VRay SDK for C++
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VRay::ScannedMaterialParams Struct Reference

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)
 

Detailed Description

This structure contains the parameters used in the rendering of the scanned materials.

Member Enumeration Documentation

◆ ColorSpace

Enumerator
CS_ADOBE 

sRGB - linear

CS_PP 

adobe rgb

◆ MapChannels

Enumerator
VRSM_FILTER 

the color of the material

VRSM_CCMULT 

general color multiplier

◆ Plain

Enumerator
PL_HMG 

no plain strategy

PL_HMGSYM 

the material is homogenous and potentially anisotropic, an averaged brdf is used instead texture, but uv mapping must still be provided

PL_TRIPLANAR 

the material is homogenous and isotropic , no uv mapping is needed

◆ Triplanar

Enumerator
TP_RNDOFFS 

Enable triplanar.

TP_RNDROT 

Enable random offset.


The documentation for this struct was generated from the following file: