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Shadows – The material that is used when a shadow ray hits the surface.

Reflection – The material that is used when a reflection ray hits the surface.

Refraction– The material that is used when a refraction ray hits the surface.

GI – The material that is used when a GI ray hits the surface.

Environment – The texture that will be used instead of the scene environment maps.

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Material ID

 

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ID Number – Isolates objects as an R/G/B mask in the MultiMatte render elements.

ID Color – Allows you to specify a color to represent this material in the Material ID VFB render element.  

UI Text Box
typeinfo

Each material is assigned with an automatically generated ID Color.

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