The Gooch Shader plug-in is used to calculate the lighting of the surface. Accordingly, a warm color is shown in lit areas while a cold color is used in unlit areas. A highlight is further added. Besides, a color texture may be used to add more details. This shader is particularly useful when no surrounding reflection is required.
Note: This plug-in is located in: Plugins -> Shader -> RTTAdvancedMaterials
Gooch Shader Properties
Cold Color: Assigns the color used for unlit surfaces.
Warm Color: Assigns the color used for lit surfaces.
Back Splash: Controls a factor to increase the perception of curvature on grazing angles. The resulting color is weighted according to the back splash factor.
Texture Alpha: Defines to which amount the diffuse color texture is blended into the resulting color.
Highlight Alpha: Defines to which extent the calculated highlight is blended into the resulting color.
Color Map 2: Offers the possibility to assign a second diffuse color texture that is blended with the first color texture (according to the chosen technique).
Technique: Shows a list of available techniques.
GoochShading: Is a technique to use Gooch shading.
GoochShading_Texture: Is a technique to mix a diffuse texture color into the material color.
GoochShading_MultiTexture_Add: Is a technique to additively blend Color Map 2 with the texture.
GoochShading_MultiTexture_Blend: Is a technique to blend Color Map 2 with the texture according to their alpha values.
GoochShading_MultiTexture_Subtract: Is a technique to subtractively blend Color Map 2 with the texture.
GoochShading_MultiTexture_Modulate: Is a technique to blend Color Map 2 by multiplying it by the texture.
Gooch Shader Best Practices
Apart from the parameters in the plug-in container, it is necessary to assign a material. Do not forget to adjust material parameters, such as ambient, diffuse, specular color and shininess. When applying a texture technique it is compulsory to assign an texture as a color/basic texture. In case of multi texturing an additional, second texture must be assigned in the corresponding Shader rollout.