Sweater material

A basic material with a silly procedural pattern and a woven yarn displacement.

This is a simple Lambert surface with a procedural star pattern. This material is more of an example of how the woven displacement works.

Parameters

Surface

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.

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.

Stars

See stars for more information. Any of the many procedural patterns in VEX can be substituted for stars in the VOP network. Those parameters can then be promoted to the material.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

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 yarn displacement.

Warp

The number of yarns across.

Weft

The number of yarns up and down.

Yarn Width

The size of the yarn relative to the frequency.

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.