Page History
This page provides information on the V-Ray BRDFToonMtl node.
Overview
Overview
...
Section | ||||
---|---|---|---|---|
|
|
...
|
...
|
...
|
...
| |||||||||||||||
|
Base
...
The Base tab contains the Diffuse, Bump, Opacity, Self-Illumination, Shadow Control, and Light Control settings.
Diffuse
...
Section | |||||
---|---|---|---|---|---|
|
Node
The V-Ray BRDFToonMt node provides inputs for controlling various material properties. Some correspond to parameters in the section below.
Toon - Diffuse/Specular
...
|
...
Diffuse
Color – Base texture blended with the color from the diffuse ramp.
Roughness – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).
Roughness Model – Specifies the Roughness model.
...
|
Bump
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Opacity
...
Section | |||||
---|---|---|---|---|---|
|
...
|
...
|
Self Illumination
...
Section | |||||
---|---|---|---|---|---|
|
...
|
...
|
...
|
Reflection
BRDF– Determines the type of BRDF (the shape of the highlight and glossy reflections). This parameter has an effect only if the Reflection Color is different from black and Reflection Glossiness is different from 1.0.
Phong – Phong highlight/reflections
Blinn – Blinn highlight/reflections
Ward – Ward highlight/reflections
GGX – GGX Microfacet highlight/reflections
GGX Tail Falloff – Controls the transition from highlighted areas to non-highlighted areas when the BRDF Type is set to GGX.
|
Shadow Control
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Light Control
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Reflection
...
Section | |||||
---|---|---|---|---|---|
|
...
|
...
|
...
|
...
|
...
|
...
Highlight Glossiness – Determines the shape of the highlight on the material. Normally this parameter is locked to the Reflection Glossiness value in order to produce physically accurate results.
...
|
Glossy Fresnel – When enabled, uses glossy fresnel to interpolate 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 with low glossiness may appear to be unnaturally bright and "glowing" at the edges. The Glossy Fresnel calculations make this effect more natural.
|
...
|
...
|
...
|
...
|
...
|
Subdivs – Controls the quality of glossy reflections. Lower values will render faster, but the result will be more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.
...
Rotation – Determines the orientation of the anisotropic effect in a float value between 0 and 1 (where 0 is 0 degrees and 1 is 360 degrees).
Uv Vectors Derivation – Specifies the method for deriving anisotropy axes:
Local Axis – Uses a local axis for the anisotropy effect.
UVW Generator – Allows the user to assign a UVW Generator for the anisotropy effect.
Axis – Specifies a local object axis for the anisotropy effect when Uv Vectors Derivation is set to Local Axis.
Trace Reflections – Enables reflections for the material.
Exit Color – If a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
Refraction
|
Transmission
...
The Transmission tab contains the Refraction, Dispersion, Fog, and Subsurface Scattering settings.
Refraction
...
Section | ||||
---|---|---|---|---|
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
Subdivs – Controls the quality of glossy refractions. Lower values will render faster, but the result will be more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.
...
|
Dispersion
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Fog
...
Section | |||||
---|---|---|---|---|---|
|
...
|
...
|
...
|
Fog Units Scaling – Enables unit scale multiplication when calculating absorption.
Dispersion – Enables the calculation of true light wavelength dispersion.
Abberation – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa.
Affect Shadows – This parameter will cause the material to cast transparent shadows to create a simple caustic effect dependent on the Refraction Color and the Fog Color. For accurate caustic calculations, disable this parameter and instead enable Caustics in the V-Ray Renderer. Simultaneous usage of both Caustics and Affects Shadows can be used for artistic purposes but will not produce a physically correct result.
Trace Refractions – Enables refractions for the current material.
Use Exit Color – Enables the use of Exit Color.
Exit Color – If a ray has reached it's maximum depth this color will be returned instead of tracing the ray further
Max Depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct.
Affect Channels – Allows the user to specify which channels are going to be affected by the transparency of the material
Color Only – The transparency will affect only the RGB channel of the final render.
Color+alpha – This will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the transparency of the material.
Translucency
Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that refraction must be enabled for this effect to be visible. Currently only single-bounce scattering is supported.
None – No translucency is calculated for the material.
Hard (wax) model – This model is specifically suited for hard materials like marble.
Soft (water) model – This model is mostly for compatibility with older V-Ray versions (1.09.x).
Hybrid model – This is the most realistic SSS model and is suitable for simulating skin, milk, fruit juice and other translucent materials.
...
|
Subsurface Scattering
...
Section | |||||
---|---|---|---|---|---|
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
Advanced
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Transparency
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Options
...
Section | |
---|---|
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
...
|
Anchor | ||||
---|---|---|---|---|
|
...
Example: Cell Shading Ramp
This examples shows the effect of the Cell Shading Ramp. Note that the V-Ray Toon Effect is also used for a stronger toon effect.
Section | |||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Anchor | ||||
---|---|---|---|---|
|
...
Example: Diffuse Color with Cell Shading Ramp
This example shows the effect of the Diffuse Color when used with a Cell Shading Ramp. Note that the V-Ray Toon Effect is also used for a stronger toon effect.
Section | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Energy Preservation – Determines how the diffuse, reflection, and refraction color affect each other. V-Ray tries to keep the total amount of light reflected off a surface to less than or equal to the light falling on the surface (as in the real life). For this purpose, the following rule is applied: the reflection level dims the diffuse and refraction levels (a pure white reflection will remove any diffuse and refraction effects), and the refraction level dims the diffuse level (a pure white refraction color will remove any diffuse effects). This parameter determines whether the dimming happens separately for the RGB components or is based on the intensity:
Monochrome – Causes dimming to be performed based on the intensity of the diffuse/reflection/refraction levels.
Color – Causes dimming to be performed separately on the RGB components. For example, a pure white diffuse color and pure red reflection color will yield a surface with a cyan diffuse color (because the red component is already taken by the reflection).
Glossy Rays as GI – Specifies on what occasions glossy rays will be treated as GI rays:
Never – Glossy rays are never treated as GI rays.
GI Rays – (Default) Glossy rays will be treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections.
Always – Glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be used for glossy rays. For example, if the primary engine is irradiance map and the secondary is light cache, the glossy rays will use light cache (which is a lot faster).
Refl. Gloss. Interpretation –These options control how Reflection Glossiness is interpreted. When Use Glossiness is selected, the Glossiness value is used as is, and a high Glossiness value (such as 1.0) will result in sharp reflection highlights. When Use Roughness is selected, the Reflection Glossiness inverse value is used. For example, if Reflection Glossiness is set to 1.0 and Use Roughness is selected, this will result in diffuse shading. Conversely, if Glossiness is set to 0.0 and Use Roughness is selected, this will result in sharp reflection highlights. Note that the Roughness parameter itself has no bearing on the results of this option.
Use Environment Override – Enables the use of the Environment Override color.
Environment Override – A color or texture that is used as an environment for the material.
Environment Priority – Specifies the environment override priority when several materials override it along a ray path.
...