Is a material (shader) that is particularly
effective at simulating metallic surfaces (for example, brass or
aluminum) which typically have soft specular highlights.
NoteBlinn is
the most computationally expensive of the three common materials: Lambert, Phong,
and Blinn.
You can set attributes
of Blinn materials to control
the size of shiny highlights and the ability of the surface to reflect
its surroundings.
You can find this material
in the
Create bar.
TipThe soft highlights
on Blinn surfaces are less likely
to exhibit artifacts or flickering for thin highlights than the
harder highlights on Phong surfaces. Use the Blinn surface
material for surfaces with bump or displacement maps to reduce highlight
artifacts or flickering.
Specular Shading attributes
(Blinn)
- Eccentricity
-
Controls the size of shiny highlights
on the surface. The valid range is 0 (no highlight) to 0.999 (broad
highlight, not very shiny surface). A value of 0.1 produces a small
highlight (very shiny surface). The default value is 0.3.
- Specular Roll Off
-
Gives the surface the ability to reflect
its surroundings (the environment, other surfaces) or the Reflected
Color, when viewed at oblique angles. The slider range
is 0 to 1. The default value is 0.7.
To help visualize the
effect of Specular Roll Off in a Blinn material
swatch, assign a texture to the Reflected Color.
TipUse a Specular
Roll Off value of 0.3 to simulate a wet surface (for
example, wet paint).
- Specular Color
-
- Reflectivity
-
- Reflected Color
-