Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section

This is a list of transparency amounts. A transparency value is used if an object/material with the respective value is behind the object with the current material.

Column
width60%


Add New Item – Adds a new sub-texture to the Material Transparency list.

Used – Enables the sub-texture for rendering.

Value – For modes that use IDs, specifies the ID that will correspond to each texture.

Column
width5%

 

Column
width35%

 

Reflection

...

Section
Column
width60%

Reflection Color – The reflection color dims the diffuse surface color.

Amount – A multiplier for the reflection color.

Specular Ramp

This ramp controls the specular 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.

 

Reflection Glossiness – Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Reflection Subdivs parameter below to control the quality of glossy reflections.

Reflection subdivs – Controls the quality of glossy reflections. Lower values render faster, but the result is noisier. Higher values take longer but produce smoother results. Note that this parameter is available for changing only when Use local subdivs is enabled in the DMC SamplerThis parameter is not available when the renderer is set to CUDA.

Use Fresnel – When enabled, makes the reflection strength dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.

Glossy Fresnel – When enabled, uses glossy fresnel to interpolate glossy reflections and refractions. It takes the Fresnel equation into account for each "microfacet" of the glossy reflections, rather than just the angle between the viewing ray and the surface normal. The most apparent effect is less brightening of the grazing edges as the glossiness is decreased. With the regular Fresnel, objects with low glossiness may appear to be unnaturally bright and "glowing" at the edges. The Glossy Fresnel calculations make this effect more natural.

Lock Fresnel IOR to Refraction IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections.

Fresnel IOR – The IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but you can unlock it for finer control.

Column
width5%

 

Column
width35%

...