BRDF– Determines the type of BRDF (the shape of the highlight and glossy reflections). This parameter has an effect only if the Reflection Color is different from black and Reflection Glossiness is different from 1.0.
Phong – Phong highlight/reflections Blinn – Blinn highlight/reflections Ward – Ward highlight/reflections GGX – GGX Microfacet highlight/reflections GGX Tail Falloff – Controls the transition from highlighted areas to non-highlighted areas when the BRDF Type is set to GGX. Color – The reflection color dims the diffuse surface color. Glossiness – Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of glossy reflections Lock Highlight Glossiness to Reflection Glossiness – When disabled, you can enter different values for the Hilight Glossiness and Reflection Glossiness. However this does not produce physically correct results. Highlight Glossiness – Determines the shape of the highlight on the material. Normally this parameter is locked to the Reflection Glossiness value in order to produce physically accurate results. Use Fresnel – When enabled, makes the reflection strength dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction (IOR) as well. Glossy Fresnel – When enabled, uses glossy fresnel to interpolate glossy reflections and refractions. It takes the Fresnel equation into account for each "microfacet" of the glossy reflections, rather than just the angle between the viewing ray and the surface normal. The most apparent effect is less brightening of the grazing edges as the glossiness is decreased. With the regular Fresnel, objects with low glossiness may appear to be unnaturally bright and "glowing" at the edges. The Glossy Fresnel calculations make this effect more natural. Lock Fresnel IOR to Refraction IOR – Unlocks the Fresnel IOR parameter for finer control over the reflections. When this is enabled, the Fresnel IOR is locked to the Refraction IOR. Fresnel 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. Subdivs – Controls the quality of glossy reflections. Lower values render faster, but the result is more noisy. Higher values take longer, but produce smoother results. Anisotropy – Determines the shape of the highlight. A value of 0.0 means isotropic highlights. Negative and positive values simulate "brushed" surfaces. Rotation – Determines the orientation of the anisotropic effect in a float value between 0 and 1 (where 0 is 0 degrees and 1 is 360 degrees). UV Vectors Derivation – Specifies the method for deriving anisotropy axes: Local Axis – Uses a local axis for the anisotropy effect. UVW Generator – Assigns a UVW Generator for the anisotropy effect.
Axis – Specifies a local object axis for the anisotropy effect when UV Vectors Derivation is set to Local Axis. Trace Reflections – Enables reflections for the material. Exit Color – If a ray has reached its maximum reflection depth, this color is returned without tracing the ray further. Max Depth – The number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct. Enable Dim Distance – Enables the Dim Distance parameter which allows you to stop tracing reflection rays after a certain distance. Dim Distance – Specifies a distance after which the reflection rays are not traced. Dim Fall-off – A fall off radius for the dim distance. Soften – Softens the edge of the BRDF at light/shadow transitions Affect Channels – Specifies which channels are going to be affected by the reflectivity of the material. Color Only – The reflectivity affects only the RGB channel of the final render. Color+alpha – Causes the material to transmit the alpha of the reflected objects, instead of displaying an opaque alpha. All channels – All channels and render elements are affected by the reflectivity of the material. |