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Some options are available only in Advanced mode.

Diffuse Color The diffuse Specifies the color of the material. Note that the actual diffuse color of the surface also depends on the reflection and refraction colors.For dielectric materials this is the diffuse color. For metals this is the specular reflections color.

Diffuse Roughness – Controls the Diffuse BRDF Falloff. It can be used Roughness – Used to simulate rough surfaces or surfaces covered with dust (for example, skin , or the surface of the Moon). moon). Note that this parameter only affects the diffuse portion of non-metallic materials. For more information, please see the Roughness Parameter example below.

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Some options are available only in Advanced mode.

Reflection – Enables reflection of the material.

Reflection Color – Specifies the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation option. For more information, please see the Reflection Color Parameter example below.

Reflection Glossiness – Specifies the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of glossy reflections. For more information, please see the Reflection Glossiness Parameter example below.

Fresnel – When enabled, the reflection strength depends on the viewing angle of the surface. Some materials in nature (e.g. glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well. For more information, please see the Fresnel Option example below.

Reflection IOR  – When disabled, the Refraction IOR is used as Reflection IOR. Enable for finer control over the Reflection IOR. 

BRDF Metalness Determines Controls the type of BRDF (the shape of the highlight). There are 4 types available - PhongBlinnWardMicrofacet GTR (GGX). For more information, please see the BRDF Type example below.

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GGX is the most modern and flexible BRDF (Bidirectional reflectance distribution function) type and is able to better represent a broad range of materials thanks to its ability to control the shape of the specular lobe. There currently isn't any particular performance difference between models and there is little reason to choose any of the other types.

Expand
titleRead more...

Historically, the Phong, Blinn, Ward and GGX are successive reflectance models developed over the years in computer graphics where each model aimed to improve on the limitations of the previous ones. For example, the specular highlights with the Phong model have a very narrow and bright center with no falloff, but it doesn't work well with anisotropic reflections. The Blinn model has broader highlight center with a tight falloff. The Ward model has an even broader center and falloff. The GGX model has a bright center and an even longer falloff (at default settings). In the past, each model's characteristics resembled more closely a certain type of material, for example Phong could be used for plastics, Ward for cloth and metals, and Blinn for other common surfaces. However with the introduction of the GGX model, all of these surfaces can be approximated well, thus reducing the need for using the other models.

 

It should be noted that no principled model is able to represent all possible materials entirely accurately, and where those models fail - for example when the material isn’t viewed frontally - only approaches such as that of VRscans are able to capture the correct material representation. 

Back Side Reflect – When disabled, reflections are calculated for the front side of the objects only. When enabled back-side reflections are also calculated. 

Glossy Fresnel – When enabled, it uses 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 that are less glossy may appear to be unnaturally bright and glowing at the edges. The Glossy Fresnel calculations make this effect more natural.

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.

reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Note that any intermediate value between 0.0 and 1.0 does not correspond to a physical material. This parameter can be used with PBR setups coming from other applications. The Metalness texture map should be considered a mask between two different types of materials: dielectric or conductive.

GTR Tail Falloff – Active only when the BRDF is set to GGX. It allows fine tuning of the specular reflections by controlling the transition from highlighted to non-highlighted areas. Higher values such as the default make the highlights sharper, while lower values make the transition more subtle. This parameter does not affect the size of the actual highlight - this is controlled by the Reflect glossiness paramater. For more information, please see the GTR tail falloff example below.

 

Surface Control – Changes the behavior of all material parameters controlling the surface smoothness:

 

Use Glossiness – The base and coat reflection layers as well as the Sheen will use Glossiness values. A value of 1.0 means perfectly smooth surface, while a value of 0.0. means rough/diffuse-like reflection.
Use Roughness – The base and coat reflection layers as well as the Sheen will use Roughness values. A value of 1.0 means rough/diffuse-like reflection, while a value of 0.0. means perfectly smooth surface.

BRDF – Determines the type of BRDF (the shape of the highlight). There are 4 types available - PhongBlinnWardMicrofacet GTR (GGX). For more information, please see the BRDF Type example below.

