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). 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 – 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. Shadow Tint – 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 will appear a matte object to itself and will not be able to "see" the refractions on the other side). Matte For Secondary Rays – 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 refrlections/refractions with projection mapping to increase the realism. |