Shader Basic Parameters Rollout
 
 
 
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Material Editor Standard material Shader Basic Parameters rollout Choose shader from drop-down list.

The Shader Basic Parameters rollout lets you choose the type of shader to use with a Standard material. Some additional controls affect how the material appears.

Procedures

To set a material's shading type:

  1. On the Shader Basic Parameters rollout, open the shader drop-down list.
  2. Click the name of the shader type to use for the active material.

To use Wire mode:

Interface

[shader drop-down list]

Chooses a shader. The material's Basic Parameters rollout can change to show the controls for the shader you choose. Default shader=Blinn

There are seven different shaders. Some are named for what they do; others are named for their creators. These are the basic material shaders:

  • Anisotropic: For surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal.
  • Blinn: For rounder, softer highlights than Phong shading
  • Metal: For metallic surfaces
  • Multi-Layer: For surfaces with more complex highlights than Anisotropic
  • Oren-Nayar-Blinn: For matte surfaces such as fabric or terra-cotta
  • Phong: For surfaces with strong, circular highlights
  • Strauss: For metallic and nonmetallic surfaces. The Strauss shader has a simpler interface than other shaders.
  • Translucent: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material.

For more information about the shaders, including illustrations, see Understanding Shaders.

Wire

Renders the material in wireframe mode. You can set the size of the wire in Extended Parameters.

2-Sided

Makes the material 2-sided. Applies the material to both sides of selected faces.

Face Map

Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates. The map is automatically applied to each facet of the object.

Faceted

Renders each face of a surface as if it were flat.