Category: mental ray > Materials
Shader Family: Surface Material
This shader recreates the peculiar specular characteristics of skin. It provides two specular highlights and glossy reflections with edge enhancement.
The misss_skin_specular shader can be used anywhere specular highlights are needed. It has no diffuse component, and therefore needs to be layered together with another shader that provides the diffuse shading. Usually, this shader is connected to the specular_illum input port of the misss_fast_shader.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
overall_weight |
Controls the overall level of specularity and reflections. This is where you would connect a specular map, which will affect the primary and secondary specular highlights as well as the reflections. |
edge_factor |
Controls the width of edge reflections caused by the Fresnel effect (skin reflects more when viewed from a perpendicular angle). Higher values cause the edge to become thinner and vice versa. |
Primary Highlight: The primary specular highlight defines the skin's top layer of specular highlights, which are most visible where the skin is wet or oily. Normally, the primary specularity should have low primary_shinyness, low primary_weight, and a high primary_edge_weight. |
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primary_spec_color |
Controls the color of the top-layer specular highlights. |
primary_weight |
Controls the base weight of top-level specular highlights. |
primary_edge_weight |
This value is added to the specularity's overall weight to produce the top-layer specularity at the edges. |
primary_shinyness |
Modifies the size and sharpness of the top-layer specular highlights. Higher values cause smaller, sharper highlights and vice-versa. |
Secondary Highlight: The secondary specular highlight defines the skin's second layer of specular highlights, which are typically wider and softer than the top-layer highlights. Normally, the secondary specularity should have high secondary_shinyness, medium secondary_weight, and little or no secondary_edge_weight. |
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secondary_spec_color |
Controls the color of the second-layer specular highlights. |
secondary_weight |
Controls the base weight of second -level specular highlights. |
secondary_edge_weight |
This value is added to the specularity's overall weight to produce the second -layer specularity at the edges. |
secondary_shinyness |
Modifies the size and sharpness of the second -layer specular highlights. Higher values cause smaller, sharper highlights and vice-versa. |
reflect_weight |
Controls the weight of reflections. Reflections are added to the object as soon as the value is set to something other than 0.0. |
reflect_edge_weight |
Controls the edge-weight of reflections. |
reflect_shinyness |
When this value is set to 0.0, normal raytraced reflections are used. When the value is greater than 0.0, glossy reflections, which take longer to render, are used. |
reflect_environment_only |
When enabled, no raytraced reflections are computed. Instead, reflections are generated using an environment shader applied to the render pass. |
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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