mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
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110 5 General Utility <strong>Shader</strong>sKeep in mind that other objects will still reflect in the traditional manner with multiplesamples, <strong>and</strong> this feature only applies to environment lookups. Therefore it can be veryadvantageous to use refl falloff dist to limit “actual” reflections to nearby objects only, <strong>and</strong>let the environment take over for distant objects 3 :No refl falloff distrefl falloff dist usedIn the right image the legs of the horse only reflect very near to the floor, <strong>and</strong> conversely thehorse only reflects the very nearest parts of the floor - the rest is environment reflections. Thisyields a faster result than actually tracing those reflections, <strong>and</strong> cuts down on the noise in theimage.5.3 Light Surface5.3.1 <strong>Shader</strong> Functionality <strong>and</strong> ParametersThe mia light surface shader is primarily intended to help creating physically plausible rendersof the “visible” portion of a light source - the actual tube in a fluorescent tube, the actualbulb in a light bulb, etc. while still using a traditional CG “light” to create the illuminationof the scene (see the use cases described below).3 This is particularly true in a visual effects context.