misss_skin_specular

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

This shader recreates the peculiar specular characteristics of skin. It provides two specular highlights and glossy reflections with edge enhancement.

The misss_skin_specular shader can be used anywhere specular highlights are needed. It has no diffuse component, and therefore needs to be layered together with another shader that provides the diffuse shading. Usually, this shader is connected to the specular_illum input port of the misss_fast_shader.

Name

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

overall_weight

Controls the overall level of specularity and reflections. This is where you would connect a specular map, which will affect the primary and secondary specular highlights as well as the reflections.

edge_factor

Controls the width of edge reflections caused by the Fresnel effect (skin reflects more when viewed from a perpendicular angle). Higher values cause the edge to become thinner and vice versa.

Primary Highlight: The primary specular highlight defines the skin's top layer of specular highlights, which are most visible where the skin is wet or oily. Normally, the primary specularity should have low primary_shinyness, low primary_weight, and a high primary_edge_weight.

primary_spec_color

Controls the color of the top-layer specular highlights.

primary_weight

Controls the base weight of top-level specular highlights.

primary_edge_weight

This value is added to the specularity's overall weight to produce the top-layer specularity at the edges.

primary_shinyness

Modifies the size and sharpness of the top-layer specular highlights. Higher values cause smaller, sharper highlights and vice-versa.

Secondary Highlight: The secondary specular highlight defines the skin's second layer of specular highlights, which are typically wider and softer than the top-layer highlights. Normally, the secondary specularity should have high secondary_shinyness, medium secondary_weight, and little or no secondary_edge_weight.

secondary_spec_color

Controls the color of the second-layer specular highlights.

secondary_weight

Controls the base weight of second -level specular highlights.

secondary_edge_weight

This value is added to the specularity's overall weight to produce the second -layer specularity at the edges.

secondary_shinyness

Modifies the size and sharpness of the second -layer specular highlights. Higher values cause smaller, sharper highlights and vice-versa.

reflect_weight

Controls the weight of reflections. Reflections are added to the object as soon as the value is set to something other than 0.0.

reflect_edge_weight

Controls the edge-weight of reflections.

reflect_shinyness

When this value is set to 0.0, normal raytraced reflections are used. When the value is greater than 0.0, glossy reflections, which take longer to render, are used.

reflect_environment_only

When enabled, no raytraced reflections are computed. Instead, reflections are generated using an environment shader applied to the render pass.

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].