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Key Features


Plain materials strategy – simplifies the shading of the material and may help to reducing tiling artifacts [HOW does this work?]

Filter color – used to tint the color of the material. Specifically, this parameter is used as a color multiplier to adjust the HSV of the material's scanned color.

Information – this text field found in the UI [where?] displays useful information stored in the .mtsc file. This information can include the following:

  • The size of the physical sample used to scan the material
  • etc
  • etc

Subdivision – controls how many reflection rays will be traced for the material. Note that the material does not have a "diffuse" or "reflection" component - everything is considered glossy reflection.

Trace depth – controls the number of reflection bounces. A value of -1 means that the reflections bounces are controlled by the global V-Ray trace depth in the Global switches rollout of the renderer settings.

Cut-off – a threshold that is used to speed up reflections. If the contribution of reflections falls below this threshold, the reflections are not traced. This is similar to the cut-off threshold of the VRayMtl material.

Glossy as GI – this parameter is useful for debugging purposes and is equivalent to the same setting in the VRayMtl material.

Coarse indirect – simplifies the calculations of the material when it is viewed through GI rays. In that case the Average BRDF method is used to shade the material (see above).

Uniform reflection distribution – when enabled, the material reflections are computed by sampling the hemisphere uniformly. When disabled, importance sampling is used to put more rays in directions where the material contribution is larger. Which method will perform better depends on the scene lighting and the particular material that is used.

IOR – determines the IOR of the coat layer and from that controls the strength of the reflections. A value of 1.0 does not produce any reflections and disables the coat layer. Higher values produce stronger clear coat reflections. The .mtsc files typically contain the correct value for this parameter and it is set automatically when the file is loaded.

Bump multiplier – the coat layer has a built-in bump map stored into the material sample file. This parameter allows to control the strength of that bump.

 

Adjust UV tiling – adjust the scale of the texture tiling by interactively clicking on the object's mesh.

Image to illustrate what this is.

Image to illustrate what this is.

Control the color – tint the color of the original scanned material surface to suit your scene's needs by adjusting a color multiplier on the scanned material node

Easily read information on the scanned object – the scanned material hosts information fields that display information from the original scanned object such as:

  • The size of the physical sample used to scan the material
  • etc
  • etc

 

Image to illustrate what this is.

Image to illustrate what this is.

 

Set the Subdivision level – control quality and speed of reflections by adjusting subdivisions of reflection rays as well as the Trace Depth to set the number of reflection bounces needed

Index of Refraction – most scanned materials will have a clear coat layer with an accurate IOR value that is obtained from the scanning process for the surface 

Image to illustrate what this is.

 

Image to illustrate what this is.

Adjustable surface bump – the VRscan process stores a built-in bump map for the clear coat layer of the scanned material that can be controlled for the needs of the scene