User Manual

Table Of Contents
avg(A,B): Returns the average value of both Operands.
Material ID
This slider sets the numeric identifier assigned to this material. This value is rendered into the
MatID auxiliary channel if the corresponding option is enabled in the renderer.
Common Controls
Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are
described in detail at the end of this chapter in “The Common Controls” section.
Cook Torrance [3CT]
The CookTorrance node
Cook Torrance Node Introduction
The Cook Torrance node is a basic illumination material that can be applied to geometry in the
3D scene. The diffuse calculation for this node is similar to that used in the basic material and
the Blinn node, but the specular highlights are evaluated using an optimized Fresnel/Beckmann
equation. This illumination model is primarily used for shading metal or other shiny and highly
reflective surfaces.
The Cook Torrance node outputs a 3D Material that can be connected to the material inputs on
any 3D geometry node.
Inputs
There are six inputs on the Cook Torrance node that accept 2D images or 3D materials. These
inputs control the overall color and image used for the 3D object as well as controlling the color
and texture used in the specular highlight. Each of these inputs multiplies the pixels in the
texture map by the equivalently named parameters in the node itself. This provides an effective
method for scaling parts of the material.
Diffuse Color Material: The orange Diffuse Color material input accepts a 2D image
or a 3D material to be used as overall color and texture of the object.
Specular Color Material: The green Specular Color material input accepts a 2D
image or a 3D material to be used as the color and texture of the specular highlight.
Specular Intensity Material: The magenta Specular Intensity material input accepts
a 2D image or a 3D material to alter the intensity of the specular highlight. When the
input is a 2D image, the Alpha channel is used to create the map, while the color
channels are discarded.
Specular Roughness Material: The white Specular Roughness material input
accepts a 2D image or a 3D material to be used as a map for modifying the
roughness of the specular highlight. The Alpha of the texture map is multiplied by
the value of the roughness control.
Specular Refractive Index Material: The white Specular Refractive Index material
input accepts a 2D image or a 3D material, using the RGB channels as the refraction
Chapter –82 3D Material Nodes 1774