Brass material
Rolled brass metal material with ray traced or environment mapped reflections.
This metallic material simulates a rolled brass. There is an option for mapping the specular color. There are options for both ray traced or environment mapped reflections, as well as an option for masking the 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, Use Point Color and Use Color Map are all off, the surface color will be white. |
Base Color | This is the main surface color for the material. Defaults to white. |
Use Point Color | If this box is checked, the point color, (Cd), if defined, is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white. |
Opacity | The opacity color for this material. |
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:
See texture for more information. |
Color Map Filter | Type of anti-aliasing filter used. See texture for more information. |
Color Map Width | The filter width is the number of pixels used by the filter, in both u and v directions.
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Color Map Border | The color used when Decal wrapping is selected. |
Specular
Specular Intensity | A multiplier for the specular contribution to the material. |
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. When Anisotropic is selected, this value controls the specular highlight in only the U direction |
V Roughness | When 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. Anisotropic is tpyically used for metals to get the elliptical highlight common to metals. 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:
See texture for more information. |
Spec Map Filter | Type of anti-aliasing filter used. See texture for more information. |
Spec Map Width | The filter width is the number of pixels used by the filter, in both u and v directions.
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Spec Map Border | The color used when Decal wrapping is selected. See texture for more information. |
Reflections
Reflection Intensity | A multiplier to lower or brighten the reflections' contribution to the material. |
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. |
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 | The filter width is the number of pixels used by the filter, in both u and v directions.
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Env Map Border | The color used when Decal wrapping is selected. See envmap for more information. |
Env Map Space | The reflection ray used to do the look up in the map is transformed into this space. 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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Reflection Mask
Use Reflection Mask | If this box is checked, the reflection intensity is multiplied by the selected channel of the in Reflection Mask. Defaults to off. |
Reflection Mask | This the name of the texture file. The icon to the right opens a file browser. |
Refl Mask Channel | Picks which channel of the texture is used for the mask. This allows using the one map for 3 masks. The default is lum which uses the luminance of all the channels in the texture as the mask. |
Refl Mask 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. |
Refl Mask Filter | Type of anti-aliasing filter used. See texture for more information. |
Refl Mask Width | The filter width is the number of pixels used by the filter, in both u and v directions.
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Refl Mask Border | The color used when Decal wrapping is selected. |
Properties
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. |
