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. Alpha 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). V-Ray GPU works with a value of either 1 or -1. Shadows – When enabled, makes shadow visible on the matte surface. Affect alpha – When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow produce white alpha, while completely unoccluded areas produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the light cache GI engine, when used as primary engine. You can safely use it with matte surfaces as secondary engines. Shadow Tint Color – 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 show the full shadows. Reflection Amount – Shows the reflections from the base material. V-Ray GPU always renders this parameter with a value of 1. Refraction Amount – Shows the refractions from the base material. V-Ray GPU always renders this parameter with a value of 1. GI Amount – Determines the amount of GI shadows. V-Ray GPU always renders this parameter with a value of 0. 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). Not available with V-Ray GPU. Matte For Secondary Rays – Normally the base material is used when an object with a VRayMtlWrapper is seen through reflections/refractions. Turn this option on, if you want the VRayMtlWrapper to show the environment when seen through reflections/refractions. V-Ray can also do projection mapping to increase the realism. Adding a V-Ray material override as an Extra V-Ray Attribute to the Shading Group of the material, allows for a custom environment to be used. For more information, see the Shading Group Attributes page. |
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