Diffuse – Specifies the diffuse color of the material. Note the actual diffuse color of the surface also depends on the the Reflect and Refract colors. A texture can be applied to the Maps rollout. See the Energy preservation parameter below.
Roughness – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the moon). A texture can be applied to the Maps rollout. For more information, see the Roughness Parameter below. This parameter is not available when the renderer is set to GPU.
Preset – A drop-down menu with preset values for commonly used materials. See the VRayMtl Presets page for more information.
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Presets use settings that work well (in terms of speed and realism) as a starting point or for general-use cases. However, when a custom scene requires it, further editing the material parameters values works best. For example, Glass and Glass (Tinted) use glossiness values that speed up rendering, but rendering a close-up view of a realistic glass object may require further adjustments. For an in-depth approach, refer to theHow-To tutorials.
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Non-realistic material presets, such as Chocolate, Plastic, Ceramic, and Rubber are ‘quick’ compared to their realistic (SSS-enabled) counterparts. They can recreate generic plastic for the plastic backs of computer monitors or laptops in a meeting room, or for the car tires in a scene where the cars are somewhere in the distance, etc.
Bumpmap – Controls the Bump texture used for the material.
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5%
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35%
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exampleRoughness
exampleRoughness
...
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border
true
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25%
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50%
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minLabel
0.0
maxLabel
1.0
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borderStyle
none
Roughness = 0.0
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none
Roughness = 0.1
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none
Roughness = 0.2
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none
Roughness = 0.3
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none
Roughness = 0.4
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none
Roughness = 0.5
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borderStyle
none
Roughness = 0.6
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borderStyle
none
Roughness = 0.7
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borderStyle
none
Roughness = 0.8
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borderStyle
none
Roughness = 0.9
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borderStyle
none
Roughness = 1.0
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25%
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65%
Reflect – Specifies the amount of reflection and the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation mode option. This parameter can be mapped with a texture in the Maps rollout. For more information, see the Reflection Color example below.
Glossiness – Reflection glossiness. Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. For more information, see the Reflection Glossiness example below. If BRDF is set to Use roughness, this option becomes Reflection roughness. For more information, see the V-Ray Roughness page.
Fresnel reflections – When enabled, the reflection strength becomes dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Fresnel reflections calculation also interpolates glossy reflections and refractions on a 'microfacet' level to ensure more natural effect with less brightening of the grazing edges as the glossiness is decreased. Note that the Fresnel effect depends on the index of refraction as well.
Fresnel IOR – Specifies the IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but it can be unlocked for finer control. This parameter can be mapped with a texture in the Maps rollout. Note that this parameter has no effect on metallic materials with Metalness value of 1.0. For more information, see the Fresnel Option example below.
Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Note that intermediate values between 0.0 and 1.0 do not correspond to any physical material. This parameter can be used with PBR setups coming from other applications. For more information, seeUnderstanding Metalness blog post and "Artist Friendly Metallic Fresnel" article by Ole Gulbrandsen. For real-world metal examples and how to set them, see the Metal Shaders page.
Max depth – Specifies the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look right. For more information, see the Reflection Depth example below.
Reflect on back side – When enabled, reflections are computed for back-facing surfaces too. Note that this affects total internal reflections too (when refractions are computed).
Dim distance – Specifies the distance after which the reflection rays are not traced.
Dim fall off – Specifies the fall off radius for the dim distance.
Affect channels – Specifies which channels are affected by the reflection of the material.
Color only – The reflection affects only the RGB channel of the final render. Color+alpha – The material transmits the alpha of the reflected objects instead of displaying an opaque alpha. All channels – All channels and render elements are affected by the reflections of the material.
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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.