ShaderMaker

 

 

Shading
At render time, patches are smoothed out and subdivided into triangles. How smooth a patch becomes is controlled using the Object Info palette's U & V Subdivision settings. The higher these values, the smoother the patch will appear at render time and the more memory it will require. Each triangle is a planar surface with its front oriented in one direction. The renderer calculates the relation between this orientation and the light sources in order to determine the shading of each triangle.

Ambient, Diffuse, Specular Areas of Illumination
A surface rendered in PiXELS:3D combines three different types of illumination to simulate the physical properties of light; ambient, diffuse and specular. Ambient shading represents the global īscattered' light present in most scenes. A scene within a brightly lit white room would have high ambience. A scene in outer space would have no ambience. A shader with no diffuse or specular, but 100% ambient can be used on objects which require no shading, like backgrounds or glowing objects. Diffuse shading is the base illumination of any object, showing the subtle fluctuations in a surface through variations in highlight and shadow. Specular shading simulates the effect of light rays bouncing from the object to the observer's eyes, creating a highlight or hot spot. The size of this highlight can be controlled through the Roughness parameter to simulate a wide variety of materials, from plastic to metal.

Defining Colors
There are many options for defining colors. The most common is to use the User Color node.