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Global Switches
VRay Frame Buffer
Image Sampler Antialiasing
Indirect Illumination
Brute force GI
Irradiance map
Global photon map
Light cache
Caustics
Environment
DMC sampler
Color Mapping
Camera
Default displacement
System
VRayMtl
VRay2SidedMtl
VRayOverrideMtl
VRayLightMtl
VRayMtlWrapper
VRayFastSSS
VRayFastSSS2
VRayBlendMtl
VRaySimbiontMtl
VRaySun and VRaySky
VRayDirt Map
VRayColor Map
VRayMap
VRayHDRI map
VRayEdgesTex
VRayBmpFilter
VRayCompTex
VRayLight
VRayIES light
VRayFur
VRayProxy
VRayPlane
VRayShadow
VRayShadowMap
VRayDisplacementMod
VRayToon
VRayEnvironmentFog
VRayPhysicalCamera
:. VRay Render .: VRayMtlWrapper
VRayMtlWrapper

General

The VRayMtlWrapper can be used to specify additional surface properties per material. These properties are also available in the Object settings dialog. However, the settings from the VRayMtlWrapper override those from the Object settings.

Parameters

[VRayMtlWrapper parameters]Base material - this is the actual surface material.

Additional surface properties 

Generate GI - controls the GI generated by the material.

 

Receive GI - controls the GI received by the material.

 

Generate caustics - turn this off, if the material should not generate caustics.

 

Receive caustics - turn this off if the material should not receive caustics.

 

Caustics multiplier - determines the effect of caustics on the material.

Matte properties 

Matte surface - makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly. Note that the base material is still used for things like GI, caustics, reflections etc.

 

Alpha contribution - determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel will be derived from the transparency of the base material. A value of 0.0 means the object will not appear in the alpha channel at all and will show the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material will cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).

 

Shadows - turn this on to make shadow visible on the matte surface.

 

Affect alpha - turn this on to make shadows affect the alpha contribution of the matte surface. Areas in perfect shadow will produce white alpha, while completely unoccluded areas will produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the photon map and the light map GI engines, when used as primary engines. You can safely use those with matte surfaces as secondary engines.

 

Color - an optional tint for the shadows on the matte surface.

 

Brightness - an optional brightness parameter for the shadows on the matte surface. A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.

 

Reflection amount - shows the reflections from the base material. This only works if the base material is directly a VRayMtl.

 

Refraction amount - shows the refractions from the base material. This only works if the base material is directly a VRayMtl.

 

GI amount - determines the amount of GI shadows.

 

No GI on other mattes - this will cause the object to appear as a matte object in reflections, refractions, GI etc for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object will appear a matte object to itself and will not be able to "see" the refractions on the other side).

Miscellaneous

GI surface ID - this number can be used to prevent the blending of light cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects will not be blended. This can be useful to prevent light leaks between objects of vastly different illumination.

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