There are four shader types: Standard, Simple, Shadow Matte, and No Shade.
The basic shading parameters let you set a layer's opacity. Depending on the shader type selected, you can also set the refractive index and surface glossiness.
To set basic shading parameters:
You can set color factors for each texture channel available for the type of shader you select. If you are working with a Standard shader, you can also set color factors for ambient and specular lighting effects. The colors you set are multiplied with the colors of the input source image connected to that channel. The Shadow Matte shader has no color factors. For a description of material color settings, see Material Color Settings
The Color Picker is displayed, so you can set color values—see Color Picker.
The Main texture channel defines the surface's general appearance, but if your main texture is not enough to give you the look you want, you can add more texture maps. Each Material node has five texture channels that you can use to apply texture and environment maps to refine the appearance of an object's surface. You can set parameters for each channel.
The Main and Bump texture channels let you wrap and position a texture on the surface. By default, the image is clamped to the surface. You can then use placement parameters to position the source image on the surface and apply tiling effects.
The Radiosity, Reflection, and Refraction channels let you apply environment maps to your surface object. The environment maps use their source image to surround the surface with a virtual sphere to simulate an environment, which shows up as reflections on the surfaces of objects with reflective properties. The environment map always covers the sphere exactly once. You can transform your object and see the effects of the environment map change dynamically. Using environment maps is a fast and inexpensive way to achieve highly realistic lighting effects.
To connect a source image to a texture or environment map channel:
Material Texture Channel | Description |
---|---|
Main | The main channel is used to apply a source image as a texture map on a selected object's surface. You can position the material on the surface using the UV placement controls, and tile the image in U and V. |
Reflection | A reflection map uses the source image to create realistic reflections. You can use the color factor to set areas and the degree of reflectivity for the material. You typically set a grayscale color value, with white being completely reflective, and black having no reflectivity. You can, however, achieve tinted reflections by set setting a color. |
Refraction | A refraction map is an environment map that can be used to simulate how light traveling through a refractive, transparent material is distorted. |
Radiosity | The radiosity map uses the source's color and luminance values to add radiosity effects to the layer surface. |
Bump | A bump map is usually a different image that you specify as a source for a bumpy or textured appearance on a surface. It is sensitive to light sources. Its RGB (when using an RGB image, it is a normals map) or luminance values are used to simulate relief on objects by perturbing the surface shading according to an image map. The geometry is not affected. |
To set texture and environment map parameters:
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