Shader settings
The Shaders Settings window allows to control the shader (and Iray mdl) parameters and the geometry displacement parameters.
A shader is a function that defines how an object should look when interacting with lighting and shadows in the viewports. In this application shaders are used to know how to read the Texture Set channels and render the 3D mesh in the viewports.
Undo stack and shader file
This section of the Shader Settings window controls the main parameters when manipulating shaders.
The Undo/Redo stack for the shader is independent from the main History to not create conflicts when painting.
If the shader file is marked as “Outdated”, it is recommended to update it when possible. See : Updating a Shader
Shader instance
A Shader Instance is a shader based on an original shader file but with customized parameters. A Shader Instance can be shared across Texture Sets, and a Texture Set can have a unique Shader Instance.
For example: a project can use a base shader, while one texture set uses a custom shader to support opacity.
To create and manage Shader Instances, see the Texture Set list window.
Shader parameters
Shader parameters are dependent of the shader file currently loaded.
Displacement and tesselation
Displacement and Tesselation are two functionalities that can be used to modify the shape of an object to add further details.
- Displacement: Push or offset the geometry based on an input channel.
- Tesselation: Subdivide the geometry to densify it. More density means that the spacing between polygons is shorter which gives finer details.
A filter named “Height To Normal” is available in the Shelf and can be used to get the final normal map (in case the native conversion is not strong enough).
Displacement
Below are the Displacement settings:
Select how the displacement scale is defined:
- Normalized: Displacement scale is relative to the bounding box size of the mesh.
- Scene: Displacement scale is relative to the units of the imported scene file.
- Physical size (cm): Displacement scale is measured in cm based on the physical size of the object.
Tesselation
Below are the Tesselation settings:
Determines how the amount of subdivision is computed. Available configurations are :
- Uniform (default)
- Edge Length