dgs_material
 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

The dgs_material (diffuse-glossy-specular) shader implements different physically-based models of reflection and refraction. This shader can simulate reflective materials such as mirrors, glossy paint, or plastic; anisotropic glossy materials such as brushed metal; diffuse materials such as paper; translucent materials such as frosted glass; and any combination of these materials.

This shader cannot be used as a shadow shader because shadows can only be computed along straight light rays, which does not occur with DGS materials.

You can use global illumination to illuminate objects that are in partial shadow from DGS objects.

Name

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

diffuse

The color that is added to the result for each light, after multiplication with the color returned by the light and a weight based on the dot product of the incident light direction and the light direction.

glossy

The color of glossy highlights.

specular

The color of mirror reflections.

shiny

Determines the width of the isotropic glossy reflection in a manner similar to the Phong reflection exponent: a value of 5 is very wide and 100 is very narrow.

If this value is non-zero, the parameters below are ignored. For isotropic reflections, use this parameter and leave the shiny_u and shiny_v parameters undefined.

For anisotropic reflections, leave this parameter undefined or set it to 0, then set the shiny_u and shiny_v to non-zero values. The surface U direction is used as the anisotropic brushing direction.

shiny_u, shiny_v

Used only if the shiny parameter is undefined or set to 0.

These parameters are used for an anisotropic glossy reflection. They specify the width of the glossy reflection in the first derivative U and V directions. Derivatives must be enabled or specified on the polygons or free-form surfaces to which this shader is applied.

transp

Specifies transparency (if ior is 1) or refractivity (if ior is not 1). It also indirectly specifies reflectivity, as 1 - transp.

Specular transmission is the same as refraction, while glossy and diffuse transmission is known as translucency.

ior

The index of refraction of the material. Metals typically have a higher index of refraction than glass.

mode

The mode selector for the light list. For more information, see Setting the Light List Mode.

Lights

Creates a light list to specifiy which lights should produce the effect. For more information, see Using Light Lists [Direct Illumination].