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.

Physically Based Shader

Use the Physically Based shader (PBS) to accurately represent real-world materials. In a PBS workflow, some Physically Based shader settings override the Geom, Material, or Surface node settings. For example, specular and shine settings in the Material or Geom menu do not have any effect.

Note: Some of these same settings are available as shader types from the PBS Map node (by using the PBS Map node, you can affect the shader on a per pixel basis).
Roughness field
Displays how the light reflects from the surface, based on the roughness of the material. Use a lower value for pure specular, or a higher value for high dispersion. Editable.
Metallic field
Displays the relative weight between the dielectric and metallic BRDF model, where 0 is pure dielectric and 1 is metallic. Editable.
SubSurface field
Displays the diffuse part to approximate a subsurface scattering effect for the dielectric model (has no effect on the metallic model). Editable.
Specular Level field
Displays the Fresnel F0 specular reflectance at normal incidence for the dielectric model (for the metallic model the F0 follows the Base Color of the material). Editable.
Specular Tint field
Displays the contribution of the Base Color (Diffuse) to tint the specular for the dielectric model (has no effect on the metallic model). Editable.
Anisotropic field
Displays the distortion of the specular lobe, according to the tangent and bi-normal angles. Editable.
Anisotropic Angle field
Displays the rotation of the distortion of the anisotropic specular lobe. Editable.
Emissive Intensity field
Displays the intensity of the light emitted by the material. Editable.
Intensity Colour pot
Displays the colour of the emitted light by material. Click to change the colour.

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.

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.

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.

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.