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All rights reserved. Publishers of technology books, eBooks, and videos for creative people. Maya 4. TIP If you notice that the highlights of a surface with a phong shader applied are exhibiting flickering in your animation, or you see a "ropy" appearance from line to line, switch to a Blinn material type, which has smoother highlights.
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Layered shaders render more slowly than other materials, so consider using Layered textures instead to achieve similar results. The Layered Shader node has an attribute called compositing flag that causes the shader type to layer materials or layer textures. You can use this to layer textures with the Layered Shader node. However, using the Layered Texture node is recommended because you can set many more options. The texture that defines the normal map for this material, in tangent space.
Toggles whether the material uses the MetallicMap property or the Metallic property to specify the metallic value of its surface. Enable this checkbox to use the MetallicMap property, disable this checkbox to use the Metallic property.
Determines how metal-like the surface is. The texture that defines the metallic value of the surface. Note that HDRP only uses the red channel of this texture to determine the metallic value of the material's surface. Toggles whether the material uses the RoughnessMap property or the Roughness property to set the roughness of its surface. Enable this checkbox to use the RoughnessMap property, disable this checkbox to use the Roughness property.
The roughness of the surface. The texture that defines the roughness value of the surface. Note that only the Red channel is taken into account.
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