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Color Controls 1485
both sides of the material receive diff u se li g ht,
though only one side is visible in renderings and
shaded viewports unless you turn on 2-Sided (in
the Shader Bas ic Parameters rollout).
If you use radiosity (page 3–51),itwillprocesslight
transmitted by translucency. The accuracy of this
depends on the mesh: the more subdivided the
faces are, the more accurate the solution will be (at
a cost of processing time).
Forspecularhighlights,youhaveachoice:to
model materials like translucent plastic, you can
choose to have hig h lig hts on both sides; to model
materials like frosted glass, wh ich is reflective on
onesideonly,youcanchoosetohavehighlightson
only one side. This is controlled by the Backside
Specular toggle in the t ranslucent hig hlight
controls.
Tip: To simulate frosted g lass, a fine-grained bump
map can also help.
The t ranslucent effect appears only in renderings.
It does not appear in shaded view p orts.
Note: The translucent shader does not simulate the
scattering of light within the object. Because of
this,itisbetteratsimulatingthinobjectssuchas
glass or paper, than at thick objects. For th icker
objects, the light passing through might saturate
excessively. To avoid this, try reducing the HSV
Va lue o f t h e m ater i a ls Tr a n s lucent C o l o r.
Translucent materials also capture shadows cast on
the backfaces of the m aterial. However, because
the translucent shader do esn’t scatter light,
for thicker objects the effect is not an accurate
sim ulation of real-world translucency.
Wa rning: Do not use shadow maps with the translucent
shader. Shadow maps result in artifacts at the edge of
translucent objects.
See also
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standar d Material) (page
2–1470)
Translucency Setting (page 2–1491)
Translucent Highlights (page 2–1496)
Basic Parameters for
Standard Materials
Color Contr ols
Material Editor > Standard m aterial > Anisotropic, Blinn,
Metal, Multi-Layer, Oren-Nayar-Blinn, or Pho ng Basic
Parameters rollout > First g ro up in the rollout (unlabeled)
Color controls set the colors for different color
components. You can set the color by clicking the
color swatch to display the ColorSelector(page
1–161).
Note: The Metal shader does not have a Specular
component, because it generates the specular color
automatically. The Multi-Layer shader can have
two different Specular color components, so for
this material the Specular color swatches are found
in the Specular Highlights group. The Strauss
shader has only a single color component, which
corresponds to Diffuse.