For standard materials, a shader is an algorithm that tells Autodesk VIZ how to calculate surface rendering. Each shader has a unique set of characteristics in order to serve a particular purpose. Some are named for what they do well, such as the Metal shader. Others are named for the person who developed them, such as the Blinn and Strauss shaders. The default shader in Autodesk VIZ is the Blinn shader.
Note: In addition to the shaders listed below, Autodesk VIZ supports plug-in shader types.
The following list describes the shaders supplied with the software:
Anisotropic: Used for brushed metal or hair. Creates a highlight that is stretched and angled, rather than the standard circular highlight.

Blinn: Has the same features as the Phong shader, but its mathematics are more accurate. This is the default shader for Standard materials.

Metal: Used for making metals.

MultiLayer: Two anisotropic shaders in one. Used to make two different highlights with independent controls. Simulates materials such as a metal that is covered with a shiny coat of wax.

Oren-Nayar-Blinn: An adaptation of the Blinn shader. It gives objects a porous, non-plastic appearance, and is suitable for surfaces like skin.

Phong: A classic shading method that was the first to enable specular highlights. Suitable for plastic surfaces.

Strauss: Suitable for metals. Allows you to control the degree of metallic characteristics of the material.

Translucent Shader: Translucent shading is similar to Blinn shading, but it also lets you specify translucency. A translucent object allows light to pass through, and also scatters light within the object. You can use translucency to simulate frosted and etched glass.

A shader is an algorithm that tells the program how to calculate surface rendering. Each shader has a unique set of characteristics in order to serve a particular purpose.
Compare the parameters of different shader types:
Open the Material Editor and click an available sample slot.
In the list on the Shader Basic Parameters rollout, change Blinn to Anisotropic.
The Blinn Basic Parameters rollout changes to the Anisotropic Basic Parameters rollout. Observe the differences in the available basic parameters.


Select each shader type from the list and compare its parameters with the others. Some parameters are shared in common, but each shader has its own unique combination of settings.
For more information on shader types, see Shader Basic Parameters Rollout.