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Coating

On

Specifies wether or not there is a coating on top of the Base layer. Visually, the presence of coating adds the following two phenomenas to the look of the layer:

  1. Adds a sepcular highlight because light can bounce off the smooth surface of the coating.
  2. Adds a light absorption effect. This is especially visible on gazing angles where light travels a longer distance before reaching the viewer.
Color

The color of the coating. Light that travels through the coating will be coloured according to transmittance. The following images have been rendering with a white Colour so that it can be compared to the images in the Color section.

Reflectivity

Specifies the degree of reflectivity through a normalised range.  The more there is reflectivity on the coating, the less light goes to the base layer. In the following progression, a blue coating layer is more and more present with higher reflectivity.

Roughness

This controls the specular roughness of the coating material. The smaller the value, the smoother is the surface of the coating. 

Thickness

Thickness of the coating in scene units (world units). For example, when rendering a coated table of 1 meter, a value of 0.001 means a thickness of 1 millimeter. In the image below, note how the thickness of the coating makes the highlights of the base surface less and less visible. With a very thick coating, as in the rightmost image, the rough highlight of the base layer is not visible anymore ans is replaced by the highlight of the shinier coating.

Base Layer

Diffuse & Subsurace

Color
Specifies the diffuse color of the base material.
Roughness

This controls how diffuse is the material. A value closer to one simulate very rough materials such as chalk. A value of 0 renders a standard "lambertian" diffuse. On a more technical note, this parameter controls the roughness of the Oren-Nayer diffuse model.

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Color
The color of the transparency. This is the actual opacity and is unrelated to refractions.

Reflection

Color
Specifies the color of the specular highlight.
Reflectivity

Specifies the degree of reflectivity through a normalised range. This indirectly controls the index of refraction and fresnel that will be used for reflection.

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Roughness

This controls the specular roughness of the base layer. The smaller the value, the smoother is the surface.

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Anisotropy
Specifies anisotropy "directionality". 0 means no anisotropy. Positive values will increase anisotropy along the anisotropy direction and negative value will increase it along the perpendicular direction.
Anisotropy Direction
Specifies the anisotropy direction in local tangents space.

Incandescence

Color

Specifies the incandescence color.

Intensity

Specifies the incandescence intensity.

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Subsurface

On
Specifies wether or not the material has subsurface light penetration
.
Scattering
The tint of the light that is scattered inside the material. Visually, this means that the light which penetrates the object far away from its exist point will be tinted by this color. For skin, this would be bluish.
Scattering Scale
Scattering isn't usually confined to the 0..1 range (physically, it is expressed in 1/mm). So to have a use friendly UI in which the scattering can still be expressed as a color, we added a separate scale to control the general amplitude
.
Transmittance
Visually, this specifies the color of the light that is diffused nearby the entry point of a light beam. For skin, this would be reddish.
Transmittance Scale
Same as for Scattring Scale but applies for Transmittance.
IOR
The index of refraction of the based layer.
Color
Model Scale

A global scale that applies to this material. Larger scales will make the object appear more translucent. This is the best way to control how much diffusion goes into the surface. A scale closer to 0 will tend to disable the subsurface scattering effect and the surface will look solid.

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Scale 0.05

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Scale 0.1

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Scale 0.2

Transparency


IOR
The
color of the transparency. This is the actual opacity and is unrelated to refractions
index of refraction of the based layer.

Bump 

Layer Selection

Allows you to choose wether to apply bump to the coating, base layer or both layers (default).

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The following zoom show the interesting different in looks obtained by the

Both LayersCoating LayerBase Layer
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Both specular highlights distorted by bump.Note how the base layer highlight remains smooth.Not how the clear coat remains smooth
and how the bump is visible underneath.
Bump Mapping
(Maya only)
A slot to connect a Maya bump2d or bump3d node, simply click on the texture button to connect a texturing node, the bump node will be created automatically and recognize wether of 2d or 3d type.