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Reference Material Manager Shaders Volumetric Shaders Mabel Shader

Mabel Shader

Basic Veining Diffuse A Specular 1 A Specular 2 A Specular 3 A Reflection A Environment A Ambient A Roughness A Anisotrophy A Diffuse B Specular 1 B Specular 2 B Specular 3 B Reflection B Environment B Ambient B Roughness B Anisotrophy B Illumination Assign

Illumination

These parameters will only be available if the Advanced Render module is installed. They control the global illumination effect for the material and have the same function as the settings of the same name that are described in the Advanced Render manual (Global Illumination chapter).

Generate GI

Deactivate this setting if a given material should not have an effect on other objects.

Strength [0..10000%]

Use this setting to define how strong a given material will emit. The default value is 100% and values up to 10000% can be entered.

Receive GI

Deactivate this option if a given material should not receive brightness or color from other objects.

Strength [0..10000%]

When active you can define to what degree a given material will receive color and brightness

of other materials.

Saturation [0..1000%]

Use this setting to fine-tune the saturation of textures used for GI. This setting affects only the receiving of GI, not the radiation of it.

An area of high saturation is in the center.

Generate Caustics

Enable this option to activate caustics generation for the active material. Make sure that either the Transparency (for caustics that result from light breaking through water in a glass) or Reflection (for caustics resulting from light reflecting from a curved object) material channels is active.

Note:
Only the Generate parameter is relevant when using volume caustics.

Strength [0..10000%]

Use the input box to set the strength of the effect.

Receive Caustics

This enables/disables the reception of surface caustics for the material

Strength [0..10000%]

Use the input box to set the strength of the effect.

Radius [0..10000000m]

This specifies how close photons must be to one another in order to be interpolated. Higher values tend to produce better results but they also take longer to render.

Radius = 1; individual photons can be seen as points of light because they are not interpolated together.

Radius = 10.

Radius = 100.

Samples [1..10000]

This defines the maximum number of photons within the Radius that are used to calculate the effect. For example, if you enter a value of 100, up to 100 photons will be evaluated — any photons in excess of this number are ignored. Samples and Radius both affect the quality of the effect.

To summarize: more samples per radius means a more accurate image. Increasing the Radius means more blur but a longer render time also.

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