Lambert Diffuse
VEX node
Generates a color using the Lambert diffuse lighting model calculation.
See also: Oren-Nayar Diffuse, Specular Functions, Front Face, Parameter
This vop uses the Lambert lighting model calculation to generate the diffuse color contribution for a material. Typically its color is the main surface color of the material. This lighting model is often used as base for materials where specular is added.
Inputs
|
nN |
The normal vector is used in the Lambert diffuse calculation. The normal should be normalized if explicitly connected as an input, and front-face calculation is optional but recommended. Implicitly, the normalized global variable, N, is used. |
|
nI |
The incidence direction ray used in the face forward calculation. The incident vector should be normalized if explicitly connected as an input. Implicitly, the normalized global variable, I, is used. |
|
Kd |
The diffuse intensity. A floating point value used to darken or lighten diffuse contribution. |
|
diff |
The diffuse color. This color is most often the main surface color of the material. |
|
facefwd |
This toggle will change the normal to face forward towards the camera. It is recommended this toggle be on. |
Outputs
|
color |
|
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|
illum |
Just Lambert diffuse lighting without the multiplication by the diffuse intensity or the diffuse color. Usually used as an export parameter for extra images planes used in the composite. |
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bsdf |
The PBR diffuse calculation. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| Fire Pit example |
Material shader |
|
| Down Hill Lava Flow |
Material shader |
|
| FurBallWorkflow |
Fur surface node |
|
| FurTextureMap |
Fur surface node |
|
| RampReference | ||
| StickyDonut |
Sticky object |