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VRaySamplerInfoTex
the scene, showing various aspects as color blocks such as position, normal, bump normal, reflection/refraction vectors, and UVW coordinates. This texture map … space). Reflection vector – The reflections direction at the particular shaded point according to the selected Coord system (Object, World, Camera or relativeGlobals
options of the Color mapping section, but the Max ray intensity is applied to all secondary (GI/reflection/refraction) rays, as opposed to the final image … reflections/refractions. When off (the default), texture maps are not filtered for GI and glossy reflections/refractions in order to speed up the calculationsObject Properties | VRayObjProp
will appear perfectly transparent to camera rays. Visible in reflections – When disabled, the object will appear perfectly transparent to reflection rays. Visible … . However, the object will appear normally in reflections/refractions and will generate indirect illumination based on its actual material. Alpha contributionAdaptive Sampling
Carlo sampling (MC) method for evaluating "blurry" values (anitaliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions … – dark glossy reflections can do with fewer samples than bright ones; distant area lights require fewer samples than closer ones, etc. Basing the numberFlakes
. Trace Reflection - Allows you to enable or disable the tracing of reflection for that material. Subdivs - Determines the amount of samples for the glossy reflections of the different layers. This parameter has effect only when the Use Local Subdivs option is enabled from the Global DMC Sampler Settings. CutoffContours
correction from a camera. Visible in Reflections/Refractions – Makes the outlines appear in reflections and refractions. Note that this may increase the render times. Trace Bias – Depending on the scale of the project this parameter determines the ray bias when the outlines are traced in reflections/refractionsRGB_Color
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 sampling of the lights and not just on the type of the contribution. Some of the directVRayLighting
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 sampling of the lights and not just on the type of the contribution. Some of the directMulti Matte
VRay_Maya_RenderElements_CommonUses_MultiMatteID_Reflect_RE.png Reflection Render Element prior to grading VRay_Maya_RenderElements_CommonUses_MultiMatte_ReflectGraded_RE.png Reflection Render Element … VRay_Maya_RenderElements_CommonUses_Beauty_MultiMatte_Graded_Render.png Reflections on the front robot arms have had their reflection tightened and a tintToon
Element with Invert color enabled sciFi_REs_invertToonRR.png V-Ray Toon Render Element with Do Reflection/Refraction enabled on the V-Ray Toon node(s … be present and active. When the Do reflections/refractions option is enabled for the V-Ray Toon node, then in order for all reflected and refracted toon lines