Phong 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

Computes the Phong illumination model. Use it to control the ambient, diffuse, and specular RGB colors. You can also add bumpiness to the object's surface. No reflection transparency or refraction is computed.

Name

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

Diffuse

Diffuse

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

Ambient

Determines how strongly the global ambiance (indirect illumination) will affect the object.

Specular

Specular

Defines the color of the object's specular highlight.

Exponent

Defines the rate at which the specularity decays outward.

Global Illumination / Caustics / Final Gathering

Radiance

Used to control the color and intensity (strength) of the GI/FG/Caustic effect over the object's surface. Also, you can texture this parameter in order to reveal a GI/FG/Caustic effect on a given location on the object.

Render Tree Usage

This illumination shader can be used almost anywhere in a render tree, just like a surface shader. 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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