| Render Tree Usage
Shader Family: Surface Material
Output: Color
misss_skin_specular
This is a Softimage spdl-based version of the mental ray component shader used in the SSS shader compounds.
The specular_shader recreates the peculiar specular characteristics of skin. It provides two specular highlights and glossy
reflections with edge enhancement.
NoteNote that fast subsurface scattering effects are not included in the maps generated by the RenderMap tool.
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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.
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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.
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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 , low , and a high .
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Controls the color of the top-layer specular highlights.
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Controls the base weight of top-level specular highlights.
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This value is added to the specularity's overall weight to produce the top-layer specularity at the edges.
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Modifies the size and sharpness of the top-layer specular highlights. Higher values cause smaller, sharper highlights and
vice-versa.
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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 , medium , and little or no .
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Controls the color of the second-layer specular highlights.
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Controls the base weight of second -level specular highlights.
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This value is added to the specularity's overall weight to produce the second -layer specularity at the edges.
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Modifies the size and sharpness of the second -layer specular highlights. Higher values cause smaller, sharper highlights
and vice-versa.
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Reflection
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Controls the weight of reflections. Reflections are added to the object as soon as the value is set to something other than
0.0.
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Controls the edge-weight of reflections.
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Shinyness
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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.
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When enabled, no raytraced reflections are computed. Instead, reflections are generated using an environment shader applied
to the render pass.
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Render Tree Usage
This 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 input port of the mtlsh_shader.