Shader Properties
The shader properties available during editing are presented in alphabetical order.
Color Shader Properties
 
Select the colors for complex brick shaders with a non-uniform brick color; each brick is textured by assigning it a variation of those colors. The Alt Brick Color pattern alternates with the Brick Color pattern to form variety in the rows
Specifies the number of divisions of color to display between the Min Cutoff Color and the Max. Cutoff Color for the Geometric Curvature shader, or the total number of bands around the cylinder for the Surface Evaluation Shader
Select the colors for complex brick shaders with a non-uniform brick color; each brick has a base color randomly assigned based on the selections, and are textured by assigning them a variation of that color
Select the colors for complex brick shaders with a non-uniform brick color; each brick is textured by assigning it a variation of those colors. The Brick Color pattern alternates with the Alt Brick Color pattern to form variety in the rows.
Select the colors for the minerals of granite, numbered in order of decreasing average grain size. Color 4 represents the smallest sized grains, which are usually quartz; assign a darker color. Two of the colors can be set to the same value to represent granite with fewer distinct mineral colors.
The color of each tile is selected randomly from the range specified by the tile color parameters; for uniform tile color, select the same color for both parameters
Enter a color variation value to control how color variation will be distributed across roof tiles or paving slabs; values below one create a speckled effect, while values larger than one create patches of different colors (within the specific color range)
Determines the ratio of the area covered by the bands to the area displaying the base color; a value of zero displays only the base color, while a value of one displays only the band color
Specify the visibility of grain cracks at the borders between fragments; higher values result in more visible cracks (Range: 0.0 – 1.0)
Enter the grain size in relation to the ring size; this applies to random grain flecks, as well as ring fuzz grain (Range: 0.1 – 2.0)
Controls the cylinder length by specifying the minimal value of the normal component along the cylinder axis in order for banding to be applied
Enter the overall scaling factor for the wood pattern, determined by the radius difference of two adjacent rings (0.01 indicates that there are 100 rings per scaled unit length)
Drag the slider to the right to increase the amount of blurring at the interior and exterior boundaries of the ring color and wood color
Enter the width of the tree rings relative to the tree’s trunk (0 indicates no rings, while 1 indicates that the ring color is to be used for the entire trunk)

RenderWorks Shader Definitions : Shader Properties

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