Eyeball material

This is an basic plastic material with two types of displacement shaders.

See also: Cornea , Materials , Texture , Turbulent noise

This is an basic plastic material with 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 as the surface color. It has a choice of specular functions as well as a mask for the specular contribution.

Parameters

Surface

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.

Lambert Intensity

A multiplier for the diffuse contribution to the material.

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.

Base Color

This is the main surface color for the material. Defaults to white.

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.

Color Map

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.

Base Color Map

This the name of the texture file. The icon to the right opens a file browser.

Color Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Color Map Filter Type

Type of anti-aliasing filter used. See texture for more information.

Color Map Filter Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering.

Color Map Border Color

The color used outside the map if Decal Wrap is selected.

Displacement

Overall scale

Controls the overall scale of the rough areas.

Displacement Map

Use 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.

Displacement Map

This the name of the texture file. The icon to the right opens a file browser.

Map Wrap

Determines what the map returns when the texture coordinates are larger than 1 or less than 0. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Map Filter Type

Type of anti-aliasing filter used. See texture for more information.

Map Filter Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering.

Map Border Color

The color used outside the map if Decal Wrap is selected.

Noise

Use Noise

If this box is checked the specified texture map used for the displacement.

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.

Noise Offset

This vector positions the noise on the object in x, y and z. See turbulent for more information.

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.

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.

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.

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 affect the Amplitude of the noise as well since the summing will result in higher base values.

See turbulent for more information.

Properties

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.

Displacement Space

The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.

  • object Displacements occur in object space.

  • camera Displacements occur in camera space.

  • world Displacements currently an alias for camera.

True Displacements

When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed.