Wooden
material
This is a basic material which uses a wood patterned displacement to drive the color.
See also: Ripples, UV Noise, UV Texture, Materials
This is a wood patterned material which uses the displacement to drive the color. It has a choice of specular functions as well as a map for the specular color.
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 lights, 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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Vein Color |
This is the color for the wood grain. The displacement determines where this color is mixed with the Base Color. |
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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 white. |
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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. |
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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. |
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 of anti-aliasing filter used. See texture for more information. |
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Color Map Width |
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information. |
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Color Map Border |
The color used outside the map if Decal Wrap is selected. See texture for more information. |
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. If 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. |
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. 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 depth of the veins. |
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Vein Min |
This parameter controls the depth and direction of the displacement. If Min is greater than Max the veins will displace out beyond the base surface. The depth is controlled by the Overall Scale value, above. |
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Vein Max |
This parameter controls the depth and direction of the displacement. If Max is less than Min the veins will displace out beyond the base surface. The depth is controlled by the Overall Scale value, above. |
Veins
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S Frequency |
The scale of the noise pattern along the s texture coordinate. Larger values give smaller patterns. |
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T Frequency |
The scale of the noise pattern along the t texture coordinate. Larger values give smaller patterns. |
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Vein Offset |
These values shift the noise along the texture coordinates in s and t. The 3rd field is ignored. |
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Vein Attenuation |
This value is controls the falloff of the veins. Larger values give fainter and narrower veins, although the depth is also controlled by the Overall Scale value, above. |
Wiggle
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Wiggle Frequency |
This value controls how "wiggly" the veins are. Lower values give smoother veining. |
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Wiggle Offset |
This vector positions the "wiggle" in x, y, and z. |
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Wiggle Amplitude |
This effects the size of the "wiggle". |
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Noise Space |
This is the space the mottling noise is calculated in. Texture or Object are recommended to keep the noise pattern from "swimming" across the object’s surface. |
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. |