Go to: Related nodes. Attributes.
Use a Phong shader to produce glossy plastic-looking
sufaces. Phong shaders are good for modeling things like car and
bathroom mouldings, and many high-tech polymers and plastics.
Aside from the attributes described here, the Phong shader inherits
many attributes from its parents Reflect
and Lambert. Maya also has a PhongE
shader, which is very similar, and can be used to make the same
kinds of materials. The difference is mostly a matter of personal
preference. Other kinds of shaders you can use:
For unpolished surfaces, like chalk
or matte paint, use a Lambert shader. For metallic surfaces,
such as brass or aluminum, use a Blinn 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 |
phong |
reflect |
shader/surface |
kPhong |
kBase
kNamedObject
kDependencyNode
kLambert
kReflect
kPhong |
Related nodes
lambert, reflect, phongE,
blinn, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
Attributes (9)
cosinePower, miReflectionBlur, miReflectionRays, miReflectivity, miShinyness, miSpecularColor, miSpecularColorB, miSpecularColorG, miSpecularColorR
Long name (short name) |
Type |
Default |
Flags |
|
cosinePower
(cp ) |
float |
20.0 |
     |
|
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 |
    |