Go to: Related nodes. Attributes.
For unpolished surfaces, like chalk or matte paint, use a Lambert shader.
For glass and glossy plastic surfaces, or car and bathroom mouldings,
use a PhongE 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.
Node name | Parents | Classification | MFn type | Compatible function sets |
---|---|---|---|---|
blinn | reflect | shader/surface:drawdb/shader/surface/blinn | kBlinn | kBase kNamedObject kDependencyNode kLambert kReflect kBlinn |
lambert, reflect, phongE, phong, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
eccentricity, reflectionRolloff, specularRollOff
Long name (short name) | Type | Default | Flags | ||
---|---|---|---|---|---|
eccentricity
(ec )
| float | 0.3 | ![]() ![]() ![]() ![]() ![]() | ||
reflectionRolloff
(rro )
| bool | true | ![]() ![]() ![]() ![]() ![]() | ||
specularRollOff
(sro )
| float | 0.7 | ![]() ![]() ![]() ![]() ![]() | ||