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Section
This section allows you to control the swatch for the VRayToonMtl materialthe VRayToonMtl material. 
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Auto update – When enabled, the view in the swatch updates automatically every time one of the VRayToonMtl properties is changed. When the check box is not selected the swatch does not update automatically but you are able to update it manually with the Update button.

Max resolution – Determines the maximum resolution of the swatch.

Update – When clicked, forces an update of the swatch.

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Basic Parameters

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Diffuse Color – Base texture blended with the color from the diffuse ramp.

Amount – A multiplier for the base texture. 

Diffuse Ramp

The Diffuse Ramp controls the diffuse color based on the amount of light received. Position 0.0 maps to light intensity 0.0, position 1.0 maps to light intensity 1.0 and above.

 

Diffuse Ramp Offset – Grayscale texture used to offset the ramp position for the respective shaded point.

Diffuse output offset – Amount used to offset the ramp position by a static value. Useful when the ramp offset texture has values in [0, 1] range but the user wants values in [-0.5, 0.5] range instead.

Opacity Map – Assigns opacity to the material where white is completely opaque and black is completely transparent. You can also assign a map by clicking the check board button. This way you can create a material that has a non-uniform opacity.

Opacity Mode – Controls how the opacity map works.

Normal – The opacity map is evaluated as normal: the surface lighting is computed and the ray is continued for the transparent effect. The opacity texture is filtered as normal.
Clip – The surface is shaded as either fully opaque or fully transparent depending on the value of the opacity map (i.e. without any randomness). This mode also disables the filtering of the opacity texture. This is the fastest mode, but it might increase flickering when rendering animations. 
Stochastic
 – The surface is randomly shaded as either fully opaque or fully transparent so that on average it appears to be with the correct transparency. This mode reduces lighting calculations but might introduce some noise in areas where the opacity map has gray-scale values. The opacity texture is still filtered as normal.

Roughness Amount – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).

Self-Illumination – The self-illumination color of the material. A texture map can be used for the self-illumination color by clicking on the check board box next to the color slider.

Self-Illumination GI – When enabled, the self-illumination affects global illumination rays and allows the surface to cast light on nearby objects. Note, however, that it may be more efficient to use area lights or VRayLightMtl material for this effect.

Compensate Exposure – When enabled, the intensity of the Self-Illumination will be adjusted to compensate the exposure correction from the VRayPhysicalCamera.

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