Category: mental ray > Materials
Shader Family: Surface Material
This shader only generates glossy reflections.
The mib_glossy_reflection_phong_phen shader implements a built-in Phong shading, instead of the shading model being driven by an illumination shader of your choice (base_material) as with the mib_glossy_reflection shader (refer to this shader for all parameter descriptions). You can also pick which lights in the scene will contribute to the effect.
The parameters that are unique to this shader are discussed further in the table below.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
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. |
Exponent |
Defines the rate at which the specularity decays outward. |
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].
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