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To add or remove shading attributes on an Hypershade surface shader node, that shader must be displayed in the Attribute Editor. In the Attribute Editor’s Attributes menu, a 3Delight Shading Attributes submenu will list the available category of attributes. The list of modifiers varies based on the type of the node begin displayed in the Attribute Editor; only relevant attributes are listed.

 

3Delight Shading Attributes listed under the Attribute Editor's Attributes menu

Presence of a given attribute is displayed in the 3Delight Shading Attributes submenu by a checkbox or a checker mark next to the attribute name. Selecting a non-checked item will add that attribute to the object, while selecting a checked item will remove that attribute. Selecting the ‘All’ menu item will add all missing attributes, or remove them all if they were already all present in the object.

The only Shading Attributes offered at the moment are Reflections attributes; they will be available when one of the following Maya surface shader is displayed in the Attribute Editor:

  • Anisotropic
  • Blinn
  • Ocean Shader
  • Phong
  • PhongE
  • Ramp Shader
  • Use Background


Reflection Shading Attributes 

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The following attributes are offered for surface shaders that support reflections:

Max Distance

The maximum distance to search for reflections. Using a value that excludes large portions of the scene that cannot be reflected anyway will improve rendering speed. Using a value of 0 will include all scene objects, regardless of their distance; this is the default.

Samples

Number of samples for the reflection. Higher Lower sample counts produce smoother reflectionsnoisier reflections. The required number of samples to get noiseless reflections varies from case to case; it depends on the reflected objects and the value of the Blur attribute. In some cases, 2 to 8 samples may suffice. In some other cases, hundreds of samples may be required to achieve a noiseless result.

Blur

Angle in radians that define defines a sampling cone. Larger values produce smoother results blurrier reflections but may require a higher number of samples.

Noise Amplitude Amplitude

of noise applied to the reflection.


Noise Frequency

Frequency Amplitude and frequency of noise applied to the reflection.