Reflectivity 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. 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

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

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Color Shaders

Transparency Shaders

Bump Shaders

Textures and Shaders

 

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