Table Of Contents
Shader Nodes
All the Redshift shader nodes are exposed in the Katana Material and NetworkMaterial nodes. In both cases the material is attached to any object using the MaterialAssign node. In the simplest case the material is assigned to a single object. A more common case would be to assign the material to multiple locations either all grouped together or distributed through the scene and identified through a defined commonality.
Simple materials can be created using the Material node. The plugin adds several shader terminals that can be used to configure all the Redshift shading system.
The available shader terminals are:
- surface
- displacement
- bump
- environment
- volume
- shadow
- photon
- light_shader
Once selected, each terminal can be linked to any of the Redshift nodes compatible with it. For example, the surface terminal will list all the available Redshift material nodes, that can be linked to it.
Finally, once the shader node has been selected, all the shader features are available as conventional Katana GUI parameters.
Shader Networks
The Material node is fine to build simple materials, but more complex materials can be built with a collection of RedshiftShaderNodes which are linked into a NetworkMaterial node. To create a shader network material and assign it you must create one or more RedshiftShadingNode nodes, one NetworkMaterial node, and one MaterialAssign node. In the NetworkMaterial you can choose the terminal type that you want to configure.
Once selected, it creates an input port on top of the node that you will be able to connect a shader network to later.
Now you can add one or more RedshiftShadingNodes to build the shaders network. Inside the RedshiftShadingNode, a complete list with all the Redshift shader nodes is available. You can find one starting typing it’s name.
The RedshiftShadingNode output can be linked to the NetworkMaterial desired input. Additional RedshiftShadingNodes can be added to build any kind of Redshift shader network, linking the node outputs to the compatible node inputs.