The Scanned Material allows the rendering of scanned BRDF material data stored in .vrscan files. These files are produced by Chaos' own internal material scanner and accompanying material creator software.
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With In V-Ray 6 and later, the Scanned Material doesn't require a separate from Chaos license to work correctlyan additional render license.
In V-Ray versions earlier than V-Ray versions6, the rendering Scanned Material Materials requires a separate render license to work correctly. Without a license, the material renders otherwise images render with a watermark.
The scanned material renders the captured appearance of an actual physical material sample, that has been scanned with special scanner hardware. The material goes beyond single-point BRDF capture and can accurately represent the textured appearance of a large number of real-world surfaces, using bidirectional texture function (BTF) approximation.
Because the scanned material simply reproduces the way a physical material responds to light, is has no notion of "diffuse" or "reflection" components, "normal" or "bump" maps.
The .vrscan files tend to be quite large as they need to pack a lot of data (they need to describe the BRDF of the material over its entire surface).
The clear coat parameters are similar to those found in theCar Paint 2 Material. These parameters are only available if while scanning an object, it is determined that the object possesses the properties of a material with a clear coat.
Enable – Enables the tracing of a clear coat layer for the material.
Highlights – Enables highlights from point light sources for the coat layer.
Strength – Specifies the strength of the coat reflections.
IOR – Determines the Index of Refraction of the coat layer and controls the strength of the reflections. A value of 1.0 does not produce any reflections and disables the coat layer. Higher values produce stronger clear coat reflections. The .vrscan file contains the correct value (typically 1.6) for this parameter, which is set automatically when the file is loaded but can be adjusted higher or lower if needed.
Bump multiplier – The coat layer has a built-in bump map stored in the material sample file. This allows you to control the strength of that bump.
Coloring – Turns the coat reflections colored.
Use Glossiness From Preset – When enabled, the glossiness values are taken from the .vrscan file.
Glossiness – Determines the glossiness amount, when the Use Glossiness From Preset option is disabled. Glossiness determines the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections.
Glossiness Variation – Controls the effect of glossiness growth under shallow observation angles. This parameter represents a real physical effect that can be seen in brushed metals, plastics, etc. One common example of this effect is seen in a stainless steel pan - its reflection lines become sharper when viewed from an angle. The parameter range is 0-1. Higher values produce a faster transition to fully glossy when the observation angle becomes more shallow.
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Material Id Enabled – Enables the use of Material ID.
Round Edges Enabled – Enables the round edges effect which uses bump mapping to smooth out the edges of the geometry during render time.
Radius – Specify a radius (in world units) for the round edges effect. Since the actual geometry is not being changed and only the normals of the faces are affected, large values here may produce undesirable effects.
Consider Same Object Only – When enabled, the rounded corners are produced only along edges that belong to the same object which has the attribute applied. When disabled, rounded corners are produced along edges formed when the object with the attribute intersects other objects in the scene.
Corners – Choose which edges are considered in the calculation. Possible options are:
Covex and Concave – Considers all edges. Convex Only – Only applies Round Edges effect to edges with convex angles. Concave Only – Only applies Round Edges effect to edges with concave angles.