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:DOCUMENTATION:
Lafortune shader is created just like any other Maya shader. Simply go in to the hypershader and find the Lafortune shader and click. Then apply to an object as you normaly would. :NOTE: The shader is mainly calculating the specular components of real world objects. With little to no contribution to the diffuse component. So the shader is just another tool to an end. |
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| Click the Lafortune shader icon to make one. | ||||||||||
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:ATTRIBUTE INFORMATION:
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:COLOR:
The surface color of the object. :TRANSPARENCY: Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent. :AMBIENT COLOR: Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material. :INCANDESCENCE: makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss. :BUMP MAPPING: Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected. :DIFFUSE: controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest. :SPEC OUTPUT: These are the real world measured specular data sets for the shader. :SPECULAR ROLL OFF: Controls the ability of a surface to reflect its surroundings :SPECULAR COLOR: Controls the color of the specular highlight. |
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