Category: mental ray > Materials
Shader Family: Surface Material
This shader calculates Cook-Torrance illumination, given the ambient, diffuse, and specular RGB colors, a roughness, index of refraction for three wavelengths, and a light list. Cook-Torrance illumination has an off-specular peak and a color shift with angles.
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 |
A factor with which the reflected color is multiplied. |
roughness |
The average microfacet slope of the surface. It controls the width of the specular highlight. |
ior |
The index of refraction of the material at three different wavelengths: red, green, and blue. Metals typically have a higher index of refraction than glass. Values must be 1.0 or greater; smaller values are clamped to 1.0. |
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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