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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:
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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 | |
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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. |
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. |
Roughness | This controls the specular roughness of the base layer. The smaller the value, the smoother is the surface. |
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. |
Subsurface | |
On | Specifies wether or not the material has subsurface light penetration |
Scattering
Scattering Scale
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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
IOR
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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Transparency
IOR | The |
index of refraction of the based layer. | ||||||||||
Bump | ||||||||||
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Layer Selection | Allows you to choose wether to apply bump to the coating, base layer or both layers (default). The following zoom show the interesting different in looks obtained by the
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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. |