Shader Types and Settings

Depending on the look you are trying to apply to an object or the scene, you can select from among different shader algorithms. The differences between the shader types are sometimes subtle, as they build upon the same algorithms, such as Fresnel or the Oren-Nayar diffuse model.

Some of the settings in the Shader menu change depending on the shader type chosen. See the following sections for the specific settings for each shader type.

Shader Type box
Select a shading algorithm, or turn shading off.

Anisotropic Shader

Use the anisotropic shader to control the specular effect of the highlights.

X Roughness field
Displays the shape of specularity of the shader along the X axis. Editable.
Y Roughness field
Displays the shape of specularity of the shader along the Y axis. Editable.
Fresnel Offset field
Displays the total amount of specular light.
Fresnel Factor field
Displays the amount of specular light at grazing angles.
Tip: To cancel out the Fresnel effect altogether, set the Fresnel Offset to 0 and the Fresnel Factor to 100.

Cook-Torrance Shader

Use the Cook-Torrance shader for high specularity materials, such as metals or shiny plastics. This shader includes Fresnel controls for specularity.

Roughness field
Displays the shape of specularity of the shader.
Fresnel Offset field
Displays the total amount of specular light.
Fresnel Factor field
Displays the amount of specular light at grazing angles.
Tip: To cancel out the Fresnel effect altogether, set the Fresnel Offset to 0 and the Fresnel Factor to 100.

Fresnel Shader

The Fresnel shader contains only Fresnel controls for the specularity.

Roughness field
Displays the shape of specularity of the shader.
Fresnel Offset field
Displays the total amount of specular light.
Fresnel Factor field
Displays the amount of specular light at grazing angles.
Tip: To cancel out the Fresnel effect altogether, set the Fresnel Offset to 0 and the Fresnel Factor to 100.

Car Paint Shader

Use the Car Paint shader to blend between two colour tones, based on the viewing angle and the normal of the object. This shader includes Cook-Torrance shaders and Fresnel controls for the specularity.

Roughness field
Displays the shape of specularity of the shader.
Fresnel Offset field
Displays the total amount of specular light.
Fresnel Factor field
Displays the amount of specular light at grazing angles.
Tip: To cancel out the Fresnel effect altogether, set the Fresnel Offset to 0 and the Fresnel Factor to 100.
Paint Mix field
Displays the viewing angle of the normal that occurs between parallel (mid colour) and perpendicular (edge colour). Editable.
Red Mid Colour field
Displays the red mid colour value. Editable.
Green Mid Colour field
Displays the green mid colour value. Editable.
Blue Mid Colour field
Displays the blue mid colour value. Editable.
Mid colour pot
Diplays the mid colour. Editable.
Red Edge Colour field
Displays the red edge colour value. Editable.
Green Edge Colour field
Displays the green edge colour value. Editable.
Blue Edge Colour field
Displays the blue edge colour value. Editable.
Edge colour pot
Displays the edge colour. Editable.