BRDF

Control

Type

What it does

Dialog

Notes

toggle Toggles the influence of channels connected to the shader without disconnecting them from the shader input.   Displacement is toggled off by default.

Inputs | Diffuse Color

dropdown

The channel controlling the
diffuse color effect of the shaded
surface.

 

 

Inputs | Specular Color

dropdown

The channel controlling the
specular color effect of the shaded
surface.

 

 

Inputs | Glossiness

dropdown

The channel controlling the glossy areas for highlights in the specular shaded surface.

 

 

button Inverts the channel values of the selected channel.    

Inputs | Reflectance

dropdown

The channel controlling the reflective effect of the shaded surface.

 

 

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).

 

 

Inputs | Emissive Color

dropdown

The channel controlling the color of the emissive (glow) qualities on the shaded surface.

 

 

Inputs | Normal

dropdown

The channel used for input as a
representation of the surface normals, added to the shaded surface.

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.

 

 

Inputs | Bump

dropdown

The channel controlling the bump map to show as a perturbed lighting.

 

 

Inputs | Vector

dropdown

The channel controlling the vector field and resulting vector data from paint on the shaded surface.

 

This data is used by the vector inspector.

Inputs | Displacement

dropdown

The channel controlling the
displacement map and dynamic
tessellation to show a more advanced preview of displacement.

 

This component is disabled for Ptex channels.

button

Adds a new channel for the shader component.

Add Channel Dialog

 

Diffuse

text field, slider

How much of the diffuse input appears on the shaded surface.

 

From 0 to 1; defaults to 1.

Specular

text field, slider

How much of the specular light appears on the shaded surface.

 

From 0 to 1; defaults to 1.

Glossiness

text field, slider

How glossy the highlights appear on the shaded surface. The closer to 1 this is set, the more mirror-like the shaded surface appears.

 

From 0 to 1; defaults to .200.

Ambient
Occlusion

text field, slider

How much ambient occlusion occurs on the shaded surface.

 

From 0 to 2; defaults to 1.

Reflectance

text field, slider

How much of the reflection appears on the shaded surface. The closer to 1 this is set, the higher the reflectiveness.

 

From 0 to 1; defaults to .200.

Emissive

text field, slider

How much glow the emissive channel appears to have.

 

From 0 to 100; defaults to 1.000.

Displacement | Displacement Bias

text field, 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

text field, slider

How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious
displacement.

 

From 0 to 1; defaults to 0.500.

Displacement | Displacement Range

text field

What the range of displacement is. This setting is multiplied by the
Displacement Scale to give the
displacement.

 

 

Displacement | Max Tessellation

text field, slider

How many texels the surface is
tessellated to.

 

From 1 to 64; defaults to 10.

Displacement | Perturb Normals

dropdown

Selecting yes changes the

displacement so that displacement moves the surface but leaves the

surface normals as they are.

 

 

Bump | Bump Weight

text field, slider

How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more
obvious displacements.

 

From 0 to 10; defaults to 1.000.

Bump| Bump Mode

dropdown

Displays bump quickly (Fast), accurately (Accurate), or less accurately (Fastest).

 

While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers.

Bump |Bump Space

dropdown

UV - Normals are calculated relative to the UV coordinates space.
The UV Bump Space mode is the more traditional approach but can lead to noticeable seams and color variations.

World - Normals are calculated relative to the World coordinates space.
Using the World Bump Space mode gives a more seamless result.

 

By default, Bump Space is set to UV.