| Illumination | Transparency/Reflection | Indirect Illumination | Render Tree Usage
Shader Type: Surface (material)
Output: Color (RGB) value
Controls the ambient, diffuse, and glossy RGB colors, as well as the shininess parameters.
Because this shader uses an object’s UV coordinates, you can further edit the anisotropic specularity by editing the object’s U and V subdivision.
Name |
The shader’s name. Enter any name you like, or leave the default. |
Enable |
Toggles on or off the Diffuse illumination component of the shading model. |
Diffuse |
Defines the Diffuse surface color in the illuminated area of the object. The value is blended with the object’s Ambient value. |
Ambient |
Determines how much the global ambience (indirect illumination) will affect the object. |
Glossy |
Defines the rate at which the specularity decays outward. |
Anisotropic Specular
Enable |
Switches on the Anisotropic shader’s specular component. |
Glossy |
Defines the color of the object’s surface highlight. |
Orientation |
The direction of the brushes in the material. It must be perpendicular to the surface normal. |
Anisotropic Orientation |
The defined color (RGB value) will be averaged to create a black to white conversion: 0 is equivalent to 0 degrees; 1 is equivalent to 90 degrees. You can also connect a texture to this parameter to modulate the anisotropic orientation. |
Shiny U, V |
Controls the U and V widths of the glossy highlight. The U direction is the first derivative of the surface. When using this shader on a non-NURBS object, keep the Shiny U and V values equal. |
Transparency
Enable |
Switches on transparency. When off, no transparency is possible on an object. |
Mix Color
The Mix color controls are a subset of the Transparency controls. They include the Color, Use Alpha, Invert, and Scale controls.
Color |
Defines the material’s color transparency. Black = opaque; white = transparent |
Use Alpha |
Uses the material’s alpha channel, instead of its RGB, channel to control transparency. This is especially useful when you are driving the transparency with an image that has a matte. |
Invert |
Inverts the color or alpha value that is driving the transparency, depending on whether or not Use Alpha is enabled. |
Scale |
Adjust this value to adjust the intensity of the transparency. If the Invert option is enabled, the scaling is applied to the inverted value. |
Frost |
Determines the smoothness of the surface: 0 = glossy; the higher the value the more diffuse, or “frosted,” the effect. |
Samples |
Specifies the number of times the light ray is sampled: low = grainy; high = smooth. |
IOR (Index of Refraction) |
Controls the bending of light through a transparent material. Defines the index of refraction, which varies according to the nature of the material. (The refractive index of glass is water 1.33.) Default = 1 (the refractive index of air), which allows light rays to pass through a transparent material without distortion. |
Reflection
Enable |
Switches on reflection. When off, no reflections are possible on an object. |
Mix Color
The Mix color controls are a subset of the Reflection controls. They include the Color, Use Alpha, Invert, and Scale controls.
Color |
Determines the blending factor between the illumination of the front and back of the object. The default value of 0 results in no blending. |
Use Alpha |
Uses the material’s alpha channel, instead of its RGB, channel to control reflection. This is especially useful when you are driving the reflection with an image that has a matte. |
Invert |
Inverts the color or alpha value that is driving the reflection, depending on whether or not Use Alpha is enabled. |
Scale |
Adjust this value to adjust the intensity of the reflection. If the Invert option is enabled, the scaling is applied to the inverted value. |
Gloss |
Determines the smoothness of the surface: 0 = glossy; the higher the value the more diffuse, or “frosted,” the effect. |
Samples |
Specifies the number of times the light ray is sampled. low = grainy; high = smooth. |
Reflection Mode |
Raytracing Enable allows rays to reflect off the surface to produce realistic reflections. This option is slower to render than Environment Only, which performs a quick reflection of a scene’s environment shader. |
Global Illumination / Caustics / Final Gathering
Radiance |
Controls the color and intensity (strength) of the Caustic/GI/FG effect over the object’s surface. Also, you can texture this parameter in order to reveal a Caustic/GI/FG effect on a given location on the object. |
Translucency
Enable |
Switches on translucency. When off, the surface has no translucent qualities. |
Translucency |
Determines the blending factor between the illumination of the front and back of the object. Default value of 0 gives no blending. |
Incandescence
Enable |
Switches on incandescence. |
Incandescence |
Defines the color of the incandescence. |
Intensity |
Sets the pixel brightness of the incandescence. |
This surface shader can be used almost anywhere in a render tree. Although it is most commonly connected directly to a material node’s Surface input (as well as Shadow and Photon), you can use any number or combination of surface shaders to control various parts of your effect. Surface shaders are often mixed (as the Base Color using a mixer shader) with textures to add realism to them. Also, you can use textures to control color inputs (such as Diffuse or Ambient) or scalar output nodes (such as gradients or fractals) to control refraction or translucency.
SOFTIMAGE|XSI v.6.01