![]() ![]() A setting of 100% would return the same value as the diffuse color value when lit by a pure white light at 100% intensity. The 'Diffuse Amount' acts as a multiplier to the 'Diffuse Color' setting, determining how much of that light is reflected from or absorbed by the surface. ![]() The light that is reflected is what we see as the color of the object. For more on adding layers and setting their 'Effect', please reference the Shader Tree page of the documentation.ĭiffuse Amount: In the real world, all objects absorb certain wavelengths of light while reflecting others. Create a new texture layers and set the 'Effect' to the material property you wish to control. In addition to these settings, nearly all material properties can be controlled via a texture -bitmap or procedural. The Transmissive section controls how light is transmitted through a material such as Transparency and Subsurface Scattering. The first tab contains all material attributes that impact how much light is reflected from the surface such as Diffuse, Specular and Mirror reflected light. There are many settings inside the 'Material' layer and as such, its property form is divided into two sub tabs ' Material Ref' (Reflected) and ' Material Trans' (Transmissive). The 'Material' layer contains all the basic properties necessary to produce a rendered surface. Every new scene, by default, contains a single material layer called the 'Base Material' that effectively shades the entire scene until material tags are defined by the user, limiting materials and shading to specific surfaces. ![]()
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