Page 52 of 112. Showing 1,118 results (0.016 seconds)
VRayFastSSS2
in practice. VRayFastSSS2 is a complete material with diffuse and reflection components that can be used directly without the need of a VRayBlendMtl material. To be more specific, the material is composed of three layers: a reflection layer, a diffuse layer, and a sub-surface scattering layer. The sub-surface scatteringOptions Tab
render element now contains all direct diffuse illumination and the GI element contains all indirect diffuse illumination. Similarly, all direct reflections of lights now go to the Specular element and all indirect reflections go to the Reflection element. Previously this behavior depended on the samplingGeneric
physically correct illumination (energy distribution) in the project, faster rendering, as well as more convenient reflection and refraction parameters. Within this material you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and chooseCorona Legacy Material
Reflection Level – This parameter specifies the reflection level. Both the reflection constant color and texture map are multiplied by this number. Setting 50 … the reflection of the material. It can be set as a constant color or mapped by a texture map. Texture – This slot defines the texture map or shader that is used insteadSubsurface Scattering
the general way light scatters inside the material. Its effect can be somewhat likened to the difference between diffuse and glossy reflections from a surface, however the phase function controls the reflection and transmittance of a volume. A value of 0.0 means that light scatters uniformly in all directions (isotropicRender Elements tab
This page provides information on the Render Elements tab. Overview The Render Elements tab is available in the Render Setup window when either V-Ray or V-Ray GPU is selected as the Renderer. Render Elements are a way to break out renders into their component parts such as diffuse color, reflections, shadowsSheen Glossiness RE
This page provides information on the Sheen Glossiness Render Element. Overview The Sheen Glossiness Render element is analogous to the Reflection Glossiness Render Element; the main difference is that all Sheen render elements can be subtracted from the main back-to-beauty composite, graded, and added backFresnel Node
material in order to create fresnel reflection. c4dR26_60010_FresnelNode_hero.png Properties Front Color – Specifies the color for the texture when viewedVRayDirt
. Ambient occlusion – Normal ambient occlusion is calculated. Reflection occlusion (Phong, Blinn, Ward) – Reflection occlusion is used. The difference between ambient and reflection occlusion is basically in the direction in which rays are traced. With ambient occlusion rays are traced in all directions uniformly whileSupported Rendering Features
Matte Shadow MultiMatte Object ID Raw GI Raw Light Raw Reflection Raw Refraction Raw Shadows Raw Total Light Reflection Reflection Filter Refraction Refraction Filter Render ID Sample Rate Self