Shaders List (CineRender Surfaces)
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Use the Type pop-up to choose among several standard patterns.
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Most of the gradients can be rotated using the Angle value.
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Turbulence: This setting distorts the transition between colors. Setting the Turbulence value to greater than 0% will activate the Octaves, Scale and Frequency options below i
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The Frequency value can be used when animating the gradient surface. The value entered here defines the speed with which the turbulence will be modified.
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Modifying the Seed value will result in the turbulence being recalculated. This lets multiple Gradient shaders be used in a single surface without generating identical results.
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Normally a gradient is limited to the area of a texture tile, i.e. the area displayed in the preview image. If the surface with the gradient should be used on an object multiple times, the Cycle option should be enabled. This will cause the surface to continue around the object.
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The coordinate system used is defined by the Space setting
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Cycle: Sometimes the needed texture map can become much larger than the original texture. Enable Cycle to tile the shader.
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For spherical or cylindrical gradients, the Radius value is used to define the volume. The Start and End values define the position and orientation of the 3D gradient.
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Use Bump: To make the shader affect not only geometry but the shadows on the surface as well, enable the Use Bump option. Bump refers to all surface characteristics that affect the Normals and thereby the object surface, i.e. the Bump and Normal channels.
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Enable the Physical option to access additional options (IOR- Index of Refraction, Presets, and Invert) for fine-tuning the fresnel shader:
Below are examples of some Noise types available in the Noise Shader. Their respective effects are shown using Sub-Polygon Displacement (see Sub-Polygon Displacement, in the Displacement channel).
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Input: Use the Input pop-up to select which of the texture’s characteristics should be used when calculating the gradient. The Gradient will then be applied from left to right in accordance with the texture’s input intensity.
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Cycle: If Cycle is enable, then a texture that contains Brightness or Intensity values greater than 100% will be re-calculated to a range of between 0% and 100%.
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The gradient curve is applied to the linear grayscale at the left. The result is shown on the right.
This can also be done for individual color channels using the separate red, green and blue gradient curves. This makes it possible to color dark or bright regions only: