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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 subsurface scattering.
5.1. Material and BRDF plugins
MtlSingleBRDF
- The main material type that needs to be connected toNode::material
.Mtl2Sided
- Defines a (possibly different) material for the back side of triangles, as well as the front sides.MtlMulti
- Use this together withGeomStaticMesh::face_mtlIDs
to set different materials for subsets of triangles on one geometric object.MtlVRmat
- Load a V-Ray shader from a .vrmat (formerly .vismat) file. Also supports loadingMtlSingleBRDF
materials from vrscene files. This is used for transferring materials between different host applications.MtlGLSL
- Loads a GLSL shader from file and provides some parameters for it. See this page for details.MtlOSL
- Loads an OSL shader from file and provides some parameters for it. See this page for details.MtlRoundEdges
- Smooths sharp edges within a given radius by modifying normals.
Some advanced materials:
MtlMaterialID
- Can be used to define a unique color for a specific base material to be used in compositing from a dedicated render channel.MtlOverride
- Allows you to override the base material for any of the following: reflections, refractions, GI, shadows, environment.MtlRenderStats
- Overrides visibility and shadow settings for the object using a base material. This material is not to be used nested in bump, wrapper, two-sided or blend materials.MtlWrapper
- (really advanced) Can be used to specify additional surface properties per material related to GI, render elements etc.
Below is a list of BRDF plugins for the materials:. The difference between the Blinn, Phong, Ward, Cook-Torrance and GGX models is in how the specular highlight behaves and what parameters you have to control it. The respective BRDF plugins combine a diffuse and a glossy reflection component, while VRayMtl provides more options, like a Fresnel term, refraction, etc.
BRDFVRayMtl
- The one BRDF plugin to rule them all. Combines all of the following except Cook-Torrance. This is the preferred choice for most cases.BRDFBlinn
- The Blinn BRDF model for glossy highlights. See Wikipedia article and VRayMtl#BRDF.BRDFCookTorrance
- The Cook-Torrance BRDF model for glossy highlights. See Wikipedia.BRDFGGX
- The new GGX (microfacet GTR) BRDF model for glossy highlights.BRDFPhong
- The Phong BRDF model for glossy highlights. See Wikipedia article.BRDFWard
- The Ward BRDF model for glossy highlights. See Wikipedia.BRDFDiffuse
- A basic diffuse BRDF.BRDFGlass
- A basic refractive BRDF.BRDFGlassGlossy
- An extension of BRDFGlass that enables glossy refraction, meaning that rays with equal incoming angle refract at slightly different angles.BRDFLight
- Self-illumination BRDF. Consider usingLightMesh
instead.BRDFMirror
- A basic specular reflection BRDF.
Some BRDFs simulating specific real world materials:
BRDFCarPaint
- Simulation of metallic paint with base color, random metallic flakes and a coating layer.BRDFFlakes
- Only the flake part of the car paint BRDF.BRDFHair3
- A BRDF optimized for hair. Use withGeomHair.
BRDFLayered
- A weighted combination of any number of BRDF plugins.BRDFSSS2
- Subsurface scattering for materials like wax, milk, resin, marble, etc. UseBRDFSkinComplex
instead for skin.BRDFSSS2Complex
- SSS with even more parameters.BRDFScanned
- This loads a real world material sample scanned to a file by our custom hardware. Email us for details.BRDFSkinComplex
- A skin-specific SSS plugin.BRDFStochasticFlakes
- A new plugin for randomly generated tiny sparkly particles. This produces a glittery material like ones found on some clothing and footwear.
And bump maps:
BRDFBump
- Applies a bump map to some base BRDF.BRDFMultiBump
- Combines up to 4 bump maps.- 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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