Anisotropic UV Shading

 
 
 

DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage shader library.

| Render Tree Usage

Shader Type: Illumination (surface)

Output: Color (RGB) value

Creates a Ward shading model in which you can control the ambient, diffuse, and glossy RGB colors as well as the shininess, shape, and direction of the specular highlight.

Name

The shader's name. Enter any name you like, or leave the default.

Diffuse

Defines the surface color in the illuminated area of the object. This value is blended with the object's Ambient value.

Ambient

Multiplies the ambient color. Since ambient and diffuse color are derived from the same subshader, you can reduce the ambient brightness to avoid losing illumination.

Specular

Glossy

Defines the rate at which the specularity decays outward.

Shiny U, V

Controls the U and V widths of the glossy highlight.

When using this shader on a non-NURBS object, keep the Shiny U and V values equal.

Surface Derivatives

U, V

The direction of the brushes in the material. It must be perpendicular to the surface normal. The V is perpendicular to U and the surface normal.

Render Tree Usage

This illumination shader can be used almost anywhere in a render tree, just like a surface shader. The illumination nodes are faster and take less memory since they don't calculate any reflections, refractions, or transparencies. You can use any number or combination of illumination and surface shaders to control various parts of your effect. Illumination shaders are often mixed (as the Base Color using a mixer shader) with textures to add realism to them. Also, you can use textures to control color inputs (such as Diffuse or Ambient) or scalar output nodes (such as gradients or fractals) to control refraction or translucency.

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