The Base surface controls the basic diffuse color of the material and control over specular highlights from CGI light sources.
| • | Diffuse – The color of light diffusely reflected from the surface layer. |
| • | Specular – The color of light directly reflected from CGI light sources only. |
| • | Omega –Roughness Height. The greater the roughness height (omega) relative to the width (tau), the “rougher” the surface will appear. Omega is used together with Tau to control the roughness of the base surface and therefore the “glossiness” or spread of the specular reflections of CGI light sources. |
| • | Tau X/Y –Roughness Width in the X and Y direction (If tau X is different to tau Y then the highlight shape will be anisotropic). |
| • | Index of Refraction – The Index of Refraction of the surface layer. This is used to control the Fresnel falloff of the specular reflection. With values greater than one, specular reflections are stronger when the surface is at a glancing angle to the viewer and weaker when the surface faces the viewer directly. |
| • | Anisotropic Rotation – Determines the orientation of the X & Y roughness in relation to the tangent of a surface as determined by the UVs of the mesh. |
| • | Normal/Bump Map – Assigning a texture to this property will create a bump map for the base surface. |

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