Note:The Specular Color is assumed to be white (For example, a dielectric surface). Increasing the Sheen Tint value blends the Sheen color towards the Diffuse Color.Īs you increase the Specular Tint property, the Specular Color is blended towards the Diffuse Color. Note:As Metallic reaches 100%, the effect of the Sheen property is decreased to 0%. The default Sheen color is white.Īs Sheen increases, an additional grazing component is added to the surface. For example, use this shader type to create "peach fuzz" effect. As it approaches 100%, the Specular Color blends towards the given Diffuse Color, while the Diffuse Color used for shading is blended towards black. Only a modification of the diffuse lighting profile is applied.Ĭontrols the diffuse and specular response of the material.Īt 0%, it has no effect. Note:No subsurface rays are fired when Flatness is applied. The following Principled Shader types are available:įlatness is a faked sub-surface effect, which flattens out the diffuse highlight in order to fake some amount of subsurface scattering and translucency. Tip:Import textures for your Principled shader using the PBR loader. Note:For information about adding and working with Shader Tree item layers, see the Shader Tree topic. Use this shader model on a Modo Material. The Principled shading model is based on the Principled BRDF model, which attempts to give simplified, artist-friendly, parameters to control your shading.
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