Renderworks00094.pngReflectivity Shaders 

Shader
Description

Image

Specifies an imported image to be used as the reflectivity shader (white is more reflective; black is less reflective); see Creating Image-based Shaders

Backlit

This shader is useful for lamp shades, light bulbs, and curtains that are lit from behind. Deselect Cast Shadows in the Edit Texture dialog box when using the backlit shader.

Color

Specifies a color to be applied as a backlit color; click the color box to select the color

Brightness (%)

Controls the backlit brightness

Reflection (%)

Sets the amount of reflection to use, or set to 0 for no reflection

Blurriness (%)

Sets the amount of blurriness for the reflection, or set to 0 for no blur

Glass

 

Edge Color

Click the color box to set the color applied to the glass at an angle, which is seen at the edge of the glass

Center Color

Click the color box to set the color at the center (main) part of the glass

Blurriness (%)

Sets the amount of blurriness for the reflection, or set to 0 for no blur

Glow

The glow shader offers an alternative to creating line or area lights, and can create “neon” signs

Brightness (%)

Sets the amount of glow

Emit Light

Allows the texture to become a light source, when Indirect Lighting is enabled (View > Lighting > Set Lighting Options)

Add Matte Reflectivity

Creates a partially glowing light that is also lit by other light sources

Reflection (%)

Sets the amount of reflection to use, or set to 0 for no reflection

Blurriness (%)

Sets the amount of blurriness for the reflection, or set to 0 for no blur

Metallic

Creates metallic effects (also try colored mirror shaders for polished metal effects).

Metallic effects require the presence of light objects in the drawing. HDRI background lighting will not produce metallic effects.

Color

Click the color box to select the metallic color

Pattern

Select the type of metallic pattern

     Metallic: provides a metallic paint effect (such as for car bodies)

     Brushed: provides a brushed metal appearance

     Turned: creates a machine-turned round pattern

Reflection (%)

Sets the amount of reflection to use, or set to 0 for no reflection

Blurriness (%)

Sets the amount of blurriness for the reflection, or set to 0 for no blur

Mirror

 

Color

Click the color box to select the mirror color; use grayscale for a regular mirror effect, and select colors for mirrored metallic effects

Reflection (%)

Sets the amount of reflection to use, or set to 0 for no reflection

Blurriness (%)

Sets the amount of blurriness for the reflection; using a non-grayscale color and some blurriness creates an effective metallic look

Plastic

 

Color

Click the color box to select the plastic color

Brightness (%)

Sets how bright the shader appears

Roughness (%)

Sets the width of shiny areas on the plastic; increase the percentage for wider shiny areas

Reflection (%)

Sets the amount of reflection to use, or set to 0 for no reflection

Blurriness (%)

Sets the amount of blurriness for the reflection, or set to 0 for no blur

Bricks

These parameters are the same for all shaders; for a description, see Color Shaders

Noise

These parameters are the same for all shaders; for a description, see Color Shaders

Pavement

These parameters are the same for all shaders; for a description, see Color Shaders

Tiles

These parameters are the same for all shaders; for a description, see Color Shaders

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Color Shaders

Transparency Shaders

Bump Shaders

Creating and Mapping Textures

 

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