Category: mental ray > Materials
Shader Family: Surface Material
This shader calculates Ward illumination, given ambient, diffuse, and glossy RGB colors, two shinyness parameters, two direction vectors, and a light list.
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 |
Control the width of the glossy highlight in the U and V directions. Smaller values increase the size of the highlight. |
u, v |
The brushing directions in the anisotropic material. These vectors must be perpendicular to each other and to the surface normal, and must be of unit length. Vectors generated by the mib_texture_rotate shader are intended to drive these input parameters. |
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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