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

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.

Lambert Intensity

A multiplier for the diffuse contribution to the material.

Vein Color

This is the color for the wood grain. The displacement determines where

this color is mixed with the Base Color.

Use Base Color

If this box is not checked, the Base Color is ignored and white is substituted. Defaults to on.

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.

Tint with Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on.

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.

Color Map

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.

Base Color Map

This the name of the texture file. The icon to the right opens a file browser.

Color Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Color Map Filter

Type of anti-aliasing filter used. See texture for more information.

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.

Color Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to white.

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.

V Roughness

When Anisotropic is selected, this value controls the size in the V direction.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected

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

Use Specular Map

If this box is checked, the specular color is multiplied by the texture in Specular Map. Defaults to 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:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Spec Map Filter

Type of anti-aliasing filter used. See texture for more information.

Spec Map Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering.

Spec Map Border

The color used outside the map if Decal Wrap is selected.

Displacement

Overall Scale

Controls the overall depth of the veins.

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.

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

S Frequency

The scale of the noise pattern along the s texture coordinate. Larger values give smaller patterns.

T Frequency

The scale of the noise pattern along the t texture coordinate. Larger values give smaller patterns.

Vein Offset

These values shift the noise along the texture coordinates in s and t. The 3rd field is ignored.

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

Wiggle Frequency

This value controls how "wiggly" the veins are. Lower values give smoother veining.

Wiggle Offset

This vector positions the "wiggle" in x, y, and z.

Wiggle Amplitude

This effects the size of the "wiggle".

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

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.