Graphics Programs Reference
In-Depth Information
Note
Index Of Refraction: The refractive index of a material is a number that describes
how light propagates through that material.
In the node, the exposed
IOR
value drives the amount of blending of the
Diffuse
component with the
mirror
component, made by the
Glossy
and
Anisotropic
shaders combined together but which in turn can be mutually blended accordingly to
the
Aniso_Amount
value.
The
Anisotropy
and
Rotation
values of the
Anisotropic
shader are exposed as
well, and the same for the
Tangent
input—in case a particular mapping option must
be used (for example, a UV coordinates layer).
The
Bump
socket is the input socket to connect any texture and the
Bump_Strength
interface socket establishes the amount of bump influence.
Note
The
Bump
node output is piped to all the three
Normal
input of the
Diffuse
,
Glossy
, and
Anisotropic
shaders, to keep a consistent effect among all the
components.
Similarly, both the
Glossy
and
Anisotropic
shaders'
Roughness
values are driven
by a single interface input.
Finally, the same is true for the color of the metal, shared among all the three com-
ponents of the shader; the
Add
node in between is to enhance it (optionally you
could also expose its
Fac
value for further tweaking).
For a quite exhaustive list of IOR of materials, you can have a look at the following
addresses: