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. If Cast is selected in the Shadows section of the Edit Texture dialog box, the backlit shader acts as an area light for indirect lighting. If Cast is not selected, the backlit shader does not emit light. |
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 |
Glass shaders usually look best with a dark Color shader combination |
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 ► Click here for a video tip about this topic (internet access required). |
Brightness (%) |
Sets the amount of glow |
Emit Light |
Allows the texture to become a light source, when Indirect Lighting is enabled (View > 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 |
Mirror |
Mirror shaders usually look best with a dark Color shader combination |
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 |
Cloth |
|
Preset |
Select a cloth to base the texture on, or select Custom to create an entirely new cloth texture |
Colors |
|
Warp/Warp Highlight |
Sets the base and highlight colors for threads running in the warp direction |
Weft/Weft Highlight |
Sets the base and highlight colors for threads running in the weft direction |
Scale and Orientation |
|
Scale U/V(%) |
Scales the weave pattern in the U/V direction |
Orientation |
Rotates the weave pattern |
Highlights |
|
Thread Highlight (%) |
Controls the width of the highlight on individual threads; smaller values produce sharper highlights, and larger values give more diffuse results |
Polyester/Silk Highlight (%) |
For a polyester or silk Preset, controls the shape and brightness of the cloth’s characteristic sheen; higher values produce brighter, more blurred highlights |
Uniform Scattering Factor |
Specifies the overall reflective strength of the cloth; higher values produce more reflective cloths |
Forward Scattering Factor |
Specifies the reflective strength of the brighter regions of the cloth |
Irregularities |
|
Color (%) |
Controls irregularities in the warp and weft colors, to create a more realistic appearance for some kinds of cloth |
Color Scale (%) |
Controls the size of the color irregularities |
Warp/Weft (%) |
Defines the irregularities in the warp/weft direction of the cloth, to create a more raw-looking weave |
Thread Scale (%) |
Controls the size of the irregularities in thread directions |
Metallic |
Creates metallic effects (also try colored mirror shaders for polished metal effects). Metallic shaders usually look best with a dark Color shader combination. If a legacy Preset metal is selected, metallic effects require the presence of light objects in the drawing; panoramic image Renderworks background lighting will not produce metallic effects. |
Preset |
Select a metal |
Color |
If Preset is None or a legacy metal, click the color box to select the metallic color |
Metal Reflection (%) |
Sets the reflection of the metallic layer. Metal and clear coat shaders are layered to create complex metals; combine the reflection and roughness of both shaders to achieve the desired result. |
Metal Roughness (%) |
Sets the roughness of the metallic layer to simulate micro scratches |
Clear Coat Reflection (%) |
Sets the reflection of the clear coat layer. Metal and clear coat shaders are layered to create complex metals; combine the reflection and roughness of both shaders to achieve the desired result. |
Clear Coat Roughness (%) |
Sets the roughness of the clear coat layer to simulate micro scratches |
Reflection (%) |
For a Preset legacy metal, sets the amount of reflection to use, or set to 0 for no reflection |
Blurriness (%) |
For a Preset legacy metal, sets the amount of blurriness for the reflection, or set to 0 for no blur |
Brushed |
Creates a brushed metal effect by adding microscopic scratches (not available with Preset legacy metals) |
Pattern |
Select the pattern that microscopic scratches form on the metal; Radial settings project the scratches in a curve, while Planar rotates them without curving |
Scale (%) |
Defines the size of the selected Pattern |
Orientation |
Sets the angle of the scratches; this changes the reflective behavior of the object without repositioning a light source |
Offset U/V (%) |
Moves the Pattern horizontally/vertically |
Primary Scratches |
Adds scratches that run parallel to the microscopic scratches; enter the Depth, Width, and Length of the additional scratches |
Secondary Scratches |
Adds scratches that run perpendicular to the microscopic scratches; enter the Depth, Width, and Length of the additional scratches |
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 |
► Click here for a video tip about this topic (internet access required).
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