Category: mental ray > Materials
Shader Family: Surface Material
This shader calculates illumination on hair geometry similar to a Phong shader. Hair requires specialized shaders because they are not shading regular triangles, but instead procedural flat-ribbon geometry.
| Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
| ambience |
A multiplier for the ambient color. |
| ambient |
A constant color offset. |
| diffuse |
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 ray direction and the light direction. |
| specular |
The color of specular highlights. |
| exponent |
Controls the width of the specular highlight. |
| mode |
The mode selector for the light list. For more information, see Setting the Light List Mode [Direct Illumination]. |
Creates a light list to specifiy which lights should produce the effect. For more information, see Using Light Lists [Direct Illumination].