Skip to content

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.

Reflection Material

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.

Gain 0%

Gain 25%

Gain 50%

Gain 75%

Gain 100%

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.

Roughness 0%

Roughness 25%

Roughness 50%

Roughness 75%

Roughness 100%

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%

Squash Mode Roughness and Anisotropy 0% Anisotropy Rotation 25%

Squash Mode Roughness and Anisotropy 25% Anisotropy Rotation 25%

Squash Mode Roughness and Anisotropy 50% Anisotropy Rotation 25%

Squash Mode Roughness and Anisotropy 75% Anisotropy Rotation 25%

Squash Mode Roughness and Anisotropy 100% Anisotropy Rotation 25%

Stretch#

Stretch Mode Roughness and Anisotropy 0% Anisotropy Rotation 25%

Stretch Mode Roughness and Anisotropy 25% Anisotropy Rotation 25%

Stretch Mode Roughness and Anisotropy 50% Anisotropy Rotation 25%

Stretch Mode Roughness and Anisotropy 75% Anisotropy Rotation 25%

Stretch Mode Roughness and Anisotropy 100% Anisotropy Rotation 25%

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.

Polyurethane

Water

Aluminium

Chromium

Copper

Gold

Silver

Titanium