mib_illum_blinn

 
 
 

Category: mental ray > Materials

Shader Family: Surface Material

Output: Color

This shader calculates Blinn illumination, which is similar to the mib_illum_cooktorr shader, but without the color shift with angles. It requires only one index of refraction.

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.

specular

The color of specular highlights.

roughness

The average microfacet slope of the surface. It controls the width of the specular highlight.

ior

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 [Direct Illumination].

Lights

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

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License