) setting. | Disabled by default. | |
| Refraction and Fog | Distance (Fog) | entry box |
When Use End Color (Fog) is enabled, this setting defines the distance within the object at which the color becomes the End Color (Fog). When Use End Color (Fog) is disabled, this distance defines the distance within the object at which refraction rays stop and become pure black. |
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| Refraction and Fog | Use End Color (Fog) | checkbox | Whether or not the end color tint uses another color, specified in End Color (Fog) parameter, or whether it ends to pure black. | Disabled by default. | |
| Refraction and Fog | End Color (Fog) | swatch | The color that is used at the end point, set in the Distance (Fog) parameter, when Enable (Fog) is enabled. | ||
| Ambient Occlusion | Enable (AO) | checkbox | Whether or not ambient occlusion is enabled. | Disabled by default. | |
| Ambient Occlusion | Combine Mode (AO) | dropdown | Choose how to combine ambient occlusion with the rest of the shader: Add or Multiply. | ||
| Ambient Occlusion | Shadow Color (AO) | swatch | The color tint of a surface being shadowed when completely occluded. | ||
| Ambient Occlusion | Ambient Color (AO) | swatch | The color tint of the surface when completely un-occluded. | ||
| Miscellaneous | Cutout Opacity | entry box, slider | Specify the opacity level to create cutout areas in the texture. The transparency threshold sits at 0.500, at which point, areas with a value lower than 0.500 become transparent. |
From 0.000 to 1.000; defaults to 1.000. |
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| Miscellaneous | Incandescent Color | swatch | The color added to the final shaded color result to give an object a colored glow effect. | ||
| Bump | Bump Weight | entry box, slider | The amount of bump applied to perturb the normals. | From 0 to 10; defaults to 0.100. | |
| Bump | Bump Mode | dropdown | Set whether you want the bump to be calculated quickly (Fast) or with greater accuracy (Accurate), regardless of the time it takes. | By default, Bump Mode is set to Fast. | |
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Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
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By default, Bump Space is set to UV. |
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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, slider |
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 |
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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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| 'Display Tweaks' | sRGB to Linear Color Swatches | checkbox | Convert the values of the colors from the color swatches from sRGB to Linear. | Enabled by default. | |
| 'Display Tweaks' | sRGB to Linear Color Channels | checkbox | Convert the values of the colors from the color channels from sRGB to Linear. | Disabled by default. | |
| 'Display Tweaks' | Turn ON Environment Light Bounce | checkbox | Set whether the object receives one extra light bounce hit from the environment light. | Disabled by default. | |
| 'Display Tweaks' | Light Falloff | dropdown | Set whether the light falloff for Mari's point lights is Constant or Quadratic. | ||
| 'Display Tweaks' | Decay Rate | entry box, slider | The rate of the light falloff. | From 0.010 to 1; defaults to 1. | |
| 'Display Tweaks' | Render Elements | dropdown |
Determines how elements of the shader are rendered, according to: • Beauty • Diffuse • Specular Highlights • Reflection • Refraction • Sub-Surface Scattering • Self-Illumination • Thickness Map Preview |
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| 'Display Tweaks' | Thick Glass effect emulation | checkbox | Set whether or not Mari emulates the look of solid/thick glass. | Disabled by default. | |
| 'Display Tweaks' | Import Baked Thickness Map | file browser | Import a map that represents the different levels of thickness in the material. | ||
| 'Display Tweaks' | Filter Thickness Map | dropdown | Set whether a thickness filter map, for blurring any possible noise, is set to Nearest or Bilinear. | ||
| 'Display Tweaks' | Thickness Map UV Coordinates | dropdown | Determine whether the thickness map uses the Default UVs, or flips the U, V, or both U and V values. |