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Microfacets or tiny bits of roughness can scatter light in a way that has a blurry result. The less rough, the mirror-like and smooth/slick the material may look. High values will simply look diffuse.
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0.0 | 0.2 | 0.4 | 0.6 | 0.8 | 1.0 |
Normal/Bump
Here is where you supply a signal, either a texture or procedural pattern, to create a bump to the surface to "fake" surface details like small bumps or scratches. This means an artist doesn't have to model these tedious and often repetitious parts of a model.
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How strong the tail effect should be in a linear fashion.
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Tail Mix examples : 0.0 / 0.2 / 0.4 / 0.6 / 0.8 / 1.0
0.0 | 0.2 | 0.4 | 0.6 | 0.8 | 1.0 |
Length
Defines the roughness of the tail, full roughness at 1.0 will stretch the furthest with 0.0 being no roughness or no length.
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