The channel controlling the Fresnel IOR of the material. The channel specifying the areas on the material where there is glossiness on a highlight. The channel controlling the reflection amount on the material. The channel controlling the color on the areas of the material where light is reflected. The channel specifying the areas on the material that are self-illuminated. The channel specifying the roughness amount on the surface. The channel containing the opacity map (to determine which parts of the material are opaque or translucent) for the material. The channel controlling the diffuse amount of the material. The actual diffuse color of the surface might also be affected by the reflection and refraction colors. The channel controlling the diffuse color of the material. Toggles the influence of channels connected to the shader without disconnecting them from the shader input. This page is based on the VRayMtl shader documentation, for more information see /display/VRAY4MODO/V-Ray+Material. Furthermore, you can define the BRDF to decide how you want light to interact with the surface material. This material can be easily set up to simulate a variety of surfaces from plastics, metals, and glass. The VRayMtl is a versatile material that allows for better physically correct illumination (energy distribution) in the scene.
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