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Reflect – Specifies the amount of reflection and the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation mode option. This parameter can be mapped with a texture in the Maps rollout. For more information, see the Reflection Color example below.

Glossiness – Reflection glossiness. Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. For more information, see the Reflection Glossiness example below.

Fresnel reflections – When enabled, the reflection strength becomes dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.

Fresnel IOR – Specifies the IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but it can be unlocked for finer control. This parameter can be mapped with a texture in the Maps rollout.  For more information, see the Fresnel Option example below.

Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Note that intermediate values between 0.0 and 1.0 do not correspond to any physical material. This parameter can be used with PBR setups coming from other applications. The reflection color should typically be set to white for real world materials.  For more information, see Understanding Metalness blog post. For a list of metal shaders' IOR, see the Metal Shaders IOR page.

Max depth – Specifies the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look right. For more information, see the Reflection Depth example below.

Reflect on back side – When enabled, reflections are computed for back-facing surfaces too. Note that this affects total internal reflections too (when refractions are computed).

Dim distance – Specifies the distance after which the reflection rays are not traced.

Dim fall off – Specifies the fall off radius for the dim distance. 

Affect channels – Allows you to specify which channels are affected by the reflection of the material.

Color only – The reflection affects only the RGB channel of the final render.
Color+alpha – The material transmits the alpha of the reflected objects instead of displaying an opaque alpha.
All channels – All channels and render elements are affected by the reflections of the material. 

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