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Metal
The Metal shader helps to create a truly realistic
metal by modelling a metallic object's reflective properties, including color
filtering of the reflected rays, and blurring of the reflected images.
Parameters
Surface Material is an input color computed by an illumination shader and
modified by the Metal shader.
Reflectivity Tint
Tinting is the coloration that metal gives light as it reflects from its
surface. Colors are filtered instead of mixed so that blacks stay
black, and saturated colors remain saturated (although possibly filtered to a
new hue).
Reflectivity is the multiplier used to mix the input Surface Material color and the
Metal effect. A value of 0 influences the result color by
the input color only. A value of 1 influences the result color solely by the Metal effect.
Reflect Color tints the reflection. Typically, it is the same as the specular color used
to compute the input Surface Material color by the illumination shader.
Reflectivity Blurring
Blurring can be used to blur the reflections seen on the surface of the
metal. The blurring is achieved by shooting multiple rays into a scene, each in
a slightly different direction, and then mixing the results. The number of the
extra rays determines the quality of the blur: more rays give a better blur but
also take longer.
Blur Reflection activates reflection blurring.
Spread controls the spread of the extra rays. A wider angle of spread
gives a more blurred image, and narrower angle of spread gives a sharper
images. A larger setting for the spread value will require a higher Samples
setting to maintain quality.
Samples controls how many extra rays are used. Generally, a larger value
will improve the quality of the blur but will also take longer to render.
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