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GGX is the most modern and flexible BRDF (Bidirectional reflectance distribution function) type and is able to better represent a broad range of materials thanks to its ability to control the shape of the specular lobe. There currently isn't any particular performance difference between models and there is little reason to choose any of the other types.

Expand
titleRead more...

Historically, the Phong, Blinn, Ward and GGX are successive reflectance models developed over the years in computer graphics where each model aimed to improve on the limitations of the previous ones. For example, the specular highlights with the Phong model have a very narrow and bright center with no falloff, but it doesn't work well with anisotropic reflections. The Blinn model has broader highlight center with a tight falloff. The Ward model has an even broader center and falloff. The GGX model has a bright center and an even longer falloff (at default settings). In the past, each model's characteristics resembled more closely a certain type of material, for example Phong could be used for plastics, Ward for cloth and metals, and Blinn for other common surfaces. However with the introduction of the GGX model, all of these surfaces can be approximated well, thus reducing the need for using the other models.

 

It should be noted that no principled model is able to represent all possible materials entirely accurately, and where those models fail - for example when the material isn’t viewed frontally - only approaches such as that of VRscans are able to capture the correct material representation. 

Back Side Reflect – When disabled, reflections are calculated for the front side of the objects only. When enabled back-side reflections are also calculated. 

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 rightGTR Tail Falloff – Active only when the BRDF is set to GGX. It allows fine tuning of the specular reflections by controlling the transition from highlighted to non-highlighted areas. Higher values such as the default make the highlights sharper, while lower values make the transition more subtle. This parameter does not affect the size of the actual highlight - this is controlled by the Reflect glossiness paramater. For more information, please see the GTR tail falloff example below.

Affect Channels – Specify which channels are affected by the reflectivity of the material.

Color Only – The reflectivity of the material affects only the RGB channel of the final render
Color+Alpha – Causes the material to transmit the alpha of the reflected objects instead of displaying an opaque alpha.
All Channels – The reflectivity of the material affects all channels and render elements.

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Anisotropy (-1 to 1) – Determines the shape of the highlight. A value of 0.0 means isotropic highlights. Negative and positive values simulate brushed surfaces. For more information, please see the Anisotropy example below.

Rotation – Determines the orientations of the anisotropic effect in a float value between 0 and 1 (where 0 is 0 degrees and 1 is 360 degrees). For more information, see the Rotation example below.

Derivation – Determines the anisotropy orientation method. 

Local Axis – Axis The orientation of the anisotropic reflection/highlight is based on the object's local X, Y or Z axis. 
UVW Map Channel – When enabled, the orientation of the anisotropic reflection/highlight is based on the specified map channel/set. 

Local Axis – Specifies a local axis used for Anisotropy orientation. (X, Y, Z)

Map Channel/Set – Specifies a map channel that is used for the anisotropic reflections/highlights orientation. 

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Dim Distance – Enables Dim Distance. 

Distance – Specifies a distance after which the reflection rays are not traced. 

Dim Falloff –  Sets a fall off radius for the dim distance. 

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Some options are available only in Advanced mode.

Refraction – Enables Refraction of the material.

Refraction Color – Specifies the refraction color. Note that the actual refraction color depends on the reflection color as well. For more information about refraction color, please see the Refraction Color Parameter example below.

Fog color Color – Specifies the attenuation of light as it passes through the material. This option allows to simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent unless the Fog system units scalingUnits Scaling is enabled. The fog color also determines the look of the object when using fog scattering. For more information, please see the Fog Color Parameter and Fog Multiplier Parameter examples below.

Fog Multiplier – Smaller values reduce the effect of the fog, making the material more transparent. Larger values increase the fog effect, making the material more opaque.

Fog Bias  – Changes the way the fog color is applied. Negative values make the thin parts of the objects more transparent and the thicker parts more opaque and vice-versa (positive numbers make thinner parts more opaque and thicker parts more transparent).

IOR – Specifies the index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction. For more information, please see the Refraction IOR Parameter example below.

