Shader Types and Examples

Below are descriptions and examples of the different shaders available in the Shaders palette. To know more about shader inputs, see Shaders Palette.

Note:  The project the illustrative image is taken from has three channels: diffuse, specular, and bump. For certain shaders, such as Flat, not all of these channels are hooked up to the input fields. Other shaders, such as the BRDF shader, have many other inputs that affect the shader output, but these may not be demonstrated from the three channels that are hooked into the shader.

Experiment:  The illustrative image displays the Example Project model that's shipped with Mari. Try adding channels or layers to the Example Project in order to experiment with all the inputs and controls of the shaders in the table below.

Don't forget to adjust the sliders in the shader controls in order to modify the effect of the shader on the channel that you are trying out.

Note:  The example images for each shader are highly dependent on how the controls have been adjusted for each shader. For the purposes of this table, most of the shaders are shown with default or near default settings unless otherwise specified.

Shader, Description, and Settings

Example

Current Channel

A default shader that displays only the output of the selected channel.

In the example shader, the diffuse channel is the currently selected channel.

Settings:

Adjust the sliders for the:

Diffuse,

Specular, and

Specular Roughness amounts.

Current Layer and Below

A default shader that displays only the output of your selected sub-stack (such as a mask or adjustment stack) up to the selected layer.

If you don’t have a sub-stack selected, it shows the parent stack up to the selected layer.

Settings:

Adjust the sliders for the:

Diffuse,

Specular, and

Specular Roughness amounts.

Current Layer

A default shader that displays only the output of the current layer with the mask of the layer applied.

Settings:

Adjust the sliders for the:

Diffuse,

Specular, and

Specular Roughness amounts.

Specify whether the View is set to Primary or Secondary in the dropdown menu.

Current Paint Target

A default shader that displays only the selected component of the selected layer, for instance the paint, procedural, adjustment, or mask; whichever is selected on the selected layer.

In the example shader, a procedural layer in a "dirt" mask stack is the current selected paint target.

Settings:

Adjust the sliders for the:

Diffuse,

Specular, and

Specular Roughness amounts.

Shader, Description, and Settings

Example

BRDF

A physically-based shading model that includes Fresnel effects. The BRDF shader defines how light is reflected at an opaque surface from both direct and indirect light sources.

Settings:

Set the channel used for the following inputs:

Diffuse Color

Specular Color

Glossiness

Reflectance

Ambient Occlusion

Emissive Color

Normal

Bump

Vector

Displacement

The amount of each of these inputs can be adjusted in the respectively named sliders.

VRayMtl

A shader that emulates the VRayMtl material shader, which allows physically-correct illumination and convenient reflection and refraction parameters.

Settings:

Set the channel used for the following inputs:

Diffuse Color

Diffuse Amount

Opacity Map

Roughness Amount

Self-Illumination

Reflection Color

Reflection Amount

Reflection Glossiness

Fresnel IOR

GGX Tail Falloff

Metalness

Anisotropy

Anisotropy Rotation

Refraction Color

Refraction Amount

Refraction Glossiness

Refraction IOR

Fog Color

Translucency Color

Normal

Bump

Vector

Displacement Map

The amount of each of these inputs can be adjusted in the respectively named sliders.

Principled BRDF

A physically-based shading model for PBR (physically-based rendering) that follows a set of principles to make BRDF shader control more intuitive, less complex, and artist friendly. For more information, see https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf.

Settings:

Set the channel used for the following inputs:

Base Color

Metallic

Subsurface

Specular

Roughness

Specular Tint

Anisotropic

Sheen

Sheen Tint

Clearcoat

Clearcoat Gloss

Ambient Occlusion

Emissive Color

Normal

Bump

Vector

Displacement

The amount of each of these inputs can be adjusted in the respectively named sliders.

3Delight Principled (See 3Delight Principled section in the Mari Reference Guide)

The 3Delight Principled material is 3Delight's interpretation of the Principled BRDF shader. For more information, see https://www.3delight.com/documentation/display/sfrp/3delight+principled.

Settings:

Set the channel used for the following inputs:

Base Color

Base Roughness

Base Specular Level

Metallic

Anisotropy

Anisotropy Direction

Opacity

Coat Thickness

Coat Color

Coat Roughness

Coat Specular Level

Subsurface Weight

Subsurface Color

Subsurface Scale

Incandescence Color

Incandescence Intensity

Normal

Bump

Normal Intensity

Vector

Displacement

 

Arnold Standard Surface

The Arnold Standard Surface shader is a physically-based shader capable of producing many types of materials. It includes a diffuse layer, a specular layer with complex Fresnel for metals, specular transmission for glass, subsurface scattering for skin, thin scattering for water and ice, a secondary specular coat, and light emission.

The non-active inputs (highlighted in gray) help drive the shaders but have no effects on the canvas.
For more information, see https://docs.arnoldrenderer.com/display/A5AFMUG/Standard+Surface.

Settings:

Set the channel used for the following inputs:

Diffuse Weight

Diffuse Color

Diffuse Roughness

Metalness

Specular Weight

Specular Color

Specular Roughness

Specular IOR

Anisotropy

Anisotropy Rotation

Transmission Weight

Transmission Color

Transmission Depth

Transmission Scatter

Transmission Scatter Anisotropy

Transmission Dispersion

Transmission Extra Roughness

Subsurface Weight

Subsurface Color

Subsurface Radius

Subsurface Scale

Clearcoat Weight

Clearcoat Color

Clearcoat Roughness

Clearcoat IOR

Sheen Weight

Sheen Color

Sheen Roughness

Thin Film Thickness

Thin Film IOR

Emission Weight

Emission Color

Opacity

Normal Map

Bump Map

Vector Map

Displacement Map

Note:  Displacement Map is toggled off by default.

The amount of each of these inputs can be adjusted in the respectively named sliders.

Unreal

A physically-based material shader for assigning textures and materials that match what would be seen in the Unreal Engine 4.

Settings:

Set the channel used for the following inputs:

Base Color

Roughness

Metallic

Specular

Ambient Occlusion

Normal

Bump

Emissive Color

Vector

Displacement

USD Preview Surface

This shader approximates the look of Pixar's UsdPreviewSurface. This shader can be used in tandem with your primary render vendor’s shader or Mari’s BRDF.

Settings:

Set the channel used for the following inputs:

Diffuse Color

Emissive Color

Use Specular Workflow

Specular Color

Metallic

Roughness

Clearcoat

Clearcoat Roughness

Opacity

Opacity Threshold

Index of Refraction

Normal

Occlusion

Bump

Vector

Displacement

Layered

Creates a flat shader with a special channel that allows other shaders to be added as layers. Shader layers can be masked, grouped, and largely treated as layers in the Layers palette. The Layered shader lets you apply different shading models to create different material effects.

Settings:

Set the channel used for the following inputs:

Vector

Displacement

The amount of displacement can be adjusted with the Displacement sliders.