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There are two types of plugins involved - material (names start with "Mtl") and BRDF (names start with "BRDF") plugins. BRDFs describe what happens with light when it interacts with the surface, like refraction, diffuse scattering, etc. BRDFs get plugged into material plugins, which may extend their behavior by for example combining several BRDFs or adding bump maps and so onor combine them. Finally the material plugin gets plugged into a Node that links it to a geometric object in the scene.

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An important aspect of BRDFVRayMtl is the Fresnel reflection parameter (which is off by default when you create an instance, while it's on by default in V-Ray for 3dsMax). When it's enabled reflection amount depends on the angle of incidence. Glazing angles produce more reflection than looking head-on at the surface. This changes the conclusions we made above about how energy is distributed in the layers of the material. Even with 100% reflection (white color) some of the energy will go through to the reflection and diffuse layer. Fresnel reflections are a must for physically plausible materials. For Fresnel you need to set a correct index of refraction (IOR), even if the material doesn't refract any light. For example metals have very high IORs.

BRDFVRayMtl also has a translucency option, but you should use BRDFSSS2 instead for sub-surface scattering.

5.1. Material and BRDF plugins

  • Mtl2Sided
  • MtlGLSL
  • MtlMaterialID
  • MtlMulti
  • MtlOverride
  • MtlRenderStats
  • MtlRoundEdges
  • MtlSingleBRDF
  • MtlToon - unused, why?
  • MtlVRmat
  • MtlWrapper

 

  • BRDFBlinn
  • BRDFBump
  • BRDFCarPaint
  • BRDFCookTorrance
  • BRDFDiffuse
  • BRDFFlakes
  • BRDFGGX
  • BRDFGlass
  • BRDFGlassGlossy
  • BRDFHair3
  • BRDFLayered
  • BRDFLight
  • BRDFMirror
  • BRDFMultiBump
  • BRDFPhong
  • BRDFSSS2
  • BRDFSSS2Complex
  • BRDFScanned
  • BRDFSkinComplex
  • BRDFStochasticFlakes
  • BRDFVRayMtl
  • BRDFWard

 

5.2. Textures and UVW generators

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