Furryball Material

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




Diffuse

Color

Diffuse color.


Diffuse

Diffuse weight.


Intensity multipliers

Direct Intensity

Intensity multiplier for direct diffuse light. (Diffuse from light)


Indirect Intensity

Intensity multiplier for received indirect diffuse ray


Roughness

Roughness of Oren-Nayar diffuse model. 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.


Bump Mapping

Bump Mapping

Bump2d node connection.


Specular

Color

Specular Color


Specular

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. (Specular from light)


Indirect Intensity

Intensity multiplier for indirect specular light (Specular from the scene)


Reflection

In the modern Pathtracing there is much more used Specular reflections instead of "classical"old Reflection.


Color

Reflection color


Reflectivity

Weight of reflection.


Roughness

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


Transparency

Color

Refraction Color.


Transparency

Transparency weight.


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).


Solid Alpha

Transparent objects are solid in alpha in default. You can received partly non-solid alpha here.


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.


Alpha mask

Alpha mask can be used for cutting geometry controlled by texture.

Alpha

Color or texture for alpha mask.

Threshold

Threshold for alpha mask. Sampled point with alpha attribute lower then this threshold don't be displayed.




Sub-Surface Scattering

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

Use surface color (texture) from the object, otherwise use only light intensity. Blend texture from the surface into object.


Diffuse Radius

Radius for diffuse lighting blur.


As Translucence

Turn on Translucency on flat objects.




Emission


Color

Light emission color.


Emission

Light emission strength.



Velvet

Velvet Strength

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.


Matte

Enable

Enable matte rendering in Beauty pass (with selected color)


Color

Color for Matte pass



Opacity

Opacity for Beauty pass only (Affected alpha pass ONLY)