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1324 Chapter 16: Material Editor, Materials, and Maps
shiny, regular surfaces. This shader interpolates
intensities across a face based on the averaged face
normals of adjacent faces. It ca lculates the normal
for every pixel of the face.
Phong-shaded highlights a re typically less regular than
Blinn highlights.
Phong shading can accurately render bump,
opacity, shininess, specular, and reflect ion maps.
The Blinn and Phong shaders have the same
basic
parameters (p age 2–1311)
.
See also
Shader Basic Parameters Rollout (page 2–1310)
Basic Parameters Rollout (Standard Material)
(page 2–1311)
Blinn, Oren-Nayar-Blinn, and Phong Highlights
(page 2–1334)
Strauss Shader
Material Editor > Standard material > Shader Basic
Parameters rollout > Strauss shader > Strauss Basic
Parameters rollout
The Strauss shader is for modeling metallic
surfaces. It uses a simpler model and has a simpler
interf ace than the
Metal shader (page 2–1322)
.
Sample of Strauss shading
Note: The Strauss shader’s Basic Parameters rollout
differs a great deal from the Basic Parame ters
rollouts for other shaders, and is described in this
topic.
See also
Shader Basic Parameters Rollout (page 2–1310)
Procedures
To change the color of a Str auss materi al:
1.
Click t he Color swatch.
The
Color Selector (page 1–157)
is displayed.
Right-clicking the color swatch a ls o displays
the Color Selector.
2. In the Color Selector, change the values of the
color.
As you change color values, the color also
changes in the sample in the sample slot.
To reduce a material’s opacity :
Change Opacity to a value less than 100%.
The material becomes more transparent. An
object that is f ully transparent (0% Opacity) is
nearly invisible except for the light it reflects
(the specular hig hlights).