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For unpolished surfaces, like chalk or matte paint, use a Lambert shader.
For glass and glossy plastic surfaces, or car and bathroom mouldings,
use a PhongE shader.
For microgrooved surfaces like CDs, brushed metal, or hair, use an
Anisotropic shader.
In the table below, important attribute have their names indicated
in bold in the description column.
This node is MP safe
Node name | Parents | Classification | MFn type | Compatible function sets |
---|---|---|---|---|
blinn | reflect | shader/surface | kBlinn | kBase kNamedObject kDependencyNode kLambert kReflect kBlinn |
lambert, reflect, phongE, phong, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
eccentricity, miReflectionBlur, miReflectionRays, miReflectivity, miShinyness, miSpecularColor, miSpecularColorB, miSpecularColorG, miSpecularColorR, reflectionRolloff, specularRollOff
Long name (short name) | Type | Default | Flags | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
eccentricity
(ec )
| float | 0.3 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
specularRollOff
(sro )
| float | 0.7 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
reflectionRolloff
(rro )
| bool | true | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
miReflectionBlur
(mircb )
| float | 0 | ![]() ![]() ![]() ![]() | ||||||||||||||
miReflectionRays
(mircr )
| short | 1 | ![]() ![]() ![]() ![]() | ||||||||||||||
miShinyness
(mis )
| float | 10 | ![]() ![]() ![]() ![]() | ||||||||||||||
miSpecularColor
(misc )
| float3 | ![]() ![]() ![]() ![]() | |||||||||||||||
| |||||||||||||||||
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miReflectivity
(mirf )
| float | 0.5 | ![]() ![]() ![]() ![]() | ||||||||||||||