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VRay Documentation Home
:: VRay Renderer Parameters
:: VRayMtl Parameters
The following images demonstrate glossy reflections created with the
VRay material. Diffuse is set to RGB(0,0,255), Reflection
is set to RGB(230,230,230). Refractions are turned off.
The BRDF is set to Phong. The Subdivs value for the
glossiness is set to 5 unless stated otherwise. Antialiasing is set to
Adaptive subdivision with Min rate = 1, Max rate =
2, unless stated otherwise.
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Fixed rate (Subdivs = 1), Glossiness =
1.0
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Glossiness = 1.0
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Glossiness = 0.8
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Glossiness = 0.6
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Glossiness = 0.6, Subdivs = 8
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Glossiness = 0.4, Subdivs = 8
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The following images demonstrate the effect of Fresnel reflections. When
the reflections are set to Fresnel their strength depends on the angle
between the ray and the reflective surface. A non-fresnel reflection does
not depend on the angle between the ray and the reflective surface. The two
images are taken from a scene that consists of a row of red boxes and two
gray boxes with reflection that act as mirrors.
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Fresnel = off
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Fresnel = on
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The following images demonstrate the different shaders supported in the
VRay material. The material applied to the sphere is set to glossy
reflection so that the shader difference is more prominent. Settings:
Diffuse = RGB(128,128,128), Reflect = RGB(200,200,200),
Glossiness = 0.4, Subdivs = 6.
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BRDF = Phong
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BRDF = Blinn
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BRDF = Ward
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The following images demonstrate some of the VRay material settings
regarding translucency. In order to produce translucency you need to turn on
GI, to apply VRayShadow to the light source, to make the material of the
desired object refractive. The scene consists of a refractive hemisphere and
a simple box that crosses the sphere. These are the common settings for the
images unless stated otherwise: Translucent = on, Thickness
= 100, Light multiplier = RGB(255, 255, 255),
Scatter coeff = 0.0, Fwd/bck coeff = 0.25, Fog
color = RGB(185, 205, 198), Fog multiplier = 0.1.
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Translucent = off
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Fog multiplier = 0.3, Fwd/bck coeff = 0.0
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Scatter coef = 0.0
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Scatter coef = 1.0
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Scatter coef = 1.0, Fwd/bck coef = 0.0
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Scatter coef = 1.0, Fwd/bck = 1.0
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