Matte – When enabled, the material appears 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. Matte for Secondaries – Normally the base material is used when an object with a Wrapper Material is seen through reflections/refractions. When enabled, the Wrapper Material shows the environment when seen through reflections/refractions, and the environment map is projected on the matte geometry. Disabled – The base material is seen in reflections or through refractions. Matte for Reflection and Refractions – The material is a matte when seen in reflection or through refractions. Environment Projection – A material with environment projection is seen in reflections or through refractions. Affect Other Mattes – When enabled, the object appears 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). Shadows – When enabled, shadows are visible on the matte surface. Affect Alpha – When enabled, 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 photon map and the light map GI engines when used as primary engines. Those with matte surfaces can be safely used as secondary engines. Shadow Tint – Specifies a tint for the shadows on the matte surface. Shadow Opacity – Specifies an optional brightness value for shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1.0 produces the full shadows. |