Go to: Related nodes. Attributes.
Aside from the attributes described here, the PhongE shader inherits many attributes from its parents Reflect and Lambert.
Maya also has a Phong shader, which is very similar, and can be used to make the same kinds of materials. The difference is mostly a matter of personal preference.
Other kinds of shaders you can use:
For metallic surfaces, such as brass or aluminum, use a Blinn shader.
For microgrooved surfaces like CDs, brushed metal, or hair, use an Anisotropic shader.
In the table below, important attribute have their names indicated in bold in the description column.
This node is MP safe
Node name | Parents | Classification | MFn type | Compatible function sets |
---|---|---|---|---|
phongE | reflect | shader/surface:drawdb/shader/surface/phongE | kPhongExplorer | kBase kNamedObject kDependencyNode kLambert kReflect kPhongExplorer |
lambert, reflect, phong, blinn, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
highlightSize, roughness, whiteness, whitenessB, whitenessG, whitenessR
Long name (short name) | Type | Default | Flags | ||||||||||||||
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highlightSize
(hls )
| float | 0.5 | ![]() ![]() ![]() ![]() | ||||||||||||||
roughness
(rn )
| float | 0.5 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
whiteness
(wn )
| float3 | 0.5, 0.5, 0.5 | ![]() ![]() ![]() ![]() | ||||||||||||||
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