Phong

Uses the Phong shading algorithm to provide accurate shading and highlights. The Phong node has several map inputs you can use to mask the effect of the node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

mapsh

An optional mask for varying the shininess value. Where the mask is black, the shininess is set to min shininess. Where the mask is white, the shininess is set to max shininess. Values in between (where the matte is gray) are attenuated accordingly.

mapS

An optional mask for limiting the effect of the specular component. Any changes you make to specular are limited to the non-black areas of the mask.

mapE

An optional mask for limiting the effect of the emissive component. Any changes you make to emission are limited to the non-black areas of the mask.

mapD

An optional mask for limiting the effect of the diffuse component. Any changes you make to diffuse are limited to the non-black areas of the mask.

unnamed

Either:

The 2D image you’re using for the surface texture, or

Another shader node, such as Diffuse, Specular, or Emission. Adding several shader nodes one after the other allows you to produce more complex effects.

Control (UI)

Knob (Scripting)

Default Value

Function

Phong Tab

channels

channels

rgba

The effect is only applied to these channels.

If you set this to something other than none, you can use the checkboxes on the right to select individual channels.

color

color

1

Adjusts the material color.

emission

emission

0

The color of the light the material emits. Note that when you have an image connected to the unnamed input of the node and adjust this value, you need to look at the rendered 2D image to see the effect of your changes. Changing the emission value does not have any effect in the 3D Viewer.

diffuse

diffuse

0.18

The color of the material when illuminated. Note that when you have an image connected to the unnamed input of the node and adjust this value, you need to look at the rendered 2D image to see the effect of your changes. Changing the white value does not have any effect in the 3D Viewer.

specular

specular

0.8

Adjusts how bright the highlights on the material seem.

min shininess

min_shininess

10

The shininess value controls the width of the highlights. The higher the value, the wider the highlights.

If you have connected a mask to the mapSh input of the node, pixel values in the mask are used to vary the shininess value. Where the matte is black, the shininess is set to min shininess. Where the matte is white, the shininess is set to max shininess. Values in between (where the matte is gray) are attenuated accordingly.

If you’re not using the mapSh input, the average of min shininess and the maxshininess value is used as the shininess value for the material.

max shininess

max_shininess

10

The shininess value controls the width of the highlights. The higher the value, the wider the highlights.

If you have connected a mask to the mapSh input of the node, pixel values in the mask are used to vary the shininess value. Where the matte is black, the shininess is set to min shininess. Where the matte is white, the shininess is set to max shininess. Values in between (where the matte is gray) are attenuated accordingly.

If you’re not using the mapSh input, the average of min shininess and the maxshininess value is used as the shininess value for the material.

shininess channel

shininess_channel

luminance

Select which channel from the mapSh input is used to map the black and white values to the minshininess and maxshininess controls. Choose:

red to use the red channel for the mapping,

green to use the green channel,

blue to use the blue channel,

alpha to use the alpha channel,

luminance to use the luminance, or

averagergb to use the average of the red, green, and blue channels.

Step-by-Step Guides

Object Material Properties

Video Tutorials