Diffuse Color – The diffuse color of the material. Note: the actual diffuse color of the surface also depends on the reflection and refraction colors. Amount – A multiplier for the diffuse color. Opacity Map – Assigns opacity to the material where white is completely opaque and black is completely transparent. You can also assign a map by clicking the check board button. This way you can create a material that has a non-uniform opacity. Opacity mode – Controls how opacity is sampled. For more information, see the Opacity mode parameter example below. This parameter is not available when the renderer is set to GPU. Clip – (Very fast) The opacity texture is not filtered and it is clipped to either fully opaque or fully transparent based on the mid-point value. Useful when there are many transparent surfaces one behind the other like leaves. Stochastic – (Optimal) The opacity texture is filtered and the surface is randomly shaded as either fully opaque or fully transparent for a correct average appearance. Roughness Amount – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon). This parameter is not available when the renderer is set to GPU. Self-Illumination – The self-illumination color of the material. A texture map can be used for the self-illumination color by clicking on the check board box next to the color slider. Self-Illumination GI – When enabled, the self-illumination affects global illumination rays and allows the surface to cast light on nearby objects. Note, however, that it may be more efficient to use area lights or VRayLightMtl material for this effect. Compensate Exposure – When enabled, the intensity of the Self-Illumination will be adjusted to compensate the exposure correction from the VRayPhysicalCamera. |