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Strength – Specifies the strength of the coat reflections. 

Texture – This parameter sets either a texture map or a procedural shader to use for the clear coat.

IOR – Determines the IOR of the coat layer, and from that, controls the strength of the reflections. A value of 1.0 does not produce any reflections and disables the coat layer. Higher values produce stronger clear coat reflections. The .vrscan files typically contain the correct value for this parameter, and it is set automatically when the file is loaded.

Bump multiplier – The coat layer has a built-in bump map stored in the material sample file. This allows control over the strength of that bump.

Coloring – Colors the coat reflections.

Glossiness – Controls the sharpness of reflection. A value of 100% means perfect glass-like reflection; lower values produce blurry or glossy reflections.

Glossiness variation – Controls the effect of glossiness growth under shallow observation angles. This parameter represents a real physical effect proper to materials like brushed metals, plastics, etc. The parameter range is 0-100%. Higher values produce a faster transition of the glossiness to 1 when the observation angle goes to zero.

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Bump &

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Displacement

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Bump

Enabled – This enables the use of bump parameters.

Intensity – Specifies the intensity of the bump effect.

Texture – Defines the texture map or shader that will be used for the bump.

 

Displacement

Enabled – Enables the use of displacement properties for the material.

Min level – Sets the displacement distance applied to areas with black (0.0) texture. Measured in world space units.

Max level – Defines the strength of the displacement effect. It is the world space displacement distance applied to the areas with white (1.0) textures.

Enable water level – When enabled, this option enables the clipping of the displacement starting from the 0.0 values or black areas of the texture map or shader.

Water level – Sets the clipping distance in world space units.

Texture – Defines the texture map or shader that will be used for the displacement.

Mode –Defines the mode used to calculate the displacement. Available modes are:

Normal
Vector tangent
Vector object

 

Advanced

Bump and Parallax Zone – Determines the point where additional bump and parallax no longer exist, and only natural height effects remain. This option is especially useful for shallow angles of view to the material, where it might appear flat or less detailed. A value of 0 adds no additional bump and parallax. A value of 1 adds additional bump and parallax equally regardless of the view angle. All scanned materials, by default, have the most suitable value loaded for this parameter to achieve the most realistic look. If you need full control over the bump and the parallax, set the value to 1 and work with the Parallax and Bump Multipliers. 

Parallax Multiplier – Adjusts additional parallax and edge displacement strength. 

Bump Multiplier – Adjusts the additional bump. 

Edges Displacement – Uses a special technique that makes the edges of the geometry appear slightly jagged inwards. This option is useful when rendering close-ups of materials with bumps. It is faster than actual displacement and helps to achieve better realism.

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