Simple Ramp
material
Simple but effective ramp surface shader which may be used as either an x-ray or toon material.
See also: Materials , Ramp parameters
This is a new feature in Houdini 10. To learn about more new features, see what’s new in Houdini 10.
Because this material can evaluate Normal Fall-Off, Direction from Surface to Light, and Light Intensity it makes a suitable material for both x-ray type materials and toon type materials.
By default there is no Diffuse or Specular contribution though there are options to toggle either of these on.
Parameters
Color
|
Contribute Diffuse Lighting |
A Lambertian style shading may be contributed to the material by toggling this option. By default this option is turned off. |
|
Lambert Intensity |
A ramp parameter which defaults to 1. A value of 0 would indicate no Lambertian intensity (no shading) while a value of 1 would indicate that shading will contribute to the overall look of the final render. This parameter has no effect when the Contribute Diffuse Lighting parameter is inactive. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter. |
|
Evaluate |
This parameter describes to the above ramp what information it should use to us as a look-up value.
|
|
Base Color |
A ramp parameter which defaults to values similar to that of an x-ray image. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter. |
|
Evaluate |
This parameter describes to the above ramp what information it should use to us as a look-up value.
|
|
Normalize Brightness |
This parameter works in conjunction with the Evaluate option to look at the Luminocity. It is designed to work so that the overall lighting is normalized to values between 0 and 1. By default this option is turned off. |
|
Tint with Cd Attribute |
Tints the output color with the surface’s Cd attributes if they exist. By default this option is on. |
|
Opacity |
A ramp parameter which defaults to values so that when looking directly at a surface it is transparent but glancing angles are opaque. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter. |
|
Evaluate |
This parameter describes to the above ramp what information it should use to us as a look-up value.
|
|
Enable Opacity |
Defaults to on. When enabled, this parameter factors the Opacity ramp into the shader’s Of. When disabled, the Opacity ramp will have no effect on the shader. |
|
Tint with Alpha Attribute |
Tints the output opacity with the surface’s Alpha attribute if it exists. By default this option is turned off. |
Specular
|
Contribute Specular Lighting |
Simple Specular highlights may be contributed to the material by toggling this option. By default this option is turned off. |
|
Specular Intensity |
A ramp parameter which defaults to 1. A value of 0 would indicate no specular intensity (no shading) while a value of 1 would indicate that shading will contribute to the overall look of the final render. This parameter has no effect when the Contribute Specular Lighting parameter is inactive. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter. |
|
Evaluate |
This parameter describes to the above ramp what information it should use to us as a look-up value.
|
|
Specular Color |
A ramp parameter which defaults to white. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter. |
|
Evaluate |
This parameter describes to the above ramp what information it should use to us as a look-up value.
|
Specular Type
|
Specular Type |
A selector for the specular function. Glossy is typically used for reflective materials to get the sharp highlight common to highly polished surfaces. |
|
U Roughness |
This value controls the specular highlight, but only in the U direction when Anisotropic is selected. |
|
V Roughness |
When Anisotropic is selected, this value controls the specular highlight in only the V direction. It is ignored with any other specular function. |
|
Sharpness |
When Glossy specular is selected, this controls the sharpness of the edge of the specular highlight. |
Specular Map
|
Use Specular Map |
When checked, the specular color is multiplied by the texture in Specular Map. By default this option is turned off. |
|
Specular Map |
This the name of the texture file. The icon to the right opens a file browser. |
|
Spec Map Wrap |
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
|
|
Spec Map Filter |
Type of anti-aliasing filter used. |
|
Spec Map Width |
This is the width in pixels used by the filter in both u and v directions. |
|
Spec Map Border |
The color used when Decal wrapping is selected. |