Shader Type: Illumination (surface)
Output: Color (RGB) value
Is similar to the Anisotropic UV Shading illumination tool shader. You can still control the ambient, diffuse, and glossy RGB colors, as well as the shininess parameters. The difference is that the brush directions are not shader parameters; they are taken from the normals’ directions.
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. |
Diffuse
Diffuse |
Defines the surface color in the illuminated area of the object. This value is blended with the object’s Ambient value. |
Ambient |
Determines how strongly the global ambiance (indirect illumination) will affect the object. |
Specular
Glossy |
Defines the color of the object’s specular highlight. |
Shiny U, Shiny V |
Controls the U and V widths of the glossy highlight. |
Surface Derivatives
Orientation |
The direction of the brushes in the material. You can select from either the U or V surface orientation. The V is perpendicular to U and 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. |
Global Illumination / Caustics / Final Gathering
Radiance |
Used to control the color and intensity (strength) of the GI/FG/Caustic effect over the object’s surface. Also, you can texture this parameter in order to reveal a GI/FG/Caustic effect on a given location on the object. |
This illumination shader can be used almost anywhere in a render tree, just like a surface shader. The illumination nodes are faster and take less memory since they don’t calculate any reflections, refractions, or transparencies. You can use any number or combination of illumination and surface shaders to control various parts of your effect. Illumination 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