mib_illum_hair

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

This shader calculates illumination on hair geometry similar to a Phong shader. Hair requires specialized shaders because they are not shading regular triangles, but instead procedural flat-ribbon geometry.

NoteSpecial shaders should be used for parameter connections that can deal with the differences in shading or texture mapping on hair geometry.

Name

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

ambience

A multiplier for the ambient color.

ambient

A constant color offset.

diffuse

Added to the result for each light, after multiplication with the color returned by the light and a weight based on the dot product of the incident ray direction and the light direction.

specular

The color of specular highlights.

exponent

Controls the width of the specular highlight.

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].