Furryball Material

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FurryBall Material

is FurryBall's universal shader, designed for raytraced rendering of realistic materials.



Diffuse

Color

Diffuse color.


Diffuse

Diffuse weight.


Roughness

Roughness of Oren-Nayar diffuse mdoel. A value of 0 is standard Lambert reflection. Values above 0 will cause rougher surface look, typical for materials like sand, plaster, concrete or paper.


Ambient

Ambient color of material.


Intensity Multipliers

Direct Intensity

Intensity multiplier for direct diffuse light.


Indirect Intensity

Intensity multiplier for indirect diffuse light.


Bump Mapping


Bump Mapping

Bump2d node connection.


Specular / Reflection


Color

Specular Color


Specular / Reflection

Weight of specular / reflection.


Roughness

Specular / reflection roughness. Value of 0 will create sharp specular/reflection, Value of 1 totally blurred.


Anisotropy Enable

Enables anisotropy specular.


Anisotropy

Amount of specular anisotropy.


Rotation

Rotation of anisotropy specular.


Fresnel

Turns on/off fresnel effect. Decays specular/reflection based on viewing angle.


Reflectance at Normal

Coefficient for fresnel effect.


Intensity Multipliers

Direct Intensity

Intensity multiplier for direct specular light.


Indirect Intensity

Intensity multiplier for indirect specular light


2nd Reflection


Color

Reflection color


Reflectivity

Weight of reflection.


Roughness

Reflection roughness. Value of 0 will create sharp reflection, Value of 1 totally blurred.


Transparency / Refraction


Color

Refraction Color.


Transparency

Transparency weight.


Alpha mask

If checked uses transparency texture to do alpha cutout.



Refraction index

Ray refraction index. Example values: 1 - air, 1.33 - water, 1.3 - ice, 1.5 - glass, 2.42 - diamond.


Roughness

Represents blurriness of refraction.


Thickness Coef

Simulates thickness of surface. If leaved at 0, mesh will render as fully-filled.


Shadow Attenuation

Simulates caustics for shadow rays.


IOR Fresnel

When enabled, Specular Fresnel is calculated from refraction index, leaving reflectance at normal attribute unused.


Exit Color

Exit color is used when refraction ray depth is exceeded. You can specify some color or you can use environment background.


Use Environment

If selected, environment map is used.


Color

You can specify exit color.


Toroid with transparent material with refraction ray depth set to 2.

Left image: black exit color (default), center image: red exit color, right image: use background


Advanced Parameters


Alpha Mask Mipmap Fix

If selected, alpha mask mipmaps will be generated using an alternative filter. This can help with disappearance of distant thin masked objects (such as foliage).


Texture Has Alpha

If this texture is used as a transparency map then FurryBall tries to recognize if this texture has an alpha channel (auto check from texture). The "yes" and "no" options override this detection manually.


Rasterization Parameters


Back Surface

If this is disabled the second layer (second closest to the camera - usually back surface of a closed volume object) is ignored, this can remove artifacts in some rare situations when thickness is very high.


Refract Out Of Object

Sometimes an unwanted refraction can occur when there is an object in front of our refractive object and it can be seen in refraction. This could be an interesting effect (see picture) but if you consider it weird just disable this parameter or lower the Thickness Coef.


Light Attenuation

Amount of light is decreased when passing through transparent object. The attenuation can be adjusted or disabled using this parameter. Light attenuation depends on distance between two surfaces and is affected by Thickness Coef.


Add Color To Attenuated

Color of the first layer (closest to the camera) can be intensified using this parameter. The intensification affects first layer only and only if Light Attenuation is non-zero.




Sub-Surface Scattering


Raytracing


Color

Subsurface scattering color.


Weight

Subsurface scattering weight.


Radius

Subsurface scattering radius. This parameter is in scene units and its effect depend on object size.


Roughness

Subsurface scattering roughness. With roughness 0, rays are traced to light sources, with roughness 1 rays are traced into whole sphere.


Use Surface Color

Sample surface color when hit surface, otherwise use only light intensity. Blend texture from the surface into object.


Diffuse Radius

Radius for diffuse lighting blur.


Rasterization


Preset

Subsurface shader has many attributes to be set, for easier use there are presets for several materials. Note that selecting any of these presets will change all other subsurface attributes.


Subsurface Scattering

Enable or disable subsurface scattering for this material.


Human Skin Specular

Specular shading depends on base material that is set (Lambert, Blinn, Phong or PhongE), however if human skin specular is enabled a special specular (oily skin) shader is used and only specular color is taken from base material. This specular shader can be used with any preset not only human skin.


Human Skin Roughness

Specular roughness for human skin specular, see Human Skin Specular attribute.


Layers

Number of subsurface layers to be used. If less than 6 layers unused parameters are ignored.


Softness

Amount of light diffusion and scatter in subsurface layers. Global parameter that affects diffusion radius of all the layers. You can connect a texture to this attribute, where the R channel controls the amount of blurring (0 = none) and the G channel controls the interpolation between non-SSS lighitng (0) and SSS lighting (1). Use the R and/or G channel to fix seams.


Color Scattering

How much of the surface color will be scattered with light. Subsurface scattering can scatter greyscale light only or fully colored surface (including textures etc.), this parameter defines ratio between those two.


Diffusion Radius L1-6

Light scatter radius for a particular layer, ie. how far a light can travel underneath the surface for this layer.


Color Weights L1-6

Light scattering can be very different for every color channel, eg. human skin scatters only red color in deeper layers. Color scattering can be controlled using these parameters.


SSS Map Size

Subsurface layers are rendered separately into SSS maps, increase the size of the maps if more detail is needed. Note that this parameter greatly affects memory usage.


Translucent Map Size

Resolution of a translucency map for this mesh. See Material Node section for the main SSS parameters description.


Stretch Map Size

Resolution of a stretch map for this mesh. Stretch map is used to balance texture coordinates mapping (large surface areas mapped to small texture areas and vice-versa). There is usually no need to change this but increasing the resolution might remove stretch related artifacts in some cases.


Texture Seam Bias

Texture seams are problematic for SSS in general. Adjusting this parameter can help reducing some texture seam artifacts, it tells how far from the seam SSS will be disabled.


Stretch Map Blur Radius

Stretch map (see Stretch Map Size) is blurred by default to smooth transitions between unequally mapped areas. Use this to help removing blocky artifacts.


Subsurface Scattering problems
Even if you use Raytraced shadows, SSS method is using rasterization. It's extremly fast, but can cause some problems. (Same method is for Maya fluids)

Boxy shadows - When you use RAYTRACED, on SSS object is used DEPTH internally, so you need switch to DEPTH shadows on light, change parameters to better quality and then you can switch back to RAYTRACE and use raytrace for whole scene.



SSS seams - Another issue with SSS can be caused by UV seam.

1) Create UV with less possible seams (hidden, if possible)

2) Create texture map for SSS strength and make 0 height on UV edges - seams.


Light emission


Color

Light emission color.


Emission

Light emission strength.



Velvet


Velvet Strenght

Intensity of velvet applied to surfaces with this material. If non-zero special velvet shader is activated. This effect adds "velvet' color to object silhouettes. Reacts to diffuse lights.


Velvet Bias

Bias normals so that velvet is applied further inside from the silhouettes.


Velvet Color

The velvet color.



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