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, |
X | 0 - 1, |
| 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.