Illumination Phong Shader (MetaSL)
 
 
 
Command entry: Slate Material Editor Material/Map Browser Maps MetaSL Illumination Phong
NoteMetaSL shaders appear in the Browser only if the currently active renderer supports them.

Generates Phong shading, based on the lighting.

Interface

Output Sockets

Unlike the other MetaSL shaders provided with 3ds Max, the Illumination Phong shader has four outputs.

  • ResultOutputs all components of the shader.
  • SumOutputs the Diffuse and Specular components.
  • DiffuseOutputs only the Diffuse component.
  • SpecularOutputs only the specular component.

Illumination Phong Phen[omenon] rollout

Diffuse Color

Specifies the diffuse color. Default=white.

Diffuse Float

Modifies the diffuse color. At 0.0, no diffuse color is present. At 1.0, the diffuse color is at full strength. Range: 0.0 to 1.0. Default=0.7.

Specular Color

Specifies a color that tints the specular highlight. Default=white.

Specular Float

Modifies the specular highlight color. At 0.0, the specular highlight color is not visible. At 1.0, the specular highlight color is at full strength. Range: 0.0 to 1.0. Default=0.06.

Specular Shininess

Sets shininess. The larger the value, the smaller the specular highlight. Default=15.0.

Normal

Specifies the surface normal.

The map buttons at the right are shortcuts to the Maps rollout.

Maps rollout

The controls on this rollout let you assign a shader to one of the basic parameters of the Illumination Phong shader. This is comparable to using a map as a component of a standard material; by adding shaders, you can create a shader tree that generates complex effects.

Click the button for a component to display the Material/Map Browser and assign the map or shader. 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, for shaders that return multiple parameters, is inactive.