TG Iridescence Ramp Gradient |
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PARAMETERS |
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Standard Specular Settings Shininess, Roughness, Specular Tint All these work in the conventional way, just as in other shaders from TMG CG Art. One thing to note is that Shininess can be given particulary high values - since layered shaders are controlled using straight transparency, rather than an additive approach, the dark areas from this shader (where there is no highlight) would darken the other material(s) in the layers. If you use a high Shininess setting, and a very high transparency for the layer using this shader (or a low transparency for the layers not using this shader, depending on the order of your layers), the dark areas are all but invisible, while the specular highlight colours still show through. The other thing to note is that specular tint makes the highlight take its colour from the surface colour, rather than from the highlight colour - that is, increasing this will make the highlights more metallic, but will reduce the iridescent effect, removing the strength of the colours from the Gradient, until at a Specular Tint of 1, there will be no colour from the Gradient used in the highlight. |
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Surface Refraction Range : -100 to 100, for each of the red, green and blue The Fresnel settings for specular highlights adjust how colours are bent and absorbed by the surface. Note that the generally useful range for these settings are from 0 to 1. The parameters affect the red, green and blue colours in the light respectively, and this setting adjusts how those colours are “bent” dependent on angle of view. |
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Surface Absorbtion Range : -100 to 100, for each of the red, green and blue The Fresnel settings for specular highlights adjust how colours are bent and absorbed by the surface. Note that the generally useful range for these settings are from 0 to 1. The parameters affect the red, green and blue colours in the light respectively, and this setting adjusts how those colours are absorbed by the surface (higher values will remove that colour from the resulting specular highlight). Note that this setting only has an effect if the Surface Refraction is other than 0. Using the Fresnel settings lets you adjust the effects possible from the same Gradient image. |
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Use True Angle Range : Unchecked / Checked When unchecked, the shader works with the Cosine of the angle between the two vectors, so introduces a non-linear sweep to the values (so what you see in the Ramp isn’t exactly what you get in the render). When checked, the shader does the extra bit of processing (so may be a little slower) in order to work back to the linear sweep of the angle between the two vectors, so moves through the Ramp values in a linear fashion. |
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Angle Ramp Range : Image Used to control the transition points between the colours dependent on angle of view. Black in the Ramp reads from the leftmost edge of the Gradient, while white reads from the rightmost edge of the Gradient. The left edge of the Ramp is read for surfaces pointing almost at right angles to the direction of view (eg, the edge of a sphere), while the right edge of the Ramp is read for surfaces pointing straight back at the direction of view (eg, the “inner” surfaces of a sphere). |
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Angle Gradient Range : Image Used to control the colours dependent on angle of view. The leftmost edge of the Gradient is read when black is read from the Ramp, while the rightmost edge of the Gradient is read when white is read from the Ramp. |
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TG Iridescence Ramp Gradient Parameters |
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