Lume_Translucent_Material_Lambertian

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

In the real world, objects can receive light on their back side: a paper held up to a light, a lamp shade, light bulbs, frosted or stained glass, sun-dappled tree leaves, etc. This shader models this effect, letting light that originates behind a surface bleed through to the front. Lume_Translucent_Material_Lambertian implements a built-in Lambertian shading, instead of the shading model being driven by an illumination shader of your choice as with the Translucency shader. You can also pick which lights in the scene will contribute to the effect.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

Ambience

Simulates a certain amount of indirect light to brighten or darken the object's Ambient component.

Ambient

Determines how much the Ambience (indirect illumination) will affect the object.

Diffuse

Defines the diffuse surface color in the illuminated area of the object. The value is blended with the Ambient value.

Transparency

The multiplier used to mix the surface color and the translucency effect.

Back Lights

Creates a light list to specifiy which lights should produce the back-lighting effect. For more information, see Using Light Lists [Direct Illumination].

Light Selection Mode

The mode selector for the light list. For more information, see Setting the Light List Mode [Direct Illumination].

Lights

Creates a light list to specifiy which lights should produce the effect. For more information, see Using Light Lists [Direct Illumination].