Enable Matte/Shaadow Options – Enables the Matter/Shadow options. MainGenerated GI Mult. – Specifies a multiplier for the amount of GI generated by the material. Received GI Mult. – Specifies a multiplier for the amount of GI received by the material. Generated Caustics Mult. – Specifies a multiplier that controls how much caustics the object generates. Note that in order to generate caustics, an object must have a reflective or refractive material. Received Caustics Mult. – Specifies a multiplier that controls how much caustics the object receives. When light is refracted by objects that generate caustics, the resulting caustics are only visible when they are projected on caustics receivers. Subdivs Mult. – Specifies a multiplier for the subdivisions of all secondary ray tracing done for the particular surface. Use Irradiance Map – When enabled, the irradiance map is used to approximate diffuse indirect illumination for the object. If disabled, brute force GI is used. You can use this for objects in the scene which have small details and are not approximated very well by the irradiance map. Matte PropertiesAlpha Contribution – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel is derived from the transparency of the base material. A value of 0.0 means the object does not appear in the alpha channel at all and shows the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material cuts out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface). Generate Render Elements – When enabled, V-Ray generates zDepth, velocity, extra tex, and multi matte render element for matte objects. When this check box is disabled V-Ray does not generate any render elements for matte objects. Matte Surface – Makes the material appear as a matte material, which shows the background instead of the base material when viewed directly. Note that the base material is still used for things like GI, caustics, reflections, etc. Shadows – Makes shadow visible on the matte surface. Affect Alpha – Makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow produce white alpha, while completely unoccluded areas produce black alpha. Shadow Tint – Specifies an optional tint for the shadows on the matte surface. Shadow Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1.0 shows the full shadows. Reflection Amount – Shows the reflections from the base material. Refraction Amount – Shows the refractions from the base material. GI Amount – Determines the amount of GI shadows. No GI On Other Mattes – Causes the object to appear as a matte object in reflections, refractions, GI, etc. for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object appears a matte object to itself and is not able to "see" the refractions on the other side). Matte For Secondary... – Normally the base material is used when an object with a MtlWrapper is seen through reflections/refractions. This option controls whether the MtlWrapper shows the base material or environment when seen through secondary rays (e.g. reflections/refractions). Disable – The base material is used when the MtlWrapper is seen through reflections/refractions. Without Projection Mapping – The environment is seen through reflections/refractions. With Projection Mapping – The environment is seen through reflections/refractions with projection mapping to increase the realism. MiscGI Surface ID – This number can be used to prevent the blending of Light Cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects are not blended. This can be useful for preventing light leaks between objects of vastly different illumination. Trace 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 correct. A value of -1 specifies this option is controlled by the global Render Settings. Volume GI propertiesGenerate GI – Controls whether the object generates indirect illumination. Note that to obtain the caustics effect you must set the appropriate value for the Caustics multiplier below as well as put some objects that generate caustics in the scene. Receive GI – Controls whether the object receives indirect illumination. A multiplier can be specified for the received indirect illumination. Generate GI multiplier – A multiplier for the amount GI generated by the material. Receive GI multiplier – A multiplier for the amount GI received by the material. Generate Caustics – When enabled, the selected objects refract the light coming from light sources that are caustics generators, so that caustics are produced. Note that in order to generate caustics, an object must have a reflective or refractive material. Receive Caustics – When enabled, the selected objects become caustic receivers. When light is refracted by objects that generate caustics the resulting caustics are only visible when they are projected on caustics receivers. Caustics multiplier – A multiplier for the caustics. Enable All – Enables all parameters in this tab at once. Disabled All – Disables all parameters in this tab at once. |