Max depth – Specifies the number of times a ray can be reflected. When enabled back-side reflections are also calculated. It should be noted that no principled model is able to represent all possible materials entirely accurately, and where those models fail - for example when the material isn’t viewed frontally - only approaches such as that of VRscans are able to capture the correct material representation.īack Side Reflect – When disabled, reflections are calculated for the front side of the objects only. However with the introduction of the GGX model, all of these surfaces can be approximated well, thus reducing the need for using the other models. In the past, each model's characteristics resembled more closely a certain type of material, for example Phong could be used for plastics, Ward for cloth and metals, and Blinn for other common surfaces. The GGX model has a bright center and an even longer falloff (at default settings). The Ward model has an even broader center and falloff. The Blinn model has broader highlight center with a tight falloff. For example, the specular highlights with the Phong model have a very narrow and bright center with no falloff, but it doesn't work well with anisotropic reflections. Historically, the Phong, Blinn, Ward and GGX are successive reflectance models developed over the years in computer graphics where each model aimed to improve on the limitations of the previous ones. For more information, please see the BRDF Type example below. There are 4 types available - Phong, Blinn, Ward, Microfacet GTR ( GGX ). means perfectly smooth surface.īRDF – Determines the type of BRDF (the shape of the highlight). A value of 1.0 means rough/diffuse-like reflection, while a value of 0.0. Use Roughness – The base and coat reflection layers as well as the Sheen will use Roughness values. A value of 1.0 means perfectly smooth surface, while a value of 0.0. Use Glossiness – The base and coat reflection layers as well as the Sheen will use Glossiness values. Surface Control – Changes the behavior of all material parameters controlling the surface smoothness: For more information, please see the GTR tail falloff example below. This parameter does not affect the size of the actual highlight - this is controlled by the Reflect glossiness paramater. Hi gher values such as the default make the highlights sharper, while lower values make the transition more subtle. It allows fine tuning of the specular reflections by controlling the transition from highlighted to non-highlighted areas. GTR Tail Falloff – Active only when the BRDF is set to GGX. The Metalness texture map should be considered a mask between two different types of materials: dielectric or conductive. This parameter can be used with PBR setups coming from other applications. Note that any intermediate value between 0.0 and 1.0 does not correspond to a physical material. Metalness * – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Enable for finer control over the Reflection IOR. Reflection IOR * – When disabled, the Refraction IOR is used as Reflection IOR. For more information, please see the Fresnel Option example below. Note that the Fresnel effect depends on the index of refraction as well. glass, etc.) reflect light in this manner. Use the Subdivs parameter below to control the quality of glossy reflections.įresnel – When enabled, the reflection strength depends on the viewing angle of the surface. A value of 0.0 means perfect mirror-like reflection higher values produce blurry or glossy reflections. Reflection Roughness – Available when the Surface control option is set to Use Roughness. For more information, please see the Reflection Glossiness Parameter example below. Use the Subdivs parameter below to control the quality of glossy reflections. A value of 1.0 means perfect mirror-like reflection lower values produce blurry or glossy reflections. Reflection Glossiness * – Available when the Surface control option is set to Use Glossiness. For more information, please see the Reflection Color Parameter example below. Note that the reflection color dims the diffuse surface color based on the Energy preservation option. Reflection Color – Specifies the reflection color. Reflection – Enables reflection of the material. Some options are available only in Advanced mode.
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