Go to: Related nodes. Attributes.
Use a Lambert shader to produce a surface that appears
flat, with no reflections or highlights on it. Lambert shaders are
good for modeling things like chalk, matte paint, and other
unpolished surfaces.
Several other shaders are based on the Lambert shader, and share
all of these attributes. You can use them to produce different
effects:
For metallic surfaces, like brass or
aluminum, use a Blinn shader. For glass and glossy plastic
surfaces, or car and bathroom mouldings, use a PhongE
shader. For microgrooved surfaces like CDs, brushed metal, or hair,
use an Anisotropic shader.
In the table below, important attributes have their names indicated
in bold in the description column.
This node is MP safe
Node name |
Parents |
Classification |
MFn type |
Compatible function sets |
lambert |
node
|
shader/surface:drawdb/shader/surface/lambert |
kLambert |
kBase
kNamedObject
kDependencyNode
kLambert |
Related nodes
reflect, phongE, phong, blinn, anisotropic,
volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
Attributes (99)
The following quick index only shows top-level attributes
(too many attributes to show them all): ambientColor (3), chromaticAberration, color (3), diffuse,
glowIntensity, hardwareShader (3), hideSource, incandescence (3), lightAbsorbance, lightDataArray (14), materialAlphaGain, matteOpacity, matteOpacityMode, mediumRefractiveIndex, normalCamera (3), objectId, opacityDepth, outColor (3), outGlowColor (3), outMatteOpacity (3), outTransparency (3), pointCamera (3), primitiveId, rayDepth, rayDirection (3), rayInstance, raySampler, refractionLimit, refractions, refractiveIndex, shadowAttenuation, surfaceThickness, translucence, translucenceDepth, translucenceFocus, transparency (3), transparencyDepth, vrEdgeColor (3), vrEdgePriority, vrEdgeStyle, vrEdgeWeight, vrFillObject, vrHiddenEdges, vrHiddenEdgesOnTransparent,
vrOutlinesAtIntersections,
vrOverwriteDefaults
Long name (short name) |
Type |
Default |
Flags |
|
objectId
(oi ) |
addr |
0 |
   |
|
primitiveId
(pi ) |
integer |
0 |
   |
|
raySampler
(rtr ) |
addr |
0 |
   |
|
rayDepth
(rd ) |
short |
0 |
   |
|
rayInstance
(ryi ) |
integer |
0 |
   |
|
refractionLimit
(rdl ) |
short |
6 |
    |
|
refractiveIndex
(rfi ) |
float |
1.0 |
    |
|
mediumRefractiveIndex
(mrfi ) |
float |
1.0 |
   |
|
refractions
(rfc ) |
bool |
false |
    |
|
diffuse
(dc ) |
float |
0.8 |
     |
|
rayDirection
(rad ) |
float3 |
|
  |
|
rayDirectionX
(rdx ) |
float |
0.0 |
  |
|
|
rayDirectionY
(rdy ) |
float |
0.0 |
  |
|
|
rayDirectionZ
(rdz ) |
float |
1.0 |
  |
|
|
color
(c ) |
float3 |
|
    |
|
|
|
|
transparency
(it ) |
float3 |
|
    |
|
transparencyR
(itr ) |
float |
0.0 |
     |
|
|
transparencyG
(itg ) |
float |
0.0 |
     |
|
|
transparencyB
(itb ) |
float |
0.0 |
     |
|
|
ambientColor
(ambc ) |
float3 |
|
    |
|
ambientColorR
(acr ) |
float |
0.0 |
     |
|
|
ambientColorG
(acg ) |
float |
0.0 |
     |
|
|
ambientColorB
(acb ) |
float |
0.0 |
     |
|
|
incandescence
(ic ) |
float3 |
|
    |
|
incandescenceR
(ir ) |
float |
0.0 |
     |
|
|
incandescenceG
(ig ) |
float |
0.0 |
     |
|
|
incandescenceB
(ib ) |
float |
0.0 |
     |
|
|
