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1482 Chapter 16: Material Editor, Materials, and Maps
0, there is no difference at all. The highlig ht i s
circular, as in Blinn or Phong shading. When
anisotropy is 100, the difference is at its maximum.
In one direction the highlight is very sharp; in the
other direction it is controlled s olely by Glossiness.
See also
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standard Material) (page
2–1470)
Multi-Layer Highlights (page 2–1495)
Or en-Nay a r -B li nn S ha der
Material Editor > Standard material > Shader Basic
Parameters rollout > Blin n shader > Oren-Nayar-Blinn
shader > Oren-Nayar-Blinn Basic Parameters rollout
The Oren-Nayar-Blinn shader is a variant of the
Blinn shader (page 2–1480).Itcontainsadditional
"advanced diffuse" controls, Diffuse Level and
Roughness,thatyoucanusetogivethemateriala
matte effect. This shader is good for matte surfaces
suchasfabric,terra-cotta,andsoon.
Oren-Nayar-Blinn shading typically has a matte appearance.
See also
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standar d Material) (page
2–1470)
Blinn, Oren-Nayar-Blinn, and Phong Highlights
(page 2–1493)
Phong Shader
Material Editor > Sta ndard material > Shader Basic
Parameters rollout > Phong shader > Phong Basic
Parameters rollout
Phong shading smoothes the edges between
facesandrendershighlightsrealisticallyfor
shiny, regular surfaces. This shader interpolates
intensities across a face based on the averaged face
normals of adjacent faces. It calculates the normal
for every pixel of the face.
Phong-shaded highlights are typically less regular than Blinn
highlights.
Phong shading can accurately render bump,
opacit y, shininess, specular, and reflection maps.
The Blinn and Phong shaders have the same basic
parameters (page 2–1470).
See also
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standar d Material) (page
2–1470)