Anastropic
This is a very useful shader for a variety of real-world objects, such as
hair, glass, or brushed metal. If the specular highlight on an object
should come together in a narrow beam, instead of the broad circle that
the Blinn/Phong shaders generate, then the Anisotropic shader is what
you need.Blinn shader is the default shader. It renders simple circular highlights and smoothes adjacent faces. The Blinn shader includes color swatches for setting Ambient, Diffuse, Specular, and Self-Illumination colors.
Metal
This
was in use until the Anastropic shader was introduced, it is more
simple in the way it works, there is a dimple in the specular graph,
which means that the shader is useful for dull metal materials such as
brushed stainless steel.
Muli-layer
This
is very good for metalic objects, particularly cars, as it has two
layers of specularity. You can also change the colours of the specular
layer to add subtle tones.
Orin-Nayer-Blinn
This
is much softer in tone than Blinn and produces a very soft feel to the
material. It is ideal for organic materials such as skin, velvet, as it
slightly absorbs light.
Phong
This is one of the original shaders and is not really used anymore. Gives a plastic feel to a material.
Strauss
This shader is best used for more advanced modeling of metallic
surfaces. Its specular highlights can be modified, but it doesn’t quite
look like the Metal shader.
Translucent
This
is a fun shader - and can be used to produce psychodelic influences on
the material, glowing effects etc. It offers translucency, and opacity
plus filter colour.

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