Category: mental ray > Materials
Shader Family: Surface Material
This shader calculates Ward illumination, given ambient, diffuse, and glossy RGB colors, two shinyness parameters, and a light list. The only difference between this shader and the mib_illum_ward shader is that this shader's brushing directions are taken from the surface derivatives.
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. The ambient and diffuse color can be derived from the same subshader result (a texture mapper, for example) and the ambient brightness can be reduced to avoid losing the effect of illumination. |
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. |
glossy |
Added per light. It is the glossy color computed according to Ward's anisotropic glossy reflection model. |
shiny_u, shiny_v |
Controls the width of the glossy highlight in the U and V directions. The U direction is the first derivative of the surface (read from the state), and V is perpendicular. Both U and V are in the plane that is perpendicular to the surface normal. |
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].