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

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