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v-ray材质(V-Ray材质)
v-ray材质(V-Ray材质) Section 1 VR material parameters Diffuse (diffuse) - the diffuse color of the material. You can use a map to replace the value of the multiplier in the diffuse map channel groove of the texture map (texture, maps). Reflect (reflection) reflection table to be used for stone materials such as metal and glass, a reflection through the multiplier, to control the color reflection, can in the texture mapping part (texture maps) the reflection map channel groove use a map to replace the multiplier value). There is no reflection on the black surface. The greater the value, the stronger the reflection, and the white surface is completely reflected. Hilight glossiness- reflected light, that is, high light, control of fuzzy high light, only in the light of the effect, the lower the value of the more blurred, higher light range Glossiness (gloss, smoothness) - this value indicates the glossiness of the material. A value of 0 means a very blurry reflection. A value of 1 will turn off the gloss, and the VRay will produce very clear full reflection. Note: opening gloss (glossiness) will increase rendering time. Subdivs (subdivision) - control the amount of light and make a glossy reflection estimate. When the Glossiness value is 1, the value of this subdivision will be lost, and VRay will not emit light to estimate the glossiness. Fresnel reflection (Finel reflex) - uncheck (when this option is turned on, the reflection will have real world glass reflection. This means that when the angle is close to 0 degrees between the light and the surface normal, the reflection will decay (when the light is almost parallel to the surface, the reflection of visibility is greatest. When light is perpendicular to the surface, almost no reflection occurs. ) Max depth (maximum depth) - maximum depth of ray traced map. When the ray tracing is of greater depth, the map will return black (black blocks on the left). Refract (refraction) - a refractive multiplier. You can use a map to
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