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Blinn shaders (also known as Torrance-Sparrow shaders) produce metallic-looking surfaces. Use them to create materials like brass or aluminum.

Aside from the attributes described here, the Blinn shader inherits many attributes from its parents Reflect and Lambert.

Other kinds of shaders you can use:

In the table below, important attribute have their names indicated in bold in the description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
blinnreflectshader/surface:drawdb/shader/surface/blinnkBlinnkBase
kNamedObject
kDependencyNode
kLambert
kReflect
kBlinn

Related nodes

lambert, reflect, phongE, phong, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap

Attributes (3)

eccentricity, reflectionRolloff, specularRollOff

Long name (short name)TypeDefaultFlags
eccentricity (ec) float0.3outputinputconnectablestorablekeyable
Eccentricity controls how big your specular highlights (also called 'hot spots') will be. The range is 0 to 0.9999, with larger values making larger highlights. Smaller values make objects appear more finely polished.
specularRollOff (sro) float0.7outputinputconnectablestorablekeyable
Specular Rolloff controls the ability of a surface to reflect its surroundings (the environment, other objects, or the Reflection Map, if any), when viewed at oblique angles. This value ranges from 0 to 1, with a default of 0.7.

Specular Rolloff does not affect the reflections produced when you render using Ray Tracing.

Tip: to get a "wet" look (such as wet paint), use a value of around 0.7.

reflectionRolloff (rro) booltrueoutputinputconnectablestorablehidden
By default, Blinn Specular Rolloff effects both specular highlights resulting from illumination, and specular reflections of reflection maps. You may wish to have this rolloff apply only to illumination if you are using a ClearCoat node or a home-made shading network to create a roll-off effect by attenuating a reflection map directly. To do this, change reflectionRolloff to false, which will cause the Blinn rolloff to apply only to illumination.