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VRay SDK for C++
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This structure contains the parameters used in the rendering of the scanned materials. More...
#include <vraysdk.hpp>
Public Types | |
| enum | ColorSpace { CS_SRGB = 0 , CS_ADOBE = 1 , CS_PP = 2 } |
| enum | MapChannels { VRSM_PAINT = 0 , VRSM_FILTER = 1 , VRSM_CCMULT = 2 } |
| enum | MapChannelsMask { CH_PAINT_MASK = 1 << VRSM_PAINT , CH_FILTER_MASK = 1 << VRSM_FILTER , CH_CCMULT_MASK = 1 << VRSM_CCMULT } |
| These values can be combined. Each bit enables the corresponding feature. | |
| enum | Plain { PL_NONE = 0 , PL_HMG = 1 , PL_HMGSYM = 2 , PL_TRIPLANAR = 3 } |
| enum | Triplanar { TP_ENABLED = 1 , TP_RNDOFFS = 2 , TP_RNDROT = 4 } |
Public Member Functions | |
| ScannedMaterialParams () | |
| sss thickness multiplier | |
Public Attributes | |
| float | bumpmul |
| not used | |
| float | bumpstart |
| bump multiplier for the inclined views | |
| int | BWforGI |
| Used in volumetric translucency calculation, switches between two models of calculation, fast(1) and sss(0) | |
| float | ccbump |
| clear coat highlights | |
| float | ccglossy |
| The material is represented as non colored for the GI rays, used to prevent the color bleeding when the color will be replaced in post. | |
| float | ccglossyvar |
| Clear coat glossiness, the measured value is kept in presets.specbell. | |
| int | cchlight |
| the clear coat ior, used for carpaints and other materials with thin refractive layer | |
| float | ccior |
| the size of one scene unit in cm | |
| float | ccmetalrefl |
| rendering without using the GI engine at all (but most scenes have low scanned materials in count) | |
| float | ccmul |
| This parameter modifies the clear coat reflection to metalic behavior, i.e., it modulates the reflection color by the underlying BRDF color. | |
| ColorSpace | clrSpace |
| strength of the filter | |
| float | cutoff |
| the reflection rays count, the UI contains subdivision parameter, this must be seto to the square value of the subdivisions (Not used anymore) | |
| float | depthMul |
| int | disablewmap |
| displacement/paralax multiplier | |
| int | displace |
| same as two side in the standard material | |
| int | dome |
| the mapping channel | |
| int | fasttrans |
| Controls the triplanar mapping, combination of enum Triplanar flags. | |
| Color | filter |
| disable use of the enlargement, directly the original small sample is used for rendering (Not used anymore, potentialy bug causing option) | |
| float | fltStrength |
| strength of the replace paint effect | |
| float | invgamma |
| this option modifies the rendering in order to improve the result for materials without large details | |
| int | mapChannel |
| stop of the indirect ray if the total weight is below this value | |
| MapChannelsMask | mapChBitmask |
| multiplies the transparency (only the transparency, the translucency remains!) (Not used anymore) | |
| float | multdirect |
| prevent double lighting by direct and reflection rays (not used anymore) | |
| float | multgi |
| float | multrefl |
| Bool | noCachedGI |
| the output color space (Not used anymore, replaced by the vray color space) | |
| int | noPrimGI |
| edge displacement, used to prevent the flat appearance of the edges | |
| int | noTransp |
| the minimal path length of a reflected ray that allows to use GI, if the path is shorter "fear" ray tracing is used (Not used anymore) | |
| int | nsamples |
| the z value of the view vector below which bump is gradualy applied | |
| float | paintStrength |
| bitmask for the maps used in the rendering | |
| Plain | plain |
| float | retrace |
| the primary rays are rendered without using the GI engine (better acuracity, lower speed) (Not used anymore) | |
| float | saturation |
| inverse gamma | |
| float | sceneScale |
| used when the plain option is set to PL_SCRAMBLE, determines the size of the pieces that are continuous in the uv space , measured in cm (Not used anymore) | |
| float | scrambleSize |
| limit for the tracing recursion | |
| float | sssmul |
| Clear coat glossiness variation, the measured value is kept in presets.scratchdens. | |
| int | traceDepth |
| multipliers for different parts of the light (not used anymore) | |
| float | transpMul |
| force opaque rendering even if backside lighting is present. | |
| int | triplanar |
| Clear coat multiplier. | |
| int | twoside |
| uniform reflections distribution, when nonzero the importance sampling is not used | |
| int | unfRefl |
| used to make the clear coat not perfect | |
| int | usemap |
| uv mapping transformation matrix | |
| Transform | uvtrans |
| general result multiplier (tint) | |
This structure contains the parameters used in the rendering of the scanned materials.