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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