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Table of Contents

 

The Reflection rollout is part of the VRayMtl parameters.

Parameters


 

The BRDF parameter determines the type of the highlights and glossy reflections for the material. This parameter has an effect only if the reflection color is different from black and reflection glossiness is different from 1.0.

BRDF Type – Determines the type of BRDF (the shape of the highlight). For more information, see The BRDF Type example below.

Phong – Phong highlight/reflections. Specular highlights have a bright center with no falloff.
Blinn – Blinn highlight/reflections. Specular highlights have a bright center with a tight falloff.
Ward – Ward highlight/reflections. Specular highlights have a bright center with a falloff broader than Blinn, but tighter than Microfacet GTR (GGX).
GGX – GGX Microfacet highlight/reflections. Specular highlights have a bright center with a longer falloff.

 

GGX is the most modern and flexible BRDF type and is able to better represent a broad range of materials thanks to its ability to control the shape of the specular lobe.

There currently isn't any particular performance difference between models and there is little reason to choose any of the other types.


Historically, the Phong, Blinn, Ward and GGX are successive reflectance models developed over the years in computer graphics where each model aimed to improve on the limitations of the previous ones. For example, the specular highlights with the Phong model have a very narrow and bright center with no falloff, but it doesn't work well with anisotropic reflections. The Blinn model has broader highlight center with a tight falloff. The Ward model has an even broaded center and falloff. The GGX model has a bright center and an even longer falloff (at default settings). In the past, each model's characteristics resembled more closely a certain type of material, for example Phong could be used for plastics, Ward for cloth and metals, and Blinn for other common surfaces. However with the introduction of the GGX model, all of these surfaces can be approximated well, thus reducing the need for using the other models.

It should be noted that no principled model is able to represent all possible materials entirely accurately, and where those models fail - for example when the material isn’t viewed frontally - only approaches such as that of VRScans are able to capture the correct material representation.


Reflection Color – Reflection color. Note that the reflection color dims the diffuse surface color. For more information, see The Reflection Color Parameter example below.

Amount – A multiplier for the reflection color.

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 Parameter example below.

Use Fresnel – When enabled, makes the reflection strength 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.

Lock Fresnel IOR To Refraction IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections.

Fresnel IOR – The IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but you can unlock it for finer control. For more information, see The Use Fresnel Option example below.

GGX tail falloff – Controls the transition from highlighted areas to non-highlighted areas when the BRDF Type is set to GGX.

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 some examples, see the Metal Shaders IOR page.

Use roughness – This option controls how Reflection glossiness is interpreted. 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 Reflection glossiness is set to 0.0 and Use roughness is selected, this will result in sharp reflection highlights. 

 

 

 


 

Example: BRDF Type


The following examples demonstrate the different Types of BDRF.

 

 Type: Microfacet GTR (GGX)

Modern versatile BRDF type suitable for all kinds of materials.

Type: Phong

Best used for plastic surfaces.

Type: Blinn

Multi-purpose BDRF suitable for many common materials.

Type: Ward

Useful for cloth materials and chalk-like surfaces.

Slide to change BRDF type.

 

 


 

 

 

 

Example: Reflection Color


This example demonstrates how the Reflect color parameter controls the reflectivity of the material. Note that this color also acts as a filter for the Diffuse color (e.g. stronger reflections dim the diffuse component).

 

Example: Fresnel Option


This example demonstrates the effect of the Fresnel reflections option. Note how the strength of the reflection varies with the Fresnel IOR of the material. For this example, the Reflect color is pure white (255, 255, 255).

