Aged Metal material
An aged metal material where the displacement drives the color shifts.
This is a beatup metallic material with displacement. There are options for both ray traced or environment mapped reflections.
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. Traditionally metal shaders have very little diffuse, so this value should be low. Most of the color comes from the specular and/or the reflections. |
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 is white. |
Base Color | This is the main surface color for the material. Defaults to dark gray. |
Use Point Color | If this box is checked, the point color, (Cd), if defined, is multiplied with the Base Color. Defaults to off. If Use Base Color and Use Point Color are both off, the surface color is white. |
Aged Color | In this material the displacement value is imported into the surface shader using dimport. This color is mixed with the Base Color based on those displacement values to give an aged appearence to the surface. Defaults to taupe. |
Opacity | The opacity color for this material. |
Specular
Specular Intensity | A multiplier for the specular contribution to the material. In this material the displacement value is imported into the surface shader using dimport. It is used here to lower the specular intensity in those areas giving an aged appearence to the surface. |
Specular Color | The specular highlight color. Traditionally metal shaders have the same color for the specular highlight as the Base Color, maybe a little less saturated. |
U Roughness | This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the specular highlight in only the U direction |
V Roughness | If Anisotropic is selected, this value controls the specular highlight in only the V direction It is ignored with any other specular function. |
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. See specular for more information. |
Reflections
Reflection Intensity | A multiplier to lower or brighten the reflections' contribution to the material. In this material the displacement value is imported into the surface shader using dimport. It is used here to lower the reflections in those areas giving an aged appearence to the surface. |
Reflection Color | The tint for the reflections. Traditionally the reflections in metal shaders are tinted with the same color as the Base Color. |
Ray Trace
Use Ray Trace | If this box is checked, ray tracing is used to calculate the reflection contribution. Defaults to on. |
Use Index of Refraction | If this box is checked, the index of refection is taken in account in the ray tracing calculation. Defaults to on. |
Index of Refraction | This value is the ratio of the speed of light in one medium, such as air, to that of another medium. This determines how much the ray bends as it passes from air into another material. Higher values tend to "push" the reflections towards the edges. |
Ray Bias | This is typically a small number used to help solve self-intersection issues. |
Jitter Amount | This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed. |
Cone Angle | The size of the cone (in radians) over which samples are distributed. |
Samples | The number samples to calculate. The more samples, the better the quality, the slower the render. |
Background Color | This color is returned when the ray does not hit anything and there is no environment map specified. |
Environment Map
Environment Map | If there is the path to a texture here and ray trace is turned off, then this map is used to calculate the reflection contribution. If ray trace is on and there is a texture, then the texture color is returned, when the ray does not hit anything. It is recommended to have a texture path in this slot. The background image as a texture is a good choice to start. See envmap for more information. |
Env Map Wrap | Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
See envmap for more information. |
Env Map Filter | Type of anti-aliasing filter used. See envmap for more information. |
Env Map Width | This is the width in pixels used by the filter in both u and v directions. See envmap for more information. |
Env Map Border | The color used when Decal wrapping is selected. See envmap for more information. |
Use Faux Fresnel | If the box is checked, normal falloff is used to give an inexpensive Fresnel effect to environment mapped reflections. |
Faux Fresnel Bias |
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Displacement
Overall scale | Controls the overall scale of the rough areas. |
Lower Noise Range | This value control the size of the space between the rough areas.
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Upper Noise Range | This value control the height of the rough areas.
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Noise
Noise Frequency | The scale of the noise pattern. Larger values give smaller, but not more detailed, patterns. |
Noise Offset | This vector positions the noise on the object in x, y and z. |
Noise Amplitude | The bounds of noise function, in the case of original Perlin noise, -1 to 1, are multiplied by this value. Changes to this value may effect the choices for the Noise Range, above. |
Noise Roughness | This value sharpens or softens the edges of the noise. Lower values are softer, higher values sharper. Sharper edges may cause aliasing issues in motion. |
Noise Bias | This value shifts the median value of the noise. Changes to this value may effect the choices for the Noise Range, above. |
Noise Octaves | This value controls the amount of details in the noise. The number of octaves also effects the Amplitude of the noise. Changes to this value may effect the choices for the Noise Range, above. |
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. |
Reflect Limit | This limits the number of bounces for a reflection ray. Larger numbers equal longer rendering time and may not improve the images. See render properties for more information. |
