Base
material - this is the actual surface material.
Generate GI - controls the GI generated by
the material.
Receive GI - controls the GI received by
the material.
Generate caustics - turn this off, if the
material should not generate caustics.
Receive caustics - turn this off if the
material should not receive caustics.
Caustics multiplier - determines the
effect of caustics on the material.
Matte surface - makes the material appear
as a matte material, which shows the background, instead of the base
material, when viewed directly. Note that the base material is still used
for things like GI, caustics, reflections etc.
Alpha contribution - determines the
appearance of the object in the alpha channel of the rendered image. A value
of 1.0 means the alpha channel will be derived from the transparency of the
base material. A value of 0.0 means the object will not appear in the alpha
channel at all and will show the alpha of the objects behind it. A value of
-1.0 means that the transparency of the base material will cut out from the
alpha of the objects behind. Matte objects are typically given an alpha
contribution of -1.0. Note that this option is independent of the
Matte surface option (i.e. a surface can have
an alpha contribution of -1.0 without being a matte surface).
Shadows - turn this on
to make shadow visible on the matte surface.
Affect alpha - turn this on to make
shadows affect the alpha contribution of the matte surface. Areas in perfect
shadow will produce white alpha, while completely unoccluded areas will
produce black alpha. Note that GI shadows (from skylight) are also computed,
however GI shadows on matte objects are not supported by the photon map and
the light map GI engines, when used as primary engines. You can safely use
those with matte surfaces as secondary engines.
Color - an optional tint for the shadows
on the matte surface.
Brightness - an optional brightness
parameter for the shadows on the matte surface. A value of 0.0 will make the
shadows completely invisible, while a value of 1.0 will show the full
shadows.
Reflection amount - shows the reflections
from the base material. This only works if the base material is directly a
VRayMtl.
Refraction amount - shows the refractions
from the base material. This only works if the base material is directly a
VRayMtl.
GI amount - determines the amount of GI
shadows.