![]() ![]() A surface shader ultimately determines the RGB value for every pixel in the scene. It calculates how a surface reacts to light, how or whether it reflects, or refracts etc. The simplest way to describe a surface shader is to say that it is a program that is run, by the “Render Engine”, for every visible/sampled point on a surface in order to describe what the final color and opacity of that surface should be. The reason being that you can't really see a surface shader in your scene, you can only see the results of one. The last foundational concept we need to cover before getting into the meat of this chapter is that of a “Surface Shader.” The concept of a surface shader is a little more abstract than that of a surface, or an image map. ![]()
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