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  VRay Home  ::  VRay Documentation Home  ::  VRay Renderer Parameters  ::  VRayMtl Parameters

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VRayMtl examples

 

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.

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Fixed rate (Subdivs = 1), Glossiness = 1.0
Glossiness = 1.0

 

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Glossiness = 0.8
Glossiness = 0.6

 

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Glossiness = 0.6, Subdivs = 8
Glossiness = 0.4, Subdivs = 8

 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.

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Fresnel = off
Fresnel = on

 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.

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
BRDF = Phong
BRDF = Blinn

 

VRay Documentation - VRayMtl examples  
BRDF = Ward
 

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.

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Translucent = off
Fog multiplier = 0.3, Fwd/bck coeff = 0.0

 

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Scatter coef = 0.0
Scatter coef = 1.0

 

VRay Documentation - VRayMtl examples VRay Documentation - VRayMtl examples
Scatter coef = 1.0, Fwd/bck coef = 0.0
Scatter coef = 1.0, Fwd/bck = 1.0

 

  

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