translucence
(tc ) |
float |
0.0 |
     |
|
translucenceFocus
(tcf ) |
float |
0.5 |
     |
|
translucenceDepth
(trsd ) |
float |
0.5 |
     |
|
opacityDepth
(opad ) |
float |
0.0 |
      |
|
glowIntensity
(gi ) |
float |
0.0 |
     |
|
vrOverwriteDefaults
(vrod ) |
bool |
0 |
    |
|
vrFillObject
(vrfo ) |
enum |
0 |
    |
|
vrEdgeWeight
(vrew ) |
double |
0.0 |
    |
|
vrEdgeColor
(vrec ) |
float3 |
|
    |
|
vrEdgeColorR
(vecr ) |
float |
0.5 |
    |
|
|
vrEdgeColorG
(vecg ) |
float |
0.5 |
    |
|
|
vrEdgeColorB
(vecb ) |
float |
0.5 |
    |
|
|
vrEdgeStyle
(vres ) |
enum |
0 |
    |
|
vrEdgePriority
(vrep ) |
integer |
0 |
    |
|
vrHiddenEdges
(vrhe ) |
bool |
0 |
    |
|
vrHiddenEdgesOnTransparent
(vrht ) |
bool |
0 |
    |
|
vrOutlinesAtIntersections
(vroi ) |
bool |
1 |
    |
|
materialAlphaGain
(maga ) |
float |
1.0 |
     |
|
hideSource
(hs ) |
bool |
false |
    |
|
surfaceThickness
(thik ) |
float |
0.0 |
     |
|
shadowAttenuation
(fakc ) |
float |
0.5 |
     |
|
transparencyDepth
(trdp ) |
float |
0.0 |
     |
|
lightAbsorbance
(absb ) |
float |
0.0 |
     |
|
chromaticAberration
(crab ) |
bool |
false |
    |
|
outColor
(oc ) |
float3 |
|
  |
|
outColorR
(ocr ) |
float |
0.0 |
  |
|
|
outColorG
(ocg ) |
float |
0.0 |
  |
|
|
outColorB
(ocb ) |
float |
0.0 |
  |
|
|
outTransparency
(ot ) |
float3 |
|
  |
|
outTransparencyR
(otr ) |
float |
0.0 |
  |
|
|
outTransparencyG
(otg ) |
float |
0.0 |
  |
|
|
outTransparencyB
(otb ) |
float |
0.0 |
  |
|
|
outGlowColor
(ogc ) |
float3 |
|
  |
|
outGlowColorR
(ogr ) |
float |
0.0 |
  |
|
|
outGlowColorG
(ogg ) |
float |
0.0 |
  |
|
|
outGlowColorB
(ogb ) |
float |
0.0 |
  |
|
|
pointCamera
(pc ) |
float3 |
|
   |
|
pointCameraX
(px ) |
float |
1.0 |
   |
|
|
pointCameraY
(py ) |
float |
1.0 |
   |
|
|
pointCameraZ
(pz ) |
float |
1.0 |
   |
|
|
normalCamera
(n ) |
float3 |
|
   |
|
normalCameraX
(nx ) |
float |
1.0 |
   |
|
|
normalCameraY
(ny ) |
float |
1.0 |
   |
|
|
normalCameraZ
(nz ) |
float |
1.0 |
   |
|
|
lightDataArray
(ltd ) |
lightData |
NULL |
    |
|
lightDirection
(ld ) |
float3 |
|
   |
|
lightDirectionX
(ldx ) |
float |
1.0 |
    |
|
|
lightDirectionY
(ldy ) |
float |
1.0 |
    |
|
|
lightDirectionZ
(ldz ) |
float |
1.0 |
    |
|
|
|
lightIntensity
(li ) |
float3 |
|
   |
|
lightIntensityR
(lir ) |
float |
1.0 |
    |
|
|
lightIntensityG
(lig ) |
float |
1.0 |
    |
|
|
lightIntensityB
(lib ) |
float |
1.0 |
    |
|
|
|
lightAmbient
(la ) |
bool |
true |
    |
|
|
lightDiffuse
(ldf ) |
bool |
true |
    |
|
|
lightSpecular
(ls ) |
bool |
false |
    |
|
|
lightShadowFraction
(lsf ) |
float |
0.0 |
   |
|
|
preShadowIntensity
(psi ) |
float |
0.0 |
   |
|
|
lightBlindData
(lbd ) |
addr |
0 |
   |
|
|
matteOpacityMode
(mom ) |
enum |
2 |
    |
|
matteOpacity
(mog ) |
float |
1.0 |
     |
|
outMatteOpacity
(omo ) |
float3 |
|
  |
|
outMatteOpacityR
(omor ) |
float |
0.0 |
  |
|
|
outMatteOpacityG
(omog ) |
float |
0.0 |
  |
|
|
outMatteOpacityB
(omob ) |
float |
0.0 |
  |
|
|
hardwareShader
(hws ) |
float3 |
|
   |
|
hardwareShaderR
(hwr ) |
float |
0.0 |
   |
|
|
hardwareShaderG
(hwg ) |
float |
0.0 |
   |
|
|
hardwareShaderB
(hwb ) |
float |
0.0 |
   |
|