Basic Displacement
material
This is an basic material with a choice or blend of displacement shaders.
This is an basic material with a choice or blend of two types of displacement: procedural or texture mapped or both together and a mask to limit the effect. There are options for color map to be used in the surface color and the specular color. There is also a choice of specular functions.
Parameters
Surface
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Ambient Intensity |
A multiplier for the ambient contribution to the material. The ambient lighting model only looks at the ambient lights in the scene. If there are no ambient light, this slider will have no affect. |
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Lambert Intensity |
A multiplier for the diffuse contribution to the material. |
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Use Base Color |
If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Base Color |
This is the main surface color for the material. Defaults to white. |
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Use Point Color |
If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Opacity |
The opacity color for this material. |
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Use Point Alpha |
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected. |
Color Map
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Use Color Map |
If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Base Color Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Color Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
See texture for more information. |
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Color Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Color Map Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Color Map Border |
The color used outside the map if Decal Wrap is selected. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. |
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Specular Color |
The specular highlight color, defaults to white. |
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U Roughness |
This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction. |
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V Roughness |
If Anisotropic is selected, this value controls the specular highlight in only the V direction. It is ignored with any other specular function. |
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Sharpness |
This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected. |
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Specular Type |
A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edges highlight. See specular for more information. |
Specular Map
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Use Specular Map |
If this box is checked, the Specular Color is multiplied by the texture in Specular Map. Defaults to off. |
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Specular Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Spec Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
See texture for more information. |
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Spec Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Spec Map Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Spec Map Border |
The color used outside the map if Decal Wrap is selected. |
Displacement
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Overall scale |
Controls the overall scale of the rough areas. |
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Displacement Offset |
This selector chooses how the values from the map or the noise are displaced.
there is no displacement where the map is black; where the map is white; the displacement is away from the surface.
there is no displacement where the map is 0.5 gray; where the map is white; the displacement is away from the surface. where the map is black; the displacement is into the surface.
there is no displacement where the map is white; where the map is black; the displacement is into the surface. |
Displacement Map
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Use Displace Map |
If this box is checked the specified texture map used for the displacement. Defaults to on. If there is no map, there is no displacement. |
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Displacement Map |
This the name of the texture file. The icon to the right opens a file browser. |
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Disp Map Wrap |
Determines what the map returns when the texture coordinates are larger than 1 or less than 0. The options are:
See texture for more information. |
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Disp Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Disp Map Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Disp Map Border |
The color used outside the map if Decal Wrap is selected. |
Noise
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Noise Frequency |
The scale of the noise pattern. Larger values give smaller, but not more detailed, patterns. Smaller values will benefit from higher Turbulence numbers. See turbulent for more information. |
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Noise Offset |
This vector positions the noise on the object in x, y and z. See turbulent for more information. |
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Noise Amplitude |
The bounds of noise function, in the case of original Perlin noise, -1 to 1, are multiplied by this value to determine the amount of displacement. Then this value is multiplied by the Overall Scale. See turbulent for more information. |
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Noise Roughness |
This value sharpens or softens the edges of the noise. Lower values are softer, higher values sharper. Sharper edges may cause aliasing issues in motion. See turbulent for more information. |
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Noise Attenuation |
This value shifts the median value of the noise. Values greater than 1, will dampen the noise down, whereas values less than 1 will sharpen the contrast between the noise values. See turbulent for more information. |
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Noise Turbulence |
This value controls the amount of details in the noise. This is the number of times the noise function is called and summed. If the Frequency is high, there is no need for much detail, 1 or 2 should be plenty. This can effects the Amplitude of the noise as well since the summing will result in higher base values. See turbulent for more information. |
Limit Mask
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Use Displace Mask |
If this box is checked, the Overall Scale is multiplied by the texture map in Displacement Mask. Defaults to off. |
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Displacement Mask |
This the name of the mask file. The icon to the right opens a file browser. |
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Mask Channel Select |
Picks which channel of the texture is used for the mask. This allows using the one map for 3 masks. The default is lum which uses the luminance of all the channels in the texture as the mask. |
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Limit Mask Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
See texture for more information. |
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Limit Mask Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Limit Mask Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Limit Mask Border |
The color used outside the map if Decal Wrap is selected. This should be selected based on the Displacement Offset. |
Properties
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Displacement Bounds |
Usually tying this value to the displacement Overall Scale should work well. However making the displacement bounds as small as possible, without causing "rips" in the render, can lower render times. See render properties for more information. |
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Displacement Space |
The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.
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True Displacements |
When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed. |