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Blinn shaders (also known as Torrance-Sparrow shaders)
produce metallic-looking surfaces. Use them to create materials
like brass or aluminum.
Aside from the attributes described here, the Blinn shader inherits
many attributes from its parents Reflect
and Lambert. Other kinds of shaders you
can use:
For unpolished surfaces, like chalk
or matte paint, use a Lambert shader. For glass and glossy
plastic surfaces, or car and bathroom mouldings, use a
PhongE shader. For microgrooved surfaces like CDs, brushed
metal, or hair, use an Anisotropic shader.
In the table below, important attribute have their names indicated
in bold in the description column.
This node is MP safe
Node name |
Parents |
Classification |
MFn type |
Compatible function sets |
blinn |
reflect |
shader/surface |
kBlinn |
kBase
kNamedObject
kDependencyNode
kLambert
kReflect
kBlinn |
Related nodes
lambert, reflect, phongE,
phong, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
Attributes (11)
eccentricity, miReflectionBlur, miReflectionRays, miReflectivity, miShinyness, miSpecularColor, miSpecularColorB, miSpecularColorG, miSpecularColorR, reflectionRolloff, specularRollOff
Long name (short name) |
Type |
Default |
Flags |
|
eccentricity
(ec ) |
float |
0.3 |
     |
|
specularRollOff
(sro ) |
float |
0.7 |
     |
|
reflectionRolloff
(rro ) |
bool |
true |
     |
|
miReflectionBlur
(mircb ) |
float |
0 |
    |
|
miReflectionRays
(mircr ) |
short |
1 |
    |
|
miShinyness
(mis ) |
float |
10 |
    |
|
miSpecularColor
(misc ) |
float3 |
|
    |
|
miSpecularColorR
(miscr ) |
float |
0.5 |
    |
|
|
miSpecularColorG
(miscg ) |
float |
0.5 |
    |
|
|
miSpecularColorB
(miscb ) |
float |
0.5 |
    |
|
|
miReflectivity
(mirf ) |
float |
0.5 |
    |