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vray_stochastic_flakes.pdf
. Otherwise we generate random positions of the flakes inside the leaf and process these flakes which belong to the footprint. Reflection cache. During the query, we … direction o. Furthermore, we define per- flake weights wj = mj · rj . We call the set of all n pairs (rj , wj) reflection cache. For the microfacetvray_stochastic_flakes.pdf
. Otherwise we generate random positions of the flakes inside the leaf and process these flakes which belong to the footprint. Reflection cache. During the query, we … direction o. Furthermore, we define per- flake weights wj = mj · rj . We call the set of all n pairs (rj , wj) reflection cache. For the microfacetvray_stochastic_flakes.pdf
. Otherwise we generate random positions of the flakes inside the leaf and process these flakes which belong to the footprint. Reflection cache. During the query, we … direction o. Furthermore, we define per- flake weights wj = mj · rj . We call the set of all n pairs (rj , wj) reflection cache. For the microfacetBack to Beauty
with the appropriate blend modes. The elements that are used for the beauty rebuild are - Background, Lighting, Global Illumination, Reflection, Specular, Refraction, Self Illumination, Caustics, Subsurface Scattering and Atmosphere. When setting the Generic material Reflection or Refraction's Affect Channels option to AllGeneric Diffuse
of the material. For dielectric materials, this is the diffuse color. For metals, this is the specular reflections color. Diffuse Roughness* – Controls … in the specified material slot. See next: Generic ReflectionSubsurface Scattering Material | VRayMtlSSS
is a complete material with diffuse and reflection components that can be used directly, without the need of a VRayBlendMtl material. More exactly, the material is composed of three layers: a reflection layer, a diffuse layer, and a sub-surface scattering layer. The sub-surface scattering layer is comprised of singleVRaySamplerInfo
, such as position, normal, bump normal, reflection/refraction vectors, and UVW coordinates, which previously were only available through the Extra Texture Render Element … Relative – X, Y, and Z coordinates in the object space of the Relative node are converted to RGB data. Reflection – Commonly used for adjusting reflectionsMaterial energy preservation
the diffuse, reflection, and refraction color affect each other. V-Ray tries to keep the total amount of light reflected off a surface to be less than or equal to the light falling on the surface as this happens in real life. The reflection level dims the diffuse and refraction levels, and the refraction level dimsPoint Light
contribution to specular reflections. Use global mult. – When enabled, uses the Enable Lights value (Render tab > Advanced mode > Lighting rollout) as a multiplier … of the light is visible in the specular reflections. When disabled, the particular light is rendered as a point light in the specular reflectionsDirect Light
contribution to specular reflections. Use global mult. – When enabled, uses the Enable Lights value (Render tab > Advanced mode > Lighting rollout … , the shape of the light is visible in the specular reflections. When disabled, the particular light is rendered as a point light in the specular reflections