Category: mental ray > Texture
This is the lightmap sampling shader to be used when creating fast subsurface scattering effects "from scratch". Any illumination shader can be used but this one is specifically tuned for the job and has options for lightmap gamma, normal flipping and indirect light inclusion.
This shader is usually connected to the diffuse_illum input port of the misss_fast_shader. It may also be feeding the input port of the misss_lightmap_write shader.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
ambient |
Ambient color contribution. |
anbience |
Ambience and ambient values are multiplied with each other to yield a final contribution of ambient light. |
diffuse |
Diffuse color contribution. |
indirect |
When on, indirect illumination (such as final gathering and photons) is included in the lightmap, at the expense of increased rendering time. |
diffuse_curve |
The gamma curve for diffuse light. The Lambertian cosine is raised to the power of this value to flatten (for values less than 1.0) or narrow (for values above 1.0) the curve for greater control. |
flip |
Set normals direction as follows: |
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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