Lume_Metal_Material_Phong
 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

This shader creates a truly realistic metal by modelling a metallic object's reflective properties, including color filtering of the reflected rays and blurring of the reflected images. Lume_Metal_Material_Phong implements a built-in Phong shading, instead of the shading model being driven by an illumination shader of your choice as with the Metal shader. You can also pick which lights in the scene will contribute to the effect.

Name

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

Ambience

Simulates a certain amount of indirect light to brighten or darken the object's Ambient component.

Ambient

Determines how much the Ambience (indirect illumination) will affect the object.

Diffuse

Defines the diffuse surface color in the illuminated area of the object. The value is blended with the Ambient value.

Specular

Defines the Specular surface color in the illuminated area of the object. The value is blended with the object's Diffuse and Ambient values.

Reflect

Tints the reflection. Typically, it is the same as the Specular color.

Tinting is the coloration that metal gives light as it reflects from its surface. Colors are filtered instead of mixed so that blacks stay black, and saturated colors remain saturated (although possibly filtered to a new hue).

Exponent

Defines the rate at which the specularity decays outward.

Reflectivity

The multiplier used to mix the surface color and the metal effect. A value of 0 influences the result color by the input color only. A value of 1 influences the result color solely by the metal effect.

Blur Reflection

Activates reflection blurring.

Blurring can be used to blur the reflections seen on the surface of the metal. The blurring is achieved by shooting multiple rays into a scene, each in a slightly different direction, and then mixing the results. The number of the extra rays determines the quality of the blur: more rays give a better blur but also take longer.

Spread

Controls the spread of the extra rays. A wider angle of spread gives a more blurred image, and narrower angle of spread gives a sharper images. A larger setting for the spread value will require a higher Samples setting to maintain quality.

Samples

Controls how many extra rays are used. Generally, a larger value will improve the quality of the blur but will also take longer to render.

Light Selection 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].