 


Reflect = 0, 0, 0


Reflect = 26, 26, 26


Reflect = 51, 51, 51


Reflect = 77, 77, 77


Reflect = 102, 102, 102


Reflect = 128, 128, 128


Reflect = 153, 153, 153


Reflect = 179, 179, 179


Reflect = 204, 204, 204


Reflect = 230, 230, 230


Reflect = 255, 255, 255

Black (0, 0, 0)
White (255, 255, 255)


Fresnel IOR = 1.6


Fresnel IOR = 2.2


Fresnel IOR = 2.8


Fresnel IOR = 3.4


Fresnel IOR = 4.0


Fresnel IOR = 4.6


Fresnel IOR = 5.2


Fresnel IOR = 5.8


Fresnel IOR = 6.4


Fresnel IOR = 7.0


Fresnel IOR = 7.6

1.6
7.6


 

 

Example: Reflection Glossiness

This example demonstrates how the Glossiness parameter controls the highlights and reflection blurriness of the material. Fresnel IOR = 3.5.

 

Example: Reflection Depth

 

This example demonstrates the effect of the reflection Max depth parameter.

 


Glossiness = 0.0


Glossiness = 0.1


Glossiness = 0.2


Glossiness = 0.3


Glossiness = 0.4


Glossiness = 0.5


Glossiness = 0.6


Glossiness = 0.7


Glossiness = 0.8


Glossiness = 0.9


Glossiness = 1.0

0.0
1.0

Reflection Max Depth = 1

Reflection Max Depth = 3

Reflection Max Depth = 5

Reflection Max Depth = 8

Reflection Max Depth = 10

1
10

 

Anisotropy


Anisotropy – Determines the shape of the highlight. A value of 0.0 means isotropic highlights. Negative and positive values simulate "brushed" surfaces. For more information, see The Anisotropy Parameter example below. 

Anisotropy Rotation – Determines the orientation of the anisotropic effect in a float value between 0.0 and 1.0 (where 0.0 is 0 degrees and 1.0 is 360 degrees). For more information, see The Anisotropy Rotation Parameter example below. 

UV Vectors Derivation  Specifies the method for deriving anisotropy axes:

Local object axis – Uses a local axis for the anisotropy effect. 
Specified UVW generator – Allows the user to assign a UVW Generator for the anisotropy effect.

Local Axis –  Specifies a local object axis for the anisotropy effect when UV Vectors Derivation is set to Local object axis.

Anisotropy UV Coords – Allows the user to assign a placement Texture node and change its UV coordinates to control the direction of stretching of the highlights.

To adjust the orientation of the anisotropic highlight based on the object’s local X, Y or Z create a place3dTexture node. Connect place3dTexture.worldInverseMatrix to VRayMtl.anisotropyUVWGen. Then you can simply rotate the place3dTexture by 90 degrees on X, Y or Z.

 

 


 

 

Example: The Anisotropy and Rotation Parameters

 

This example demonstrates the effect of the Anisotropy and Rotation parameters, which determines the shape of the highlight. For the examples below the Type was set to Microfacet GTR (GGX).


Anisotropy = -0.8


Anisotropy = -0.6


Anisotropy = -0.4

Anisotropy = -0.2


Anisotropy = 0.0


Anisotropy = 0.2


Anisotropy = 0.4


Anisotropy = 0.6


Anisotropy = 0.8

-0.8
0.8


Rotation = 0


Rotation = 0.1


Rotation = 0.2


Rotation = 0.3


Rotation = 0.4


Rotation = 0.5


Rotation = 0.6


Rotation = 0.7

Rotation = 0.8

Rotation = 0.9


Rotation = 1

0
1

 

Reflection - advanced


 

Trace Reflections – Check this option to enable reflections for the material.

Max depth – The number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct. See the Reflection Depth example above for illustration.

Dim distance On – Enables the Dim distance parameter which allows you to stop tracing reflection rays after a certain distance.

Dim distance – Specifies a distance after which the reflection rays will not be traced.

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

Reflect On Back Side – When disabled, V-Ray will calculate reflections for the front side of objects only. Checking it will make V-Ray calculate the reflections for the back sides of objects too.

Affect Channels – Allows the user to specify which channels are going to be affected by the reflectivity of the material.

Color Only – The reflectivity will affect only the RGB channel of the final render.
Color+alpha – Causes the material to transmit the alpha of the reflected objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the reflectivity of the material.

 

 

 

 

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VRayMtl Basic Parameters

 

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