Red Carnation
material
This material looks like a red carnation when used on a sphere. Uses displacement to drive the color.
This is a basic material which uses the displacement value to drive the color. It has a choice of specular functions as well as a mapping for the specular contribution. There is a mask to control the amount of displacement in the designated areas.
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 and white is substituted. Defaults to on. |
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Base Color |
This is the base color for the material. In this material, the displacement value is imported into the surface shader using dimport. This value drives the spline which selects the Base Color. This color is used as the initial color in the spline. When the displacement value is 0, this is the color returned. Defaults to dark red. |
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Tint with Point Color |
If this box is checked and the point color, ( |
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Opacity |
The opacity color for this material. Defaults to white. |
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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. |
Colors
For additional information on ramps see the Ramp Parameters help.
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. Defaults to 1. |
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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 only the size in the U direction. |
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V Roughness |
If 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. |
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. Defaults to Catmull-Rom. See texture for more information. |
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Spec Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. |
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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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Pattern Bias |
This value shifts the median value of the pattern. Values greater than 1, will dampen the noise down, whereas values less than 1 will sharpen the pattern. |
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Pattern Lower Range |
This value control the size of the space between the veins. Higher values create more smooth space and narrower veins. This value should be less than Pattern Upper Range, below. |
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Pattern Upper Range |
This value dictates the level of the pattern which goes to 1. Lower values make much fatter veins and tend to obscure the edge noise. This value should be greater than Pattern Lower Range, above. |
Veins
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Vein Frequency |
The frequency of the veins. |
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Vein Attenuation |
This value controls the width of the veins. |
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Vein Offset |
This value moves the veins in, if less than 0 and out, if greater than 0. |
Noise
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Noise Frequency |
This value controls how "noisy" or "wiggly" the veins are. Smaller values will benefit from higher Octaves values. Low Frequency and low Octaves give very smooth veining. |
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Noise Amplitude |
This is the maximum value of the noise function. This effects the size of the noise or "wiggle". Changes to this value may effect the choices for the Pattern Range, above. |
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Noise Offset |
This vector positions the noise in x, y, and z. |
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Noise Octaves |
This value controls the amount of details in the noise. This is the number of times the noise function is called and added to the previous value. If the Frequency is high, there is no need for so much detail, 1 or 2 should be plenty. This value can effects the Amplitude as well since the summing can result in higher base values. Changes to this value may also effect the choices for the Noise Range, above. |
Limit Mask
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Use Limit 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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Limit Mask |
This the name of the mask file. The icon to the right opens a file browser. |
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Limit Mask Channel |
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. Defaults to Catmull-Rom. See texture for more information. |
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Mask Filter Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. |
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Mask Border Color |
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. |