Reflection#
The Reflection material is a special material dedicated to simulate metallic and reflective surfaces. This material can emit reflective caustics and allows you to choose between different BRDFs using the Brdf attribute.
Color#
The color of the material is the resulting color of the light path when it is reflected on the material.
Attribute | Description |
---|---|
Color | Define the color of the reflection. |
Gain | Set the gain of the reflected color. |
Exit Color | Define the color returned by the path tracer when the path has reached the maximum reflection depth set in the path tracer. This is useful is some complex rendering scenarios such as when rendering a hall of mirror-like surfaces. |
Roughness#
The material supports Roughness, Anisotropy and multiple microfacet models that can be selected using the Brdf attribute.
BRDF | Description |
---|---|
GGX | GGX distribution results are very close to empirical data. |
Ward | Ward distribution is very close to Beckmann's but behave quite differently with anisotropy |
Beckmann | Beckmann distribution tends to provide sharper reflections when compared to GGX |
All the renders below have their BRDF set to GGX.
Anisotropy#
Anisotropy control how much the specular highlight is stretched along a direction defined by Anisotropy Space.
- When set to Tangent UV the material uses a frame defined by the UV mapping of the texture connected to the Anisotropy Direction, Anisotropy Rotation, Anisotropy, Roughness or Color attributes.
- When set to Tangent Parametric the material uses the surface parametric frame whereas in Object it uses the frame defined by the object. Anisotropy Direction defines the direction of the anisotropy on the local surface frame and Anisotropy Rotation defines the rotation of the anisotropy along the direction.
Squash#
All the renders below have their Anisotropy Rotation set to 25%
Stretch#
Fresnel#
By enabling Use Fresnel attribute it is possible to simulate the Fresnel effect. The Fresnel effect is controlled by two attributes Fresnel Incident Tint and Fresnel Edge Tint. Using the Fresnel Preset attribute it is also possible to apply material presets that simulate real world materials.