The 3Delight Material is a general purpose, physically plausible, material that can be used to render a large variety of surfaces. Its main interesting feature is its ability to simulated surfaces that have a coating. Coated materials include commong real world objects such as furniture, cars, toys and many plastics. The coating layer adds interesting effects on gazing angles and adds an additional specular highlight (from the coating itself) that can be observed on most coated materials (it is especially noticeable on car paint and many legacy shaders simulate this effect by having a secondary highlight control, which is not physically plausible).
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 | Colour of the coating. This is basically the color of the specular highlight that is seen on the coated surface |
Transmittance | The color of the interior of coating. Light that travels through the coating will be coloured according to transmittance. |
Thickness | Thickness of the coating in seen units (world units). For example, when rendering a coated table of 1 meter, a value of 0.001 means a thickness of 1 millimeter. |
Roughness | This controls the specular roughness of the coating material. The smaller the value, the smoother is the surface. |
Samples | This is the total number of samples to trace in order to sample the scene in the specular direction. The rougher is the material the more samples are needed to avoid undue noise. |
IOR | The index of refraction of the coating layer. A value of 1.3 is usual. |
Reflect Geometry | Specifies if the coating reflects the Geometries, Lights and Environment respectively. |
Base | |
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Color | Colour of the base material. |
Roughness | |
Reflection Color | |
Reflection Roughness | |
Reflection Samples | |
IOR | Index Of Reflection ??? Needs a bit of explanation how it works. |
Reflect Geometry | Specifies if the base coating reflects Geometries, Lights and the Environment respectively. |
Anisotropy | |
Anisotropy Direction | |
Refraction Color | |
Refraction Roughness | |
Refraction Samples | |
Refraction IOR | |
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On | Specifies wether or not the material has subsurface light penetration. |
Scattering | |
Scattering Scale | |
Transmittance | |
Transmittance Scale | |
IOR | |
Scale | |
Group |