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Color Detail set to 0: no color is visible in the shadow.
Saturation
Saturation will allow the diffuse color texture to be used to define the density of the shadow
without affecting the color. This slider lets you blend between the full color and luminance only.
Transmittance and Shadows
The transmittance of an object’s material plays an important role in determining the appearance
of the shadow it casts. Normally, the transmittance behavior is defined in each object’s
Materials tab as explained above. However, selecting Force All Materials Non-Transmissive in
the Spotlight Inspector overrides this, causing the shadow map produced by the spotlight to
ignore transmittance entirely.
Illumination Models
Now that you understand the different components that make up a material or shader, we’ll look
at them more specifically. Illumination models are advanced materials for creating realistic
surfaces like plastic, wood, or metal. Each illumination model has advantages and
disadvantages, which make it appropriate for particular looks. An illumination model determines
how a surface reacts to light, so these nodes require at least one light source to affect the
appearance of the object. Four different illumination models can be found in the Nodes > 3D >
Material menu.
Illumination models left to right: Standard, Blinn, Phong, Cook-Torrance, and Ward.
Standard
The Standard material provides a default Blinn material with basic control over the diffuse,
specular, and transmittance components. It only accepts a single texture map for the diffuse
component with the alpha used for opacity. The Standard Material controls are found in the
Material tab of all nodes that load or create geometry. Connecting any node that outputs a
material to that node’s Material Input will override the Standard material, and the controls in the
Material tab will be hidden.
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