The AL Surface Material has two reflection tabs with identical parameters for precise control over two types of reflection. Reflect Color – The reflection color. Note that the reflection color dims the diffuse surface color. Texture – Specifies a texture file to be used for the reflection. Mix Strength – Specifies a blend amount for the texture map. Reflect Strength – A multiplier for the reflection color. Reflect Roughness – Used to simulate rough surfaces or surfaces covered with dust. Reflect 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. Reflect 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 the Beckmann distribution. Reflect Bump Map – Allows the user to select a texture for the bump or normal map for the reflection component. The bump effect here is added to the General parameters bump effect. If no map is set in the General parameters or the map there is disabled, the map in this layer still produces its bump effect. Reflect Bump Amount – A multiplier for the bump map effect. Reflect Bump Type – Determines how the Reflect Bump Map parameter is interpreted. Bump map – Applies the map as a bump map. Normal map in tangent space – Applies the map as a normal map in tangent space. Normal map in object space – Applies the map as a normal map in object space. Normal map in screen space – Applies the map as a normal map in screen/camera space. Normal map in world space – Applies the map as a normal map in world space. From texture bump output – The map is applied as determined by map type itself. Explicit normal – Applies the map as an explicit normal. |