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Diffuse Fresnel Shader

  1. On the first line the name of the selected Material is displayed, then underneath is the name of the Shader and sometimes the name of the selected texture if there is one attached.
  2. To edit the name of a material double click on it. Avoid renaming it if you intend to use the command "Use a Reference File..." as the renamed materials will be then ignored.
  3. The Preview of the Shader.

NB: The arrows for a material can be used to navigate between related Shader and Textures editors.

  1. Reflection
  2. This is the color of the Reflection To change it, click on the rectangle. The system color pickers is opened. The darker the color, the less reflective the Shader will be.

    Limit: Entering a Limit value defines the maximum distance of the reflection. The value 0 means that the environment is reflected to the infinite.

  3. Shininess
  4. Using the cursor gives a rather plastic appearance to the left and a more metallic appearance to the right. Values range from 0 to 1,000.

  5. Fresnel Transition
  6. Determines the transition between the Reflection color and the Transparent color. The transition is a function of the target angle, relative to the surface. e.g. The Reflection color remains visible even if the material is shiny.

  7. Transparency
  8. This is the color of the Transparency. To change it, click on the rectangle. The system color picker is opened. The darker the color, the less transparent the Shader will be.

  9. Refraction
  10. Distorts the appearance of an element placed behind a material to a greater or lesser extent. Enter a numeric value or choose the desired type in the contextual menu.

  11. Creating a Shader
  12. Create a new Shader from an existing Shader:

 

Artlantis User Guide:Diffuse Fresnel Shader

 

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