Refraction Glossiness – Specifies the sharpness of refractions. A value of 1.0 produces perfect glass-like refraction; lower values produce blurry or glossy refractions. Use the Subdivs parameter below to control the quality of glossy refractions. For more information, please see the Refraction Glossiness Parameter example below.

Affect shadows Shadows – When enabled, the material casts transparent shadows, depending on the refraction color and the fog color. This only works with V-Ray shadows and lights.

Fog Units Scaling – When enabled, the fog color attenuation becomes dependent on the current system unit.

Max depth – Specifies the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right.

Affect channels – Specifies which channels are affected by the transparency of the material.

Color Only – The transparency of the material affects only the RGB channel of the final render.
Color+Alpha
 – Causes the material to transmit the alpha of the refracted objects instead of displaying an opaque alpha. Note that currently this works only with clear (non-glossy) refractions. 
All Channels
 – The transparency of the material affects all channels and render elements.

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Dispersion

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Dispersion – When enabled, true light wavelength dispersion is calculated. For more information, please see the Dispersion example below.

Abbe – Increases or decreases the dispersion effect. Lowering it widens the dispersion and vice versa.

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Fog Scattering – Enables Refraction translucency.

Type – Selects the algorithm for calculating Fog Scattering (also called sub-surface scattering). Note that Refraction must be enabled and a Refraction Fog should be different from white for this effect to be visible. 

Hard (wax) model  – This model is specifically suitable for hard materials like marble. 
Hybrid
 
– This is the most realistic SSS model and is suitable for simulating skin, milk, fruit, juice, etc. 

Back-side Color – Normally the color of the subsurface scattering effect depends on the Fog color. This parameter allows you to additionally tint the SSS effect. 

Scatter Coeff – The amount of scattering inside the object. 0.0 means rays are scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.

Fwd/back Coeff – Controls the direction of scattering for a ray. 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray are scattered backward (towards the surface, to the outside of the object).

Thickness 2 – Limits the rays that are traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.

Light Multiplier – Multiplies the translucent effect. 

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Available only in Advanced mode.

Coat Amount – Specifies the blending weight of the coat layer. A value of 0 does not add a coat layer, while higher values blend the coat gradually.

Coat Color – Determines the coat layer's color. A texture map can be used here.

Coat Glossiness – Controls the sharpness of reflection. A value of 1.0 means perfect glass-like reflection; lower values produce blurry or glossy reflections.

Coat IOR – Specifies the Index of Refraction for the coat layer.

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Available only in Advanced mode.

Mode / Map – Allows the user to specify whether a bump map or a normal map effect is added to the base material.

Bump Map – Requires a height map.

Bump Texture Channel – Most commonly used for the Round Edges effect (Edges texture used as bump).

Normal Map – Requires an RGB map. If a Bitmap texture is slotted, its color space must be set to Rendering Space (Linear).

Amount – Multiplies the Bump / Normal effect.

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Sheen

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Available only in Advanced mode.

Sheen Color – Specifies the color of the sheen layer. Black color disables the effect.

Sheen Glossiness – Controls the sharpness of reflection. A value of 1.0 means all of the light reaches the diffuse color, and when the value is smaller, the cloth material looks glossier.

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The Sheen layer can be used for creation of cloth materials, such as satin. It is a top reflective layer to the diffuse color.
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Opacity

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Some options are available only in Advanced mode.

Opacity – Specifies how opaque or transparent the material is. A texture map can be assigned to this channel. 

Custom Source – When enabled, V-Ray uses an alpha channel to control the material opacity. 

Diffuse Texture Alpha – The diffuse texture alpha channel controls the opacity. Diffuse Texture Alpha source works the same way as Diffuse Map Alpha as Transparency legacy option from the V-Ray versions before 3.60. 
Opacity Texture Alpha – The opacity texture alpha channel controls the opacity, instead of the default texture intensity. If there is no texture in the source slot, the option is ignored. 

Mode – Controls how opacity is sampled.

Normal Clip – (LegacyVery fast) The opacity map surface 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 – (Very fast) The opacity texture is not filtered and it is clipped to 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 may increase flickering when rendering animations.
Stochastic – (Optimal) The surface is randomly shaded as either fully opaque or fully transparent based on the mid-point value. Useful when there are many transparent surfaces one behind the other like leaves.
Stochastic – (Optimal) The opacity texture is filtered and the surface is randomly shaded as either fully opaque or fully transparent for a correct average appearanceso that on average it appears to be with the correct transparency. This mode reduces lightning calculations but might introduce some noise in areas where the opacity map has gray-scale values. The opacity texture is still filtered as normal.

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Bump

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Some of the options are available only in Advanced mode.

Bump – Enables or disables the bump or normal effect.

Mode/Map – Specifies the bump map type.

Bump Map – A height map should be used.
Normal Map – RGB map should be used with this option. Note that in most cases the normal map bitmap color space should be set to Linear to ensure correct results.

Amount – Multiplier for the bump/normal map. 

 

Mode – Specifies if Multiplier or Blend Amount parameters are used to control the intensity of other parameters.

Multiplier – For applicable parameters, intensity is controlled through a Multiplier parameter.
Blend Amount – For applicable parameters, intensity is controlled through a Blend Amount parameter.

Diffuse – Controls the intensity of the Diffuse color.

Reflection Color – Controls the intensity of the reflection color.

Reflection Glossiness – Controls the intensity of the reflection sharpness.

Refraction Color – Controls the intensity of the refraction color.

IOR – Controls the intensity of the Index of Refraction value when calculating refraction.

Refraction Glossiness – Controls the intensity of the refraction sharpness.

Opacity – Controls the intensity of the overall material Opacity.

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Multipliers

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Mode – Specifies how textures and colors will be blended by the multipliers.

Multiply – The texture is blended with a black color.
Blend Amount – The user-specified color is used for blending

Color – Controls the intensity of the Diffuse color.

Reflection Color – Controls the intensity of the reflection color.

Reflection Glossiness – Controls the intensity of the reflection sharpness.

Refraction Color – Controls the intensity of the refraction color.

IOR – Controls the intensity of the Index of Refraction value when calculating refraction.

Refraction Glossiness – Controls the intensity of the refraction sharpness.

Opacity – Controls the intensity of the overall material Opacity.

This option gives the ability to add bump map and normal map effects when using any material.

Bump/ Normal Mapping – Enables or disables the bump or normal effect.

Mode/Map – Specifies the bump map type.

Bump Map – A height map should be used.
Bump Texture Channel – It is most commonly used for Round Edges effect. Edges texture is used as a bump.
Normal map – RGB map should be used with this option. If a Bitmap texture is slotted its color space must be set to Rendering Space (Linear).

Normal Map Type – This option is available only when the Mode is set to Normal Map. It specifies the space for the Normal Map.

Tangent Space – Uses tangents set to each individual face.
Object Space – Uses each object's local coordinates. 
Screen Space – Uses a flat projection along the camera direction.
World Space – Uses world coordinates.

Amount – Multiplier for the bump/normal map. 

Delta Scale It specifies a scale for sampling the bitmap when Bump Map is selected. The exact value is calculated automatically by V-Ray, but can be changed here.

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BindingEnables connection/binding between V-Ray and the corresponding base application material.

Color – Enables color binding. Changing the V-Ray material color changes the corresponding base application material color and vise versa.

Opacity – Enables opacity/ transparency binding. Changing the SketchUp material transparency, however, does not change the V-Ray material. Instead, it disables the Opacity binding.

Texture Mode – Enables texture binding. Changing the V-Ray material texture changes the corresponding base application material texture and vise versa. 

Auto – By default binds the Diffuse texture to the base app material.
Texture Helper – Allows the use of a helper texture as a base application material map. The same helper is used if the binded texture is a procedural map. This is useful if every time you have to set texture placement for a map that can't be displayed accurately in the base app. 
Custom – Allows the use of a custom texture as base application material map.

Disabling this parameter allows changing the base app material texture without affecting the V-Ray material. 

 

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 If a Generic material contains multiple layers, only the top-most one is regarded in Auto binding mode.

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Override Control

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Can be Overridden – When enabled, the material can be overridden by the Material Override option in the Settings.

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