Table of Contents

This page provides information on the Mirror Node in V-Ray for Blender.

 

Overview


The V-Ray BRDFMirror node creates a mirror material.

BRDFMirror is a legacy material. Use the V-Ray Material instead.  

 

UI Path


 

||Node Editor|| > Add > BRDF > Mirror

Node


Color Tex – Specifies the color of the surface.

Transparency Tex – Specifies the transparency of the surface.

Reflect Exit Color If a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.

 

 


Parameters


Cutoff This is a threshold below which reflections/refractions will not be traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Trace Reflections If this is disabled, reflections will not be traced, even if the reflection color is greater than black. You can turn this off to produce only highlights. Note that when it is disabled, the diffuse color will not be dimmed by the reflection color.

Trace Depth – Represents the maximum number of bounces that will be computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, so long as they don't exceed the value specified here.

Dim Distance – Enable to specify the distance after which the reflection rays will not be traced.  

Distance – Specifies the distance after which the reflection rays will not be traced.

Falloff  A fall off radius for the dim distance. 

Reflect Exit Color – If a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.

Affect Alpha – Allows the user to specify which channels will be affected by the reflection of the material.

Color only – The reflection will affect only the RGB channel of the final render.
Color+alpha – The material will transmit the alpha of the reflected objects instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the reflections of the material.

Back Side – When disabled, V-Ray calculates the reflections only for the front side of the objects. When enabled, V-Ray calculates the reflections for the back sides of the objects too.