User Manual

Table Of Contents
Inputs
There are six inputs on the Ward 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 Material: The orange Diffuse material input accepts a 2D image or a 3D
material to be used as a main 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 a highlight color and texture of the object.
Specular Intensity Material: The magenta Specular Intensity material input accepts
a 2D image or a 3D material to be used as an intensity map for the material’s
highlights. When the input is a 2D image, the Alpha channel is used to create the
map, while the color channels are discarded.
Spread U Material: The white Spread U material input accepts a 2D image or a 3D
material. The value of the Spread U option in the node’s controls is multiplied against
the pixel values in the material’s Alpha channel.
Spread V Material: The white Spread V material input accepts a 2D image or a 3D
material. The value of the Spread V option in the node’s controls is multiplied against
the pixel values in the material’s Alpha channel.
Bump Map Material: The white Bump Map material input accepts only a 3D material.
Typically, you connect the texture into a Bump Map node, and then connect the
Bump Map node to this input. This input uses the RGB information as texture-space
normals.
When nodes have as many inputs and some using the same color as this one does, it is often
difficult to make connections with any precision. Hold down the Option or Alt key while
dragging the output from another node over the node tile, and keep holding Option or Alt when
releasing the left mouse button. A small drop-down menu listing all the inputs provided by the
node appears. Click on the desired input to complete the connection.
Basic Node Setup
The Ward node is used to make a shiny glass surface and replace the 3D text material in the
example below. A diffuse color material comes from Reflect node, and the specular color is
altered by a gradient color Fast Noise node.
A Ward node used with a diffuse connection and specular color connection
Chapter –82 3D Material Nodes 1789