FurryBall universal shader, designed for raytraced rendering of realistic materials.
Diffuse color.
Diffuse weight.
Intensity multiplier for direct diffuse light. (Diffuse from light)
Intensity multiplier for received indirect diffuse ray
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 color of material.
Bump2d node connection.
Specular Color
Weight of specular / reflection.
Specular / reflection roughness. Value of 0 will create sharp specular/reflection, Value of 1 totally blurred.
Enables anisotropy specular.
Amount of specular anisotropy.
Rotation of anisotropy specular.
Turns on/off fresnel effect. Decays specular/reflection based on viewing angle.
Coefficient for fresnel effect.
Intensity multiplier for direct specular light. (Specular from light)
Intensity multiplier for indirect specular light (Specular from the scene)
In the modern Pathtracing there is much more used Specular reflections instead of "classical"old Reflection.
Reflection color
Weight of reflection.
Reflection roughness. Value of 0 will create sharp reflection, Value of 1 totally blurred.
Refraction Color.
Transparency weight.
Ray refraction index. Example values: 1 - air, 1.33 - water, 1.3 - ice, 1.5 - glass, 2.42 - diamond.
Represents blurriness of refraction.
Simulates thickness of surface. If leaved at 0, mesh will render as fully-filled.
Simulates caustics for shadow rays.
When enabled, Specular Fresnel is calculated from refraction index, leaving reflectance at normal attribute unused.
Exit color is used when refraction ray depth is exceeded. You can specify some color or you can use environment background.
If selected, environment map is used.
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
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).
Transparent objects are solid in alpha in default. You can received partly non-solid alpha here.
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 can be used for cutting geometry controlled by texture.
Color or texture for alpha mask.
Threshold for alpha mask. Sampled point with alpha attribute lower then this threshold don't be displayed.
Subsurface scattering color.
Subsurface scattering weight.
Subsurface scattering radius. This parameter is in scene units and its effect depend on object size.
Subsurface scattering roughness. With roughness 0, rays are traced to light sources, with roughness 1 rays are traced into whole sphere.
Use surface color (texture) from the object, otherwise use only light intensity. Blend texture from the surface into object.
Radius for diffuse lighting blur.
Turn on Translucency on flat objects.
Light emission color.
Light emission 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.
Bias normals so that velvet is applied further inside from the silhouettes.
The velvet color.
Enable matte rendering in Beauty pass (with selected color)
Color for Matte pass
Opacity for Beauty pass only (Affected alpha pass ONLY)