The available lighting models are:
Constant (string "constant") Head Light (string "headlight") Lambertian (string "lambert") Oren-Nayar (string "oren") Phong (string "phong") Blinn (string "blinn") Anisotropic Specular (string "anisotropic") VEX Specular (string "specular")
Constant simply assigns the diffuse (diff) value to the color. Like Head Light, Lambertian, and Oren-Nayar, it ignores specular color. Constant and Head Light also ignore the ambient color.
Oren-Nayar, Phong, Blinn, and VEX Specular use only the first roughness
urough) to simulate surface roughness.
Anisotropic Specular, also known as the "Ward model", is the only model
that also uses the second roughness parameter (
vrough). However, if
vrough, the specular highlight becomes isotropic. Many
materials can be simulated with this lighting model:
Material Diffuse Specular U-Rough V-Rough ---------------------------+---------+-------+------- Rolled brass .1 .33 .05 .16 Rolled aluminum .1 .21 .04 .09 Brushed aluminum .15 .19 .088 .13 Varnished plywood .25 .025 .04 .11 Enamel finished metal .25 .047 .08 .096 Painted cardboard box .19 .043 .076 .085 White ceramic tile .7 .05 .071 .071 Glossy grey paper .29 .083 .082 .082 Ivory computer plastic .45 .043 .13 .13 Plastic laminate .67 .07 .092 .092
Avoid using the Anisotropic Specular model on non-subdivided polygonal geometry because it will look flat shaded.
The basic Phong model works well for plastics, while Oren-Nayar is good for simulating clays. The Constant model can be used for mattes, and so on.
The input normal (
N) and incident (
I) directions should be normalized if
explicitly connected as inputs, and front-face calculation is optional
but recommended. If either direction is not connected, the global
variable by the same name will be used instead.
Typically, applying a lighting model is the last thing you do before
connecting the resulting color to the Output Variable node’s
The following examples include this node.
This example demonstrates the use of the Flip Solver and the Fluid Force DOP. The Fluid Force DOP is used to apply a drag force on a wire object according to the motions of a flip fluid. The drag force is only applied at locations where fluid exists in the fluid object.
This example demonstrates how to diffuse the density of a smoke simulation using the Gas Diffuse DOP.
This example demonstrates how to get a smooth fluid stream to pour into a glass.
This example demonstrates a simple ray traced shader using a vop vex network. To modify the shader properties, create a properties shader in the material and connect it to the output shaders node. You can then add rendering parameters to the properties node. For example to control the number of reflection bounces, you would add the reflect limit parameter.