Apply preset – Sets the material parameters to the selected preset. Changing the preset does not modify the attached maps. Metalness – Metals (conductors) are defined mostly by their reflection color: Metals – Metals (conductors) are defined mostly by their reflection color. Non-metals – Non-metals (dielectrics) are usually defined mostly by their diffuse color and may be transparent to represent materials like glass or plastic (depending on the refraction amount). When using texture, value 0 represents non-metal and value 1 represents metal. The value in between represents a mixture of metal and non-metal material. Thin shell (no inside) – Simulates a thin shell with no internal volume. Such material has no refraction, no volume scattering, and no subsurface scattering. Refraction is replaced by opacity and volume absorption by Absorption color, while subsurface scattering is replaced by diffuse reflection and translucency. For example, use this to create windows or leaves with a single plane. Base LayerLevel – Both the constant color and texmap will be multiplied by this number. Settings 0.5 and using white color is equal to using 50% gray color or using texmap with output level 0.5. Color – Defines reflection color for metals (conductors) or diffuse color for non-metals (dielectrics). Roughness – Controls the smoothness of the base layer surface. A value of 0 (black if a map is used) fives a completely smooth surface, which leads to sharp reflections (and possibly refractions) from the base layer. On the other hand, a value of 1 (white if a map is used) gives completely rough surfaces leading to blurred reflections. The smoothness of the surface also influences the diffuse reflections, where the smooth surface gives the perfect Lambert reflection and the rough surface leads to a more flat-like appearance. If roughness mode (in the Advanced options tab) is set to Glossiness, the value of this parameter is treated as glossiness, which is equal to one minus roughness. |
IOR – Sets the Index of Refraction (IOR) for a non-metal (dielectric) object, which controls how much a ray is bent when entering the object and the amount of reflection in a physically plausible way. A value of 1 gives non-bending of the ray and non-reflection, while the value of 1.52 is good for a generic glass. Precise values for the IOR of different non-metal (dielectric) materials can be found in various online references and guides. If IOR mode (in the Advanced options tab) is set to Disney Specular, the value of this parameter is treated as a Disney Specular value. |
Bump – The missing coefficient between the texture and constant color. 100% means only the constant color is used, and the value in-between blend the texture with the constant color. Edge color – Determines metal reflection color for rays hitting the object at the grazing angle. Base Color determines metal reflection for normal-incident rays. |
AnisotropyAmount – Anisotropy of the glossy reflection highlight. A zero value disables anisotropy (creates a perfectly isotropic highlight). A value of -1 creates a maximally anisotropic highlight on one axis, and a value of 1 creates a maximally anisotropic highlight on the perpendicular axis. The anisotropy reference frame can be defined in the Advanced options tab. Rotation – Rotates the direction of the anisotropy highlight. Value in degrees. TranslucencyFraction – A fraction of diffuse reflection that is reflected on the other side of the material using the Thin mode. A value of 1 leads to a full translucency effect and zero diffuse reflection, while the value of 0 disables translucency. Color – Determines the color of the translucency effect-diffuse reflection on another side of material using Thin mode. RefractionAmount – Sets the amount of refraction in the non-metal (dielectric) object. The value of 0 leads to a plastic-like appearance with a diffuse reflection defined by the base color. The value of 1 leads to a glass-like appearance. the values in between result in the mixture of plastic and glass material. Caustics (slow) – Enables physically correct unbiased caustics. When off, faster, transparent shadows are used. Thin absorption – Simulates a volumetric absorption in a glass using a Thin mode. Dispersion – The Abbe number is a measure of the dispersion of the material, with lower values indicating greater dispersion. For most materials, a value between 30 and 60 should be used. Values lower than 10 lead to highly unrealistic dispersion. OpacityLevel – Both the constant color and texmap will be multiplied by this number. Setting 0.5 and using white color is equal to using 50% gray color or using texmap with output level 0.5. Color – Allows choosing the opacity color using Corona Color Picker. Displacement Min level – Displacement distance applied to areas with black (0.0) texture. Measure in world space units. Max Level – The strength of the displacement effect. It is the world-space displacement distance applied to areas with white (1.0) texture. Water level – Displacement cutoff threshold. Any micro triangles with displacement texture value below this level are removed. Clearcoat LayerAmount – Sets the strength of the clearcoat layer. A value of 1 leads to a full clearcoat effect, while the value of 0 disables clearcoat. IOR – Sets the Index of refraction (IOR) of clearcoat layers, which controls the amount of reflection in a physically plausible way. Roughness – Controls how sharp or blurred the reflection of the clearcoat layer is. Absorption – Allows choosing the absorption color using Corona Color Picker. Bump – The mixing coefficient between the texture and constant color. Sheen LayerAmount – Sets the strength of the sheen layer. A value of 1 leads to a full sheen effect, while the value of 0 disables sheen. Color – Sets the color of the front reflection of the sheen layer. The sheen layer has a Fresnel factor applied to it and thus it will have a white color when approaching grazing angles. This also means that setting the black color here does not disable the sheen effect. |
Roughness – Sets the roughness of the sheen surface. Low roughness keeps the specular highlight at the grazing angles, and as it increases the sheen reflection dominates. |