Grass material

This is a basic material with translucency. The translucency and opacity are driven by the procedural displacement.

See also: Materials , Texture

This is a basic translucent material useful for thin objects where the light and shadow show through, but not distinctly enough to need ray tracing or refractions. There are optional maps for surface color. There is also a choice of specular functions. The translucency and opacity are controlled by the procedural displacement. This is not for a "hero" grass blade, but rather something inexpensive to populate middle and far distances.

Parameters

Surface

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.

Translucency

Translucent Intensity

A multiplier for the translucent contribution to the material.

Translucent Color

This is the translucent color for the material. Defaults to white.

Translucent Percent

This is how much the translucent color affects the diffuse color. Or the percentage to mix into the diffuse color.

Minimum Translucency

This is the minimum translucency allowed. The overall translucency is control by the displacement, which is imported imported into the surface shader using dimport.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to white.

U Roughness

This value controls the size or spread of the specular highlight. When Anisotropic is selected, this value controls only the size in the U direction.

V Roughness

When Anisotropic is selected, this value controls the size in the V direction.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected.

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.

Opacity

Opacity

The opacity color, defaults to white. This does not affect the translucency.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Opacity Map

This the name of the texture file for defining the shape of an object within a card or other simple shape, rather than modeling it. The icon to the right opens a file browser.

Opacity Mask 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.

Opacity Map Filter

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

Opacity Map Width

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

Opacity Map Border

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

Displacement

Overall scale

Controls the overall scale of the rough areas.

If this value is 0, displacement is ignored.

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.