Rope material

A fibrous, braided rope material.

This material combines a fibrous, natural colored surface shader with a twisted displacement shader to create the look of a braided rope.

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. Since Base Color (in conjunction with the Cd) is the diffuse color, this slider can be used to darken and lighten those colors.

Use Base Color

If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color and Use Point Color are both off, the surface color will be white.

Base Color

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

Displace Color Rolloff

In this material the displacement value is imported into the surface shader using dimport. That value is used to used to create simple occlusion between the rope braids by darkening the surface and specular colors. This slider sharpens or softens of that effect.

Use Point Color

If this box is checked, and the point color, Cd, is defined, Cd multiplied with the Base Color. Defaults to on. If Use Base Color and Use Point Color are both off, the surface color will be white.

Opacity

The opacity color for this material.

Use Point Alpha

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

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color.

Roughness

This value controls the size or spread of the specular highlight.

Displacement

Overall scale

Control the overall height (scale) of the rope displacement.

Braid Frequency

The number of braids.

Fiber Frequency

The density of the fiber displacement.

Fiber Height

This is the height of the fibers in relation to the braids.

Braid Slant

The displacement is based on the texture coordinates of the object. Most ropes have a much longer length that their circumference. This Braid Slant and Braid Frequency define the angle and the number of braids along the rope. If the length of the rope has not changed, then higher values result in more braids which are more horizontal. However if the slant is doubled, the frequency must be halved to give a similar look on a rope where the length has not changed.

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.