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.
Select a shading algorithm, or turn shading off.
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.
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.
Displays the relative weight between the dielectric and metallic BRDF model, where 0 is pure dielectric and 1 is metallic. Editable.
Displays the diffuse part to approximate a subsurface scattering effect for the dielectric model (has no effect on the metallic model). Editable.
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.
Displays the contribution of the Base Color (Diffuse) to tint the specular for the dielectric model (has no effect on the metallic model). Editable.
Displays the distortion of the specular lobe, according to the tangent and bi-normal angles. Editable.
Displays the rotation of the distortion of the anisotropic specular lobe. Editable.
Displays the intensity of the light emitted by the material. Editable.
Displays the colour of the emitted light by material. Click to change the colour.
The Thin Film settings create iridescence by modeling the effect of thin film interference on a surface. With this modeling, you can reproduce the colour effects created by car paint under light. Use Thin Film with materials like multi-tone car paint, burnt chrome, or leather.
Blend in the thin film iridescence rendering effect. 1 is maximum effect.
Set the Index Of Refraction of the thin film. 1.0 for air, 1.33 for water, 1.45 for oil, 2.0 for car paint.
Set the thickness of the thin film, as a unit-less parameter. As the thickness varies, the light pattern changes and affects the generated iridescence colour.
Adds white colour to the geometry relative to the normals direction, where the closer the normal is to 90 degree, the whiter the colour becomes. Has no effect of Metallic is at 1.0.
Defines how much of the Basecolor tints the Sheen effect.
Creates specularity on top of the Metallic model, but is independent of the Roughness. It creates in fact a second layer of specularity like a clear coat finish would.
Shapes the specularity created by the Clearcoat parameter.
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.
Displays the shape of specularity of the shader.
Displays the total amount of specular light.
Displays the amount of specular light at grazing angles.
Displays the viewing angle of the normal that occurs between parallel (mid colour) and perpendicular (edge colour). Editable.
Displays the red mid colour value. Editable.
Displays the green mid colour value. Editable.
Displays the blue mid colour value. Editable.
Diplays the mid colour. Editable.
Displays the red edge colour value. Editable.
Displays the green edge colour value. Editable.
Displays the blue edge colour value. Editable.
Displays the edge colour. Editable.
The Fresnel shader contains only Fresnel controls for the specularity.
Displays the shape of specularity of the shader.
Displays the total amount of specular light.
Displays the amount of specular light at grazing angles.
Use the Cook-Torrance shader for high specularity materials, such as metals or shiny plastics. This shader includes Fresnel controls for specularity.
Displays the shape of specularity of the shader.
Displays the total amount of specular light.
Displays the amount of specular light at grazing angles.
Use the anisotropic shader to control the specular effect of the highlights.
Displays the shape of specularity of the shader along the X axis. Editable.
Displays the shape of specularity of the shader along the Y axis. Editable.
Displays the total amount of specular light.
Displays the amount of specular light at grazing angles.