Kelvin Temperature Color (mental ray)
 
 
 
Command entry: Material Editor Material/Map Browser Maps mental ray Kelvin Temperature Color
Notemental ray shaders appear in the Browser only if the currently active renderer supports them.

The Kelvin Temperature Color shader simulates black-body radiation, expressed as a color temperature in degrees Kelvin.

A material that uses a Kelvin Temperature Color shader, at the default temperature of 6,500 degrees

Self illumination has also been turned on for this material.

Procedure

Example: To use self illumination with the Kelvin Temperature Color shader:

  1. Add an Arch & Design material to the scene.
  2. Assign a Kelvin Color Temperature shader to the Diffuse Color component.
  3. In the Arch & Design parameters, scroll to the Self Illumination (Glow) rollout.
  4. Turn on Self Illumination (Glow).
  5. In the Color group, make sure Kelvin is chosen, and set the value to the same value as that used by the Kelvin Temperature Color shader.
  6. In the Glow Options group, turn on Illuminates The Scene (When Using FG).

Interface

Kelvin Temperature Color Parameters rollout

Kelvin Temperature
Sets the temperature of the object or surface in degrees Kelvin. Range = 1000.0 to 100000.0 (one-hundred thousand). Default=6500.0.
Intensity
Adjusts the intensity of light radiated by surfaces assigned this shader. Range = 0.0 to 100000.0 (one-hundred thousand). Default=1.0.

Default Intensity of 1.0

Intensity increased to 2.0

If you make the material self illuminating, generally this drowns out the effect of Intensity.

Kelvin Temperature and Self Illumination set to 1,000 degrees (the minimum)

Kelvin Temperature and Self Illumination set to 1,500 degrees

Kelvin Temperature and Self Illumination set to 100,000 degrees (the maximum)

Click the button to assign a map to this value.

Maps rollout

Intensity
Click the button to display the and assign a map or shader to the Intensity value. Use the toggle at the left to turn the effect of the map off or on.

The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name.