Node Explanations
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Contents |
Diffuse Shading
- Lambert - Standard shading model, illumination equals the cosine of the angle between the surface and the light.
- Minnaert - Strong backscattering shading model, good for velvet, or fuzzy surfaces.
- Oren-nayar - Rough surface shader, good for materials like the Moon, clay, plaster, rock and concrete.
- Occlusion - Shades based on how accessible the surface is, exposed surfaces are shaded white, crevices are shaded black.
- Occlusion II - Similar to Occlusion but can apply colour instead of just shades of grey.
- Theta - Translucent shading of thin-walled objects
- Translucency - Simple shader that transports light from the back of the surface to the front.
Specular Shading
- Blinn - Basic specular model.
- Phong - Very basic specular model, has stretched highlights at glancing angles.
- Anisotropic - Good for brushed metals, CDs.
- CookTorrance - Rough surface speculars, more accurate than any of the other models.
Reflections
- Reflections - Reflection model that includes colour dispersion and blur.
- AniReflections - Same as above but the amount of blur in both directions can be controlled independantly.
Refractions
- Refractions - Reflection model that includes colour dispersion and blur.
- AniRefractions - Same as above but the amount of blur in both directions can be controlled independantly.
SubSurface
- Kappa - Simple subsurface shader, shades either forward scatter or back scatter.
- Kappa II - Like Kappa, but can do both forward and backward scattering at once.
- Omega - Complex subsurface shader, can calculate multiple internal bounces and respects colours through raytracing.
Material Nodes
NB: When you connect a Material node up to the Material input in the node editor, it overrides every setting from the classic editor.
- Conductor - Good for metals.
- Dielectric - Good for glass and liquids.
- Delta - Simple energy conserving material, prevents blown out reflections.
- Sigma - Subsurface scattering shader with energy conservation properties. Works well with radiosity.
- Sigma2 - Fast preprocessing subsurface scattering shader. FPrime incompatible.
- Skin - Simple skin shader, works well with radiosity.
- FastSkin - Fast preprocessing subsurface scattering shader for skin. FPrime incompatible.
Nodes tools
How to do it with Nodes
Luminosity - How to get Luminosity happening when you're using diffuse shaders


