The Metal shader helps to create a truly realistic metal by modelling a metallic object's reflective properties, including color filtering of the reflected rays, and blurring of the reflected images.


In the Material dialogue box, select Metal as the material shader.

Edit Metal's parameters.


Reflectivity Tint

Tinting is the coloration that metal gives light as it reflects from its surface. It is a significantly different coloring technique than the diffuse coloring of SoftImage: colors are filtered instead of mixed so that blacks stay black, and saturated colors remain saturated (although possibly filtered to a new hue).

Solid Color specifies that the entire object should be tinted with the same color, which is set with the color sliders below.

From Specular specifies that the objects specular color (taken either from its material or from a texture map) should be used as the tint color.

Reflectivity Blurring

Blurring can be used to blur the reflections seen on the surface of the metal. The blurring is achieved by shooting multiple rays into a scene, each in a slightly different direction, and then mixing the results. The number of the extra rays determines the quality of the blur: more rays give a better blur but also take longer.

Samples controls how many extra rays are used. Generally, a larger value will improve the quality of the blur but will also take longer to render.

Spread controls the spread of the extra rays. A wider angle of spread gives a more blurred image, and narrower angle of spread gives a sharper images. A larger setting for the spread value will require a higher Samples setting to maintain quality.