Grass
material
This is a basic material with translucency. The translucency and opacity are driven by the procedural displacement.
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
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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, ( |
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 |
Type of anti-aliasing filter used. See texture for more information. |
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Color Map Filter Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. |
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Color Map Border Color |
The color used outside the map if Decal Wrap is selected. |
Translucency
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Translucent Intensity |
A multiplier for the translucent contribution to the material. |
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Translucent Color |
This is the translucent color for the material. Defaults to white. |
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Translucent Percent |
This is how much the translucent color affects the diffuse color. Or the percentage to mix into the diffuse color. |
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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
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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. When Anisotropic is selected, this value controls only the size in the U direction. |
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V Roughness |
When Anisotropic is selected, this value controls the size in the V direction. |
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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. |
Opacity
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Opacity |
The opacity color, defaults to white. This does not affect the translucency. |
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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. |
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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. |
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Opacity 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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Opacity Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Opacity Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. |
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Opacity 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. If this value is 0, displacement is ignored. |
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. |