misss_lambert_gamma

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Color

This is the lightmap sampling shader to be used when creating fast subsurface scattering effects "from scratch". Any illumination shader can be used but this one is specifically tuned for the job and has options for lightmap gamma, normal flipping and indirect light inclusion.

This shader is usually connected to the diffuse_illum input port of the misss_fast_shader. It may also be feeding the input port of the misss_lightmap_write shader.

Name

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

ambient

Ambient color contribution.

anbience

Ambience and ambient values are multiplied with each other to yield a final contribution of ambient light.

diffuse

Diffuse color contribution.

indirect

When on, indirect illumination (such as final gathering and photons) is included in the lightmap, at the expense of increased rendering time.

diffuse_curve

The gamma curve for diffuse light. The Lambertian cosine is raised to the power of this value to flatten (for values less than 1.0) or narrow (for values above 1.0) the curve for greater control.

flip

Set normals direction as follows:

  • When set to 0 (zero), normals are not flipped (normals are unchanged).

  • When set to 1, normals are flipped (normals are inverted)

  • When set to 2, both the unflipped and flipped-normal sides are lightmapped (normals are always face incoming ray). This can be useful for translucency in thin objects such as leaves.

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].