Reflection Diffuse
 
 
 

| Refraction

Category: Processing > Raytracing

Shader Family: Texture

Output: Color

Calculates diffuse reflections off a surface. Instead of perfect reflections (like a mirror), diffuse reflections break up the reflected colors on a surface, like brushed metal. Multiple jittered reflection rays are cast and the result is combined into the final "reflected color."

Name

The shader's name. Enter any name you like, or leave the default.

Reflection

Input

Specifies the surface color. These values are combined with the reflection color according to the reflection parameter.

Reflection

Specifies the reflection intensity for each color channel (RGB -- reflection of each color is controlled separately instead of a single scalar "reflectivity" control).

Reflection Mode

Raytracing Enable: Switches on raytraced reflection and uses the scene's environment map(s).

Environment Only: Uses the present environment shaders.

Maximum Depth

Maximum ray depth to which this effect is active. Because this effect can increase render time, you may want it visible for primary rays but not for higher ray depths (e.g., when the surface is being viewed in a reflection or through a transparency). If the raydepth exceeds this "max depth" setting, then glossy will be set to 0 and samples will be 1; the surface will behave as a basic, non-blurred reflection.

Alpha

Uses the alpha channel, instead of the RGB channels, to control the reflection intensity.

Gloss

Glossy

Specifies how glossy or diffuse the reflection is. Higher values make the reflection more diffuse but require higher sampling counts to remove the noise effect.

Samples

Specifies the number of times the reflection is sampled. Higher glossy values require more sampling and will take longer to render.

Render Tree Usage

Use this shader to either alter an input color value (surface shader, image clip, texture), affect a specific color parameter (diffuse, transparency, specular), or both.