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File – The file name with the data for the scanned material; usually has a .vrscan extension.

Show UV Borders – Displays the borders of the material tile in the viewport on the object(s) that has the material applied to it. This only works with the DirectX viewports.

Tiling Factor – Global multiplier for U and V coordinates. See the Tiling Factor example below.

Two Sided – Forces the back-facing polygons to be shaded in the same way as the front-facing ones. If disabled, the back-facing polygons appear black. This can be useful for objects like curtains. Note that this option is always considered enabled when rendering transparent materials.

No Transparency – Turns off transparent properties of the material.

Use Triplanar Mapping – Ignores the object's default UV mapping and assigns one with U and V axes parallel to the nearest object-space axes. See the Use Triplanar Mapping example below.

Random Offset –  (active when Use Triplanar Mapping is enabled) Randomizes the UV space offset. When rendering many instances using the same material, with this option enabled, you get variation of the look.

Random Rotation –  (active when Use Triplanar Mapping is enabled) Randomizes the material rotation from one object to another. When rendering many instances using the same material, with this option enabled, you get variation of the look.

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The Use Triplanar Mapping option is to be used with the Tiling Factor and does not work with the Repeat UV option of ImageFile or UV Channel nodes.

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I know what I am doing – The primary rays are rendered without using the GI engine (better accuracy, lower speed).

Scene Scale – Specifies a percentage for the original scene units of the scene.

Subdivs – Controls how many reflection rays are traced for the material. Note that the material does not have a "diffuse" or "reflection" component; everything is considered glossy reflection.

Depth Mult – Specifies a strength multiplier for the depth.

Direct Light Multiplier – Specifies a strength multiplier for the material's direct lighting.

Reflected Light Multiplier – Specifies a strength multiplier for the material reflection.

GI Lighting Multiplier – Specifies a strength multiplier for the material's global illumination.

Transparency Multiplier – Specifies a strength multiplier for the material transparency.

Retrace – Improves the precision of Global Illumination in cases where the light cache produces too large an error. This is especially obvious near corners where light leaks might be possible because of the light cache interpolation.

Don't use GI for Primary Rays – An approximation of Global Illumination for improving rendering speed. Controls whether to use GI for primary (camera) rays.

Dome – Enables or disables dome lighting.

Disable Enlargement – Disables the material from being enlarged.

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Example: Use Triplanar Mapping

 

This examples shows the effect of the Use Triplanar Mapping option. The Tiling Factor is set to 20. The .vrscan material used for the example is Metal matte rust.

 

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Example: Tiling Factor

 

This example shows the effect of the Tiling Factor parameter. The .vrscan material used for the example is Metal matte rust.

 

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Tiling Factor = 0.5

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Tiling Factor = 1

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Tiling Factor = 2

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Tiling Factor = 3

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Tiling Factor = 5

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