Shader Type: Switch (Tool)
Output: Color (RGB) value
Selects the color or texture to be displayed (output), depending on the type of ray hitting the object.
Name |
The shader’s name. Enter any name you like, or leave the default. |
Eye |
Defines the color when an eye ray is hitting the object. |
Refraction |
Defines the color when a refractive transparency ray is hitting the object. |
Reflection |
Defines the color when a reflective ray is hitting the object. |
Shadow |
Defines the color when a shadow ray is hitting the object. |
Photon |
Defines the color when a final gathering is hitting the object. |
Final Gathering |
Defines the color when a photon ray is hitting the object. |
Use Eye port for final gathering |
When selected, final gathering is evaluated through the eye ray port. |
Use FG port for final gathering |
When selected, final gathering is evaluated through the final gathering port. |
In the render tree, use this shader to define a texture or texture effect for the various rays that hit an object. For example, the Reflection input can be a gradient, the Shadow input can be a fractal, and the eye ray can be an image clip. This shader can then be output to either the Surface connection of the Material node or a Color input on a surface shader.
SOFTIMAGE|XSI v.6.01