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:
http://refractiveindex.info /
Search WWH ::




Custom Search