The Al Surface Material has two reflection rollouts with identical parameters for precise control over two types of reflection. Reflection Color – The reflection color. Note that the reflection color dims the diffuse surface color. Reflection Strength – A multiplier for the reflection color. Reflection Roughness – Used to simulate rough surfaces or surfaces covered with dust. Reflection 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. Reflection Distribution – Determines the type of BRDF (the shape of the highlight): Beckmann – Uses a Beckmann distribution for the reflection. GGX – Uses GGX distribution for the reflection. The GGX distribution has a longer "tail" compared to Beckmann distribution. Reflection Bump Map – Allows the user to select a texture for the bump or normal map for the reflection component. Leaving this unconnected turns off bump/normal mapping. When a texture with color corrections is used as a normal map, V-Ray will display a warning for unexpected results. |
Reflection Bump Amount – A multiplier for the bump map effect on the reflection. Reflection Bump Type – Defines how the bump input is read by the material. Bump Map – Uses a bump map to determine the bump effect on the material. Normal Map in Tangent Space – Uses a tangent normal map to determine the bump effect on the material. Normal Map in Object Space – Uses an object space normal map to determine the bump effect on the material. Normal Map in Screen Space – Uses a Screen space normal map to determine the bump effect on the material. Normal Map in World Space – Uses a world space normal map to determine the bump effect on the material. From texture bump output – Uses the texture bump output to determine the bump effect on the material. Explicit normal – Uses the mesh's set normal to determine the bump effect on the material. |