Burlap material

A basic displaced material similar to burlap cloth.

This material combines a basic natural colored surface shader with a checked displacement shader to create the look of burlap.

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. Since BaseColor (in conjunction with the Cd) is the diffuse color, this slider can be used to darken and lighten those colors.

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 will be white.

Base Color

This is the base surface color for the material. Defaults to white.

Use Point Color

If this box is checked, and the point color, Cd, is defined, Cd multiplied with the Base Color. Defaults to on. If Use Base Color and Use Point Color are both off, the surface color will be white.

Use Pattern in Opacity

In this material the displacement value is imported into the surface shader using dimport. If this box is checked, that value is multiplied with the Opacity color, below, causing a slight transparency between the fibers.

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.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

See specular for more information.

Specular Color

The specular highlight color.

Roughness

This value controls the size or spread of the specular highlight.

Displacement

Overall scale

Controls the overall height (scale) of the burlap displacement.

Frequency

The density of the fibers.

Sharpness

This slider sharpens or softens the edges of the fibers. Lower values are softer, higher values sharper. Sharper edges may cause aliasing issues in motion.

Offset

This slider moves the pattern along the texture coordinates.

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.