UV Space – Allows the user to assign a UVW Generator for the anisotropy effect.Īnisotropy Axis – Specifies a local object axis for the anisotropy effect when UV Vectors Derivation is set to Local object axis.Įnable Thin Film – Enables the Thin Film parameter. Local Object Axis– Uses a local axis for the anisotropy effect. UV Vectors Derivation – Assigns a placement texture node and changes its UV coordinates to control the direction of stretching of the highlights. Negative and positive values simulate "brushed" surfaces.Īnisotropy Rotation – Determines the orientation of the anisotropic effect in a float value between 0.0 and 1.0 (where 0.0 is 0 degrees and 1.0 is 360 degrees). A value of 0.0 means isotropic highlights. Normally, this is locked to the Refraction IOR parameter, but you can unlock it for finer control.Īnisotropy (-1.1) – Determines the shape of the highlight. Lock Fresnel IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections.įresnel IOR – The Index of Refraction to use when calculating Fresnel reflections. Note that the Fresnel effect depends on the Index of Refraction as well. Some materials in nature (glass etc) reflect light in this manner. Conversely, if Glossiness is set to 0.0 and Use Roughness is selected, this results in sharp reflection highlights.įresnel Reflections - When enabled, makes the reflection strength dependent on the viewing angle of the surface. For example, if Glossiness is set to 1.0 and Use Roughness is selected, this results in diffuse shading. When Use Roughness is selected, the Glossiness inverse value is used. Use Roughness – This option controls how Glossiness is interpreted. It is also hidden for Cinema 4D S24 and older versions, where it is forcefully enabled. This option is enabled by default for all newly created materials and is hidden from the UI. GTR Energy Compensation – Compensates GTR lost energy and an accurate Fresnel formula for conductors is used for metals. The reflection color should typically be set to white for real world materials. This parameter can be used with PBR setups coming from other applications. Note that intermediate values between 0.0 and 1.0 do not correspond to any physical material. Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). GGX Tail Falloff – Controls the transition from highlighted areas to non-highlighted areas when the BRDF Type is set to GGX. A value of 1.0 means perfect mirror-like reflection lower values produce blurry or glossy reflections. Glossiness – Controls the sharpness of reflections. Note that the reflection color dims the diffuse surface color. Ward – Ward highlights/reflections. SpecularF highlights have a bright center with a falloff broader than Blinn, but tighter than Microfacet GTR (GGX).Ĭolor – Specifies the reflection color of the material. Specular highlights have a bright center with a tight falloff. Phong – Phong highlights/reflections. Specular highlights have a bright center with no falloff.īlinn – Blinn highlights/reflections. Specular highlights have a bright center with a longer falloff. GGX – GGX Microfacet highlights/reflections. BRDF Type – Determines the type of BRDF (the shape of the highlight).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |