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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:

  • 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 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

  • At 1 the reflections become stronger towards the edges linearly.

  • For values greater than 1, the reflections are pushed out towards the edges.

  • For values less than 1, the reflection are less visible in the middle.

  • Zero (0) will have no affect.

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.

Higher values create more smooth space. This value should be less than Upper Noise Range, below.

Upper Noise Range

This value control the height of the rough areas.

Lower values make the rough areas rougher. This value should be greater than Lower Noise Range, above.

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.