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
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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. |
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Lambert Intensity |
A multiplier for the diffuse contribution to the material. Since BaseColor (in conjunction with the |
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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. |
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Base Color |
This is the base surface color for the material. Defaults to white. |
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Use Point Color |
If this box is checked, and the point color, |
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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. |
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Opacity |
The opacity color for this material. |
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Use Point Alpha |
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. See specular for more information. |
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Specular Color |
The specular highlight color. |
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Roughness |
This value controls the size or spread of the specular highlight. |
Displacement
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Overall scale |
Controls the overall height (scale) of the burlap displacement. |
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Frequency |
The density of the fibers. |
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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. |
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Offset |
This slider moves the pattern along the texture coordinates. |
Properties
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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. |
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Displacement Space |
The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.
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True Displacements |
When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed. |