BRDFVRayMtl

Essential parameters

이름 타입 기본값 권장값 노출 여부 값 범위
brdf_type integer 1 1, 2, 3, 0 O 0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay, 4 - GGX
roughness float texture 0 O 0 - 1
opacity_mode integer 0 1 X 0 - Normal, 1 - Clip, 2 - Stochastic
opacity float texture 1 1, ::out_alpha X 0 - 1, ::out_alpha
reflect_glossiness float texture 1 O 0 - 1
diffuse acolor texture AColor(0.5, 0.5, 0.5, 1) X AColor(0, 0, 0, 0) - AColor(1, 1, 1, 1)
reflect acolor texture AColor(0, 0, 0, 1) O AColor(0, 0, 0, 0) - AColor(1, 1, 1, 1)
reflect_subdivs integer 8 O 1 - ∞
fresnel bool false true X true/false
fresnel_ior float texture 1.6 O 0 - ∞
fresnel_ior_lock bool true false X true/false
anisotropy float texture 0 0 O -1 - 1
anisotropy_rotation float texture 0 0 O 0 - 1
refract acolor texture AColor(0, 0, 0, 1) O AColor(0, 0, 0, 0) - AColor(1, 1, 1, 1)
refract_ior float texture 1.6 O 0 - ∞
refract_glossiness float texture 1 O 0 - 1
refract_subdivs integer 8 O 1 - ∞
refract_depth integer 5 O 1 - ∞
refract_affect_shadows bool false true X true/false
fog_color color Color(1, 1, 1) O Color(0, 0, 0) - Color(1, 1, 1)
fog_mult float 1 O 0 - 1
fog_bias float 0 O -∞ - +∞
fog_unit_scale_on bool true O true/false
option_reflect_on_back bool false O true/false

Trivial parameters

아래 파라미터는 vrscene에 기록할 필요가 없습니다.

  • opacity_source: integer = 0, Choose between grayscale or colored opacity.
  • opacity_color: acolor texture = AColor(1, 1, 1, 1), The color opacity map of the material
  • self_illumination: acolor texture = AColor(0, 0, 0, 1), The self-illumination color of the material
  • self_illumination_gi: bool = true, True if the self-illumination should affect GI
  • hilight_glossiness: float texture = 1, The glossiness of the hilights
  • hilight_glossiness_lock: bool = true, True to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
  • gtr_gamma: float texture = 2, How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
  • gtr_oldGamma: bool = false, true to use the old (and incorrect) shadow masking function when gtr_gamma is different from 2.0
  • reflect_trace: bool = true, true to trace reflections and false to only do hilights
  • reflect_depth: integer = 5, The maximum depth for reflections
  • reflect_exit_color: color = Color(0, 0, 0), The color to use when the maximum depth is reached
  • hilight_soften: float = 0, How much to soften hilights and reflections at grazing light angles
  • reflect_dim_distance_on: bool = false, True to enable dim distance
  • reflect_dim_distance: float = 1e+018, How much to dim reflection as length of rays increases
  • reflect_dim_distance_falloff: float = 0, Fall off for the dim distance
  • reflect_affect_alpha: integer = 0, Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
  • anisotropy_derivation: integer = 0, What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
  • anisotropy_axis: integer = 2, Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
  • anisotropy_uvwgen: plugin, The uvw generator to use for anisotropy when anisotropy_derivation is 1
  • refract_trace: bool = true, 1 to trace refractions; 0 to disable them
  • refract_exit_color_on: bool = false, If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
  • refract_exit_color: color = Color(0, 0, 0), The color to use when maximum depth is reached when refract_exit_color_on is true
  • refract_affect_alpha: integer = 0, Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
  • dispersion_on: bool = false, True to enable dispersion
  • dispersion: float = 50, Abbe value
  • fog_color_tex: acolor texture, The absorption (fog) color texture
  • translucency: integer = 0, Translucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency)
  • translucency_color: acolor texture = AColor(1, 1, 1, 1), Filter color for the translucency effect
  • translucency_light_mult: float = 1, A multiplier for the calculated lighting for the translucency effect
  • translucency_scatter_dir: float = 0.5, Scatter direction (0.0f is backward, 1.0f is forward)
  • translucency_scatter_coeff: float = 0, Scattering cone (0.0f - no scattering, 1.0f - full scattering
  • translucency_thickness: float = 1e+018, Maximum distance to trace inside the object
  • option_double_sided: bool = true, true if the material is double-sided
  • option_glossy_rays_as_gi: integer = 1, Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
  • option_cutoff: float = 0.001, Specifies a cutoff threshold for tracing reflections/refractions
  • option_use_irradiance_map: bool = true, false to perform local brute-force GI calculatons and true to use the current GI engine
  • option_energy_mode: integer = 0, Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
  • option_fix_dark_edges: bool = true, true to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
  • option_glossy_fresnel: bool = false, true to enable glossy Fresnel
  • option_use_roughness: bool = false, true to invert all glossiness values and use roughness instead
  • use_environment_override: bool = false, True to use the 'environment override' texture.
  • environment_override: acolor texture, Environment override texture
  • environment_priority: integer = 0, Environment override priority (used when several materials override it along a ray path)
  • refl_interpolation_on: bool = false, [UI] displayName=(Use reflection interpolation), startRollout=(Reflection interpolation)
  • refl_imap_min_rate: integer = -1, [UI] displayName=(Min rate), enable=(::refl_interpolation_on=1), minValue=(-10), maxValue=(10)
  • refl_imap_max_rate: integer = 1, [UI] displayName=(Max rate), enable=(::refl_interpolation_on=1), minValue=(-10), maxValue=(10)
  • refl_imap_color_thresh: float = 0.25, [UI] displayName=(Color threshold), enable=(::refl_interpolation_on=1), minValue=(0.0), maxValue=(1.0)
  • refl_imap_norm_thresh: float = 0.4, [UI] displayName=(Normal threshold), enable=(::refl_interpolation_on=1), minValue=(0.0), maxValue=(1.0)
  • refl_imap_samples: integer = 20, [UI] displayName=(Interpolation samples), enable=(::refl_interpolation_on=1), minValue=(1), maxValue=(1000)
  • refr_interpolation_on: bool = false, [UI] displayName=(Use refraction interpolation), startRollout=(Refraction interpolation)
  • refr_imap_min_rate: integer = -1, [UI] displayName=(Min rate), enable=(::refr_interpolation_on=1), minValue=(-10), maxValue=(10)
  • refr_imap_max_rate: integer = 1, [UI] displayName=(Max rate), enable=(::refr_interpolation_on=1), minValue=(-10), maxValue=(10)
  • refr_imap_color_thresh: float = 0.25, [UI] displayName=(Color threshold), enable=(::refr_interpolation_on=1), minValue=(0.0), maxValue=(1.0)
  • refr_imap_norm_thresh: float = 0.4, [UI] displayName=(Normal threshold), enable=(::refr_interpolation_on=1), minValue=(0.0), maxValue=(1.0)
  • refr_imap_samples: integer = 20, [UI] displayName=(Interpolation samples), enable=(::refr_interpolation_on=1), minValue=(1), maxValue=(1000)
  • channels: plugin, unlimited list, Render channels in which the result of this material will be written to.
  • volume: plugin, Volume to use for this material. This parameter will make the material ignore the fog and translucency parameters.

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