Reflection – Enables reflection of the material.
Reflection Color – Specifies the reflection color. Note that the reflection color dims the diffuse surface color based on the Energy preservation option. For more information, please see the Reflection Color Parameter example below.
BRDF – Determines the type of BRDF (the shape of the highlight). The use of GGX model is recommended for metals and other highly reflective materials There are 4 types available - Phong, Blinn, Ward, Microface GTR (GGX). For more information, see the BRDF Type example below.
Microfacet GTR (GGX)
|UI Text Box|
GGX is the most modern and flexible BRDF (Bidirectional reflectance distribution function) type and is able to better represent a broad range of materials thanks to its ability to control the shape of the specular lobe.
There currently isn't any particular performance difference between models and there is little reason to choose any of the other types.
Back Side Reflect – When disabled, reflections are calculated for the front side of the objects only. When enabled back-side reflections will also be calculated.
Diffuse Texture Alpha – The diffuse texture alpha channel controls the opacity. Diffuse Texture Alpha source works the same way as Diffuse Map Alpha as Transparency legacy option from the V-Ray versions before 3.60.
Opacity Texture Alpha – The opacity texture alpha channel controls the opacity, instead of the default texture intensity. If there is no texture in the source slot, the option will be ignored.
Double-sided – When enabled, V-Ray will flip the normal for back-facing surfaces with this material. Otherwise, the lighting on the "outer" side of the material will be computed always. This can be used to achieve a fake translucent effect for thin objects like paper.