Gold material
A polished gold metal material with ray traced or environment mapped reflections.
This is a metallic material simulating polished gold. 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
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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. 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. |
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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, Use Point Color and Use Color Map are all off, the surface color will be white. |
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Base Color |
This is the main surface color for the material. Defaults to white. |
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Use Point Color |
If this box is checked, the point color, ( |
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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. |
Color Map
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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. |
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Base Color Map |
This the name of the texture file. The icon to the right opens a file browser. |
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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. |
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Color Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Color Map Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Color Map Border |
The color used when Decal wrapping is selected. |
Specular
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Specular Intensity |
A multiplier for the specular contribution to the material. |
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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. |
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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. |
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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. |
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Sharpness |
This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected. |
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Specular Type |
A selector for the specular function. Glossy is typically used for very polished metals to get a sharp highlight common to highly polished materials. See specular for more information. |
Specular Map
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Use Specular Map |
If this box is checked, the specular color is multiplied by the texture in Specular Map. Defaults to off. |
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Specular Map |
This the name of the texture file. The icon to the right opens a file browser. |
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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. |
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Spec Map Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Spec Map Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Spec Map Border |
The color used when Decal wrapping is selected. See texture for more information. |
Reflections
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Reflection Intensity |
A multiplier to lower or brighten the reflections' contribution to the material. |
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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
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Use Ray Trace |
If this box is checked, ray tracing is used to calculate the reflection contribution. Defaults to on. |
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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. |
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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. |
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Ray Bias |
This is typically a small number used to help solve self-intersection issues. |
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Jitter Amount |
This is a value between 0, no jitter and 1, maximum jitter. It controls how randomly the samples are distributed. |
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Cone Angle |
The size of the cone (in degrees) over which samples are distributed. |
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Samples |
The number samples to calculate. The more samples, the better the quality, the slower the render. |
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Background Color |
This color is returned when the ray does not hit anything and there is no environment map specified. |
Environment Map
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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. Without a texture here, the Background Color is returned when the ray misses. It is recommended to have a texture path in this slot. The background image as a texture is a good choice to start. |
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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. |
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Env Map Filter |
Type of anti-aliasing filter used. See envmap for more information. |
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Env Map Width |
This is the width in pixels used by the filter in both u and v directions. See envmap for more information. |
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Env Map Border |
The color used when Decal wrapping is selected. See envmap for more information. |
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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. |
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Use Faux Fresnel |
If the box is checked, normal falloff is used to give an inexpensive Fresnel effect to environment mapped reflections. |
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Faux Fresnel Bias |
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Reflection Mask
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Use Reflection Mask |
If this box is checked, the reflection intensity is multiplied by the selected channel of the Reflection Mask. Defaults to off. |
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Reflection Mask |
This the name of the texture file. The icon to the right opens a file browser. |
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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. |
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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. |
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Refl Mask Filter |
Type of anti-aliasing filter used. See texture for more information. |
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Refl Mask Width |
This is the width in pixels used by the filter in both u and v directions. See texture for more information. |
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Refl Mask Border |
The color used when Decal wrapping is selected. See texture for more information. |
Properties
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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. |