Types of Shader
The Lambert Shader Type
The Phong Shader Type
The Blinn Shader Type
The Phong E Shader Type
The Antisotropic Shader Type
The Layered Shader Type
The Ramp Shader Type
The Lambert Shader Type (Eg. Sheet of Paper)
Used for a dull or matte surface
The Phong Shader Type (Eg. Glass, Plastic, Metal)
Used for Glossy objects which have reflected light with an as short hot spot.
The Blinn Shader Type
Used for a highly accurate specular lighting model with increased control over the specular’s appearance. It is used on shiny/reflects light surface & metallic surface. It reflects the hot spotlight is more gradually than a Phong.
The Phong E Shader Type
It has more control in the specular highlight, more color gradually & sharper than a Blinn. It has more options for metallic reflection for Glossiness of the surface.
The Antisotropic Shader Type (Eg. CD)
Used for the deformed surface in foil wrapper/warped plastic. It differs according to the direction. By contrast with Blinn and Phong types.
The Layered Shader Type
The stacking of creating complex shading effects useful for creating objects composed of multiple materials. It controls compound & complex shaders, transparency maps, perfect for putting labels on objects or adding dirt to the aged surface.
The Ramp Shader Type
It has a gradient attached to any attribute of shader as a texture node.
Used for graduating color scales, transparency effects, increasing glow effects. Etc.
Comments
Post